Sid Meier's Alpha Centauri: Iterations

Voting is open
[X] Repair non-functional radio equipment. [-1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
[x ] Repair non-functional radio equipment. [-1 Survival Supplies]
[x ] Conduct new experiments on the xenofungus. [+1 Planet]
[x ]
Open the remaining 4 cryopods containing stowaways. There have to be more surprises waiting, and not all of them are apt necessarily to be bad.
I think you need to remove the spaces after your Xes for Vote Tally to count these.
 
[X] Repair non-functional radio equipment. [-1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
[X] Send a patrol of Unity 'Rovers to check on conditions at U.N. Relief Station and complete a formal survey of the island. [-1 War Stores, -2 Rations] (Note: This will significantly deplete the base garrison.)
[X] Build a primitive dry dock. [-3 Construction Supplies, -1 Survival Supplies]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
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Man, I really want to get more invested, but Lal is just so.... boring. :V

[x] Repair non-functional radio equipment. [-1 Survival Supplies]
[x] Conduct new experiments on the xenofungus. [+1 Planet]
[x]
Open the remaining 4 cryopods containing stowaways. There have to be more surprises waiting, and not all of them are apt necessarily to be bad.
 
[X] Repair non-functional radio equipment. [-1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]

I want to get around to cracking open those cryopods someday but our immediate pressing bottleneck is still industrial capacity. The sooner we can get a manufacturing base under us the sooner we can build labs and amenities and all that other good stuff you need to thrive on Planet. I think between the mass refinery and picking up the electronics workshop next time we have an open slot we'll be in a very good position to go build whatever early game things we want. Not to mention the Skagway will probably need both some rare metals and delicate electronics work to get back in shape anyways.
 
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It seems that Lal has decided to inform the pirates that the Relief Station is not ours but the Peacekeepers will not allow the pirates to attack Yudikon's base. He has also decided to allow the pirates to enter Warm Welcome under the white flag and potentially receive food, water, and medical care but no guns. The Tomorrow Institute personal seem focused on restoring the Skagway as their ticket home for now. The threats are less immediate now.

Talking with Ro reveals that the pirates might have three or more squadrons of foils. Otherwise, we learned more about Zakharov than the pirates. I think having Ro will be useful despite Skagway being a resource sink. The ship will be an useful tool on the naval front and deterrence. Ro has strong political opinions but her training disposes her to follow civilian authorities.

Our economic focus is on industrial capacity and a mass refinery is necessary for that. If we are making a radio mast, we should repair the broken radios to take advantage of that. Xenofungus experiments will be increase the planet score and we might learn useful things about it.

What are Yudikon's goals on this island? He does not have enough people to threaten us. He seems really upset that the indentured servants did not go with him. He acted entitled to have their service and made it obvious he would have severely punished them if he could. Currently, it seems that he is trying to contract the rest of his faction. If he is successful, I think he might gather forces to attempt to reclaim the 150 former indentured servants in Warm Welcome or simply leave. If he is unsuccessful, I wonder what he would do? His base has overseers with no one to oversee. He has a lot of supplies and M.U.L.E.s to work for him to prevent hunger but Relief Station lacks the numbers to do much more than survive for the moment. Would he attempt to start trade with us or the pirates? What use is a trading company without anyone to trade with? Would he go searching for survivors to recruit or make into indentured servants? Or maybe he might eventually try to rejoin us and would we want him back anyway in that case?

[X] Repair non-functional radio equipment. [-1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
[X] Repair non-functional radio equipment. [-1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
If the pirates dropped anchor in Warm Welcome, you could see your way to offering them essentials: food, water, energy, medical services. You would not supply them with weapons or refit. No vessel of theirs will be permitted to remain for a period longer than forty-eight hours. All seeking safe harbor will fly the white flag or be fired upon.
This honestly seems way too generous. Seriously, the offer of food, water, energy and medical services increases their range for piracy. We are going to get so much flak for this from anybody who finds out.

The offer of safe harbor should be tied in with impounding any vessel that takes it up, being relieved of their arms and the arrest of their crews, not supplies to carry on raiding in farther seas.

Were our colonists fine with this absurd offer? I for certain am not, because there's biding time by not being aggressive to the pirates and then there's enabling piracy, which is what it seems Lal settled on.
 
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Yeah that really rubbed me the wrong way, why are we providing safe harbor to slaving pirates? Even if we won't sell them guns, selling them fuel and food and water makes us a de facto pirate harbor anyways. If any pirates in a survival situation wash up on our shores and agree to submit to internment/giving us a free foil in exchange for food and water and medical attention, well alright we're not going to string you up immediately you can have a real trial and maybe even integrate into society. That's fair. Allowing them to freely come and go and treat us like a gas station is not.
 
[X] Build a primitive dry dock. [-3 Construction Supplies, -1 Survival Supplies]
[X] Conduct new experiments on the xenofungus. [+1 Planet]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy ∞, +2 Extractive Economy, +2 Manufacturing Economy]
 
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This honestly seems way too generous. Seriously, the offer of food, water, energy and medical services increases their range for piracy. We are going to get so much flak for this from anybody who finds out.

The offer of safe harbor should be tied in with impounding any vessel that takes it up, being relieved of their arms and the arrest of their crews, not supplies to carry on raiding in farther seas.

Were our colonists fine with this absurd offer? I for certain am not, because there's biding time by not being aggressive to the pirates and then there's enabling piracy, which is what it seems Lal settled on.

Let's game this out.

Scenario 1: We tell Skinner to his face that we're going to murder any pirate that sets foot on dry land. He says "Great, let's rumble;" any patrol we send along the coast gets ambushed, because the pirates have much more strategic mobility than we do; and the pirates start making nice with Dole Yudikon.

Scenario 2: We impound the next foil that puts in at port. Next turn, a squadron of Foils shows up and starts shelling Warm Welcome. Skagway is not in fighting shape; we have no other meaningful navy able to contest the Pirates' boat technicals. We sit there and take it.


If we are going to fight the Pirates, we need to be prepared for long, drawn-out conflict at the tail end of a contested logistics chain, fighting them on their home ground; and that means we need to buy time and make nice until we have a real industrial base and a psych lab. Drawing aggro now may be emotionally satisfying; it does nothing to fight the pirates.
 
If we are going to fight the Pirates, we need to be prepared for long, drawn-out conflict at the tail end of a contested logistics chain, fighting them on their home ground; and that means we need to buy time and make nice until we have a real industrial base and a psych lab. Drawing aggro now may be emotionally satisfying; it does nothing to fight the pirates.

You make a good point. As much as I want to arrest the pirates for being pirates, it's reasonable that we need to be prepared to put them down before we start a fight. Don't start fights you can't finish and all that.

Lal can assuage his people by telling them that he also hates the pirates and doesn't actually intend to do business with them, but he told them what they wanted to hear so they can build up adequately to handle the problem and so that they can perhaps get their people back before starting the war.

With the Skagway, improved weapons, more foils and perhaps dedicated warships, we would be in a much better position.
 
With the Skagway, improved weapons, more foils and perhaps dedicated warships, we would be in a much better position.

Agreed - while we're at it, it may be useful to make sure Yudikon and Relief Settlement isn't a threat when we go to war. I think the next opportunity we get, we should check in on them, whether it's through patrols or sending in a spy.

Yudikon doesn't seem like a particularly competent administrator - that may give is an opportunity to step in, if we are asked to intervene to resolve internal disputes or provide food or water assistance. I don't think this is as high a priority as building ships or a drydock, but eventually we're going to have a free defense action not better spent on training the militia.
 
@Trenacker A question. With this safe harbor offer, are we formally committing to providing free food, water, and medical care to any pirate that shows up at Warm Welcome under the white flag or are we merely giving any pirate vessel a chance to dock at Warm Welcome under the white flag and offering them a chance have a go at trying to convince us to provide food, water, and medical care or make a trade under the right conditions?

The latter would be reasonable but I think the former would be a bit much for our character to commit to without a plurality of player voters voting for it. The former might very well be the correct course of action but it would be a big issue stance to take without a vote for it.
 
It's a pity we don't know how much the pirates cooperate or if they have an industrial base. I suspect being bandits they're more focused on stealing than building any ships or weapons for themselves, and that's good for us. We're industrializing quickly.
 
It's a pity we don't know how much the pirates cooperate or if they have an industrial base. I suspect being bandits they're more focused on stealing than building any ships or weapons for themselves, and that's good for us. We're industrializing quickly.
To fight the pirates effectively, we need do a lot of things beforehand. We need the pirates to not attack us for the foreseeable future. We do not want to spent the next real life month trying to fix the Skagway only for the pirates to descend en masse on Warm Welcome to destroy it just before it is fully repaired. We need to have Skagway fully functional again and also have the ability to repair any future damage it might receive in a timely fashion. We need to have the ability to produce more foils and perhaps dedicated warships, produce enough to take on the 3+ squadrons of pirate foils, and replace any losses in a timely fashion. We would need to develop a proper factory line and economy that could outproduce the pirates. We would need more information on the pirates before we could reasonably fight them. We should watch Yudikon and ensure he is not a threat or dealing with the pirates. We could fortify Warm Welcome and expand the perimeter defenses. We could also build underground food and water storage to develop a larger reserve in case it is not safe to farm during a conflict. We might want to seek potential allies against the pirates in the other factions as well.

I am curious how the Tomorrow Institute crew is going to get home since we probably are not going to hand the personal crew over to the pirates who want them dead even if we do not fully trust the Tomorrow Institute. It seems the crew is hoping the repaired Skagway will break the blockade for them but that would mean waiting a long time picking a fight with the pirates. They could run the blockade again but that would be very risky. Alternately, we could repair the Skycrane and fly them home if Bright Point is close enough. Or if that is too dangerous or we don't trust the Tomorrow Institute enough to fly them there, we could maybe pick up their foil with the Skycrane and drop their foil beyond the pirate blockade for the Tomorrow Institute to travel home on their own if that is possible.
 
To fight the pirates effectively, we need do a lot of things beforehand. We need the pirates to not attack us for the foreseeable future. We do not want to spent the next real life month trying to fix the Skagway only for the pirates to descend en masse on Warm Welcome to destroy it just before it is fully repaired. We need to have Skagway fully functional again and also have the ability to repair any future damage it might receive in a timely fashion. We need to have the ability to produce more foils and perhaps dedicated warships, produce enough to take on the 3+ squadrons of pirate foils, and replace any losses in a timely fashion. We would need to develop a proper factory line and economy that could outproduce the pirates. We would need more information on the pirates before we could reasonably fight them. We should watch Yudikon and ensure he is not a threat or dealing with the pirates. We could fortify Warm Welcome and expand the perimeter defenses. We could also build underground food and water storage to develop a larger reserve in case it is not safe to farm during a conflict. We might want to seek potential allies against the pirates in the other factions as well.

I am curious how the Tomorrow Institute crew is going to get home since we probably are not going to hand the personal crew over to the pirates who want them dead even if we do not fully trust the Tomorrow Institute. It seems the crew is hoping the repaired Skagway will break the blockade for them but that would mean waiting a long time picking a fight with the pirates. They could run the blockade again but that would be very risky. Alternately, we could repair the Skycrane and fly them home if Bright Point is close enough. Or if that is too dangerous or we don't trust the Tomorrow Institute enough to fly them there, we could maybe pick up their foil with the Skycrane and drop their foil beyond the pirate blockade for the Tomorrow Institute to travel home on their own if that is possible.
Keep in mind that for every move we make the enemy has time to make moves of their own. Waiting until absolutely every duck is in a row might not be the optimal approach.

I do like the idea of repairing the Skycrane. We should probably get around to that, it gives us a lot of options.
 
It's a pity we don't know how much the pirates cooperate or if they have an industrial base. I suspect being bandits they're more focused on stealing than building any ships or weapons for themselves, and that's good for us. We're industrializing quickly.

Given how they're still a functioning faction, they must have industry from somewhere; those foils must be coming from somewhere. That said, if this is anything like the game, aquatic bases have poor mineral production compared to land, so we could just bludgeon them to death with an assembly line of foils, in the worst case.

That said, we now have the capacity to churn out rovers and foils, should we so choose, but how are we going to get people to man them?

Given how many options the Biology Lab opened up, I'd like to grab another, see what's hiding behind them. I also want to expand nutrient storage; there's too many hostiles around for me to feel comfortable with just 15. Bring it into line with our water storage. I still want that Training Clinic, too.
 
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Given how they're still a functioning faction, they must have industry from somewhere; those foils must be coming from somewhere. That said, if this is anything like the game, aquatic bases have poor mineral production compared to land, so we could just bludgeon them to death with an assembly line of foils, in the worst case.

That said, we now have the capacity to churn out rovers and foils, should we so choose, but how are we going to get people to man them?

Given how many options the Biology Lab opened up, I'd like to grab another, see what's hiding behind them. I also want to expand nutrient storage; there's too many hostiles around for me to feel comfortable with just 15. Bring it into line with our water storage. I still want that Training Clinic, too.
I don't think we can assume they work by game rules here. It's quite possible they're just bandits, living off of what they steal.

I think storage is unlikely to make a difference at this juncture. All of our resource generation is right next to our base, it's not like it's a long distance trek. If we can't kill people within shooting distance of the walls for weeks we've got bigger problems. The opportunity cost really hurts, too; we have a lot of really strong options.

I was eyeballing some of the labs, though. We certainly have the energy to spare.
 
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It's a pity we don't know how much the pirates cooperate or if they have an industrial base. I suspect being bandits they're more focused on stealing than building any ships or weapons for themselves, and that's good for us. We're industrializing quickly.

I think it's safe to assume that they have a Colony Pod, but this brings up a broader point -- right now, we're planning in a vacuum because we don't have a realistic assessment of what the Pirates are able to field. The pirate fleet is their center of gravity; in an ideal world we would steal it. Second-best is to deny its use to others (noting that the other primarily-maritime factions will get the most benefit). But along with better intelligence against Yudikon, we also need better intelligence about the pirates -- where their primary colony pod is, whether they have other dry dock facilities for ship repair, and whether their foils are electric or hydrocarbon.

The good news is that fleet engagements can be decisive. That is also the bad news... and with that, I've persuaded myself.

[X] Build a primitive dry dock. [-3 Construction Supplies, -1 Survival Supplies]

This is probably the single most important option we have available to us, if we are going to take on the pirates. A drydock will let us conduct much more thorough repairs on the Skagway's hull, it will let us fix our Unity barge, and while it is a significant investment in terms of construction supplies it is the next step towards real naval capacity.

(For context, the Louis Joubert dry dock at St.-Nazaire was important enough to warrant its own commando raid to take it out of commission in WWII.)
 
Touching Base
[x] Repair non-functional radio equipment. [-1 Survival Supplies]
[x] Conduct new experiments on the xenofungus. [+1 Planet]
[x]
Open the remaining 4 cryopods containing stowaways. There have to be more surprises waiting, and not all of them are apt necessarily to be bad.

I don't think this was your first vote, but I wanted to extend to you a warm welcome. We're thrilled you've joined us!

Man, I really want to get more invested, but Lal is just so.... boring. :V

What are some kinds of things that would help you to be more invested?

Unlike a traditional narrative that you receive third-hand, we can take feedback and adjust the course of the story in real time. I'm always interested in the kinds of things readers want to see happen.

What are Yudikon's goals on this island? He does not have enough people to threaten us. He seems really upset that the indentured servants did not go with him. He acted entitled to have their service and made it obvious he would have severely punished them if he could. Currently, it seems that he is trying to contract the rest of his faction. If he is successful, I think he might gather forces to attempt to reclaim the 150 former indentured servants in Warm Welcome or simply leave. If he is unsuccessful, I wonder what he would do? His base has overseers with no one to oversee. He has a lot of supplies and M.U.L.E.s to work for him to prevent hunger but Relief Station lacks the numbers to do much more than survive for the moment. Would he attempt to start trade with us or the pirates? What use is a trading company without anyone to trade with? Would he go searching for survivors to recruit or make into indentured servants? Or maybe he might eventually try to rejoin us and would we want him back anyway in that case?

I will have one of your advisers give you a fresh work-up on Yudikon and more information on Struan's.

This honestly seems way too generous. Seriously, the offer of food, water, energy and medical services increases their range for piracy. We are going to get so much flak for this from anybody who finds out.

The offer of safe harbor should be tied in with impounding any vessel that takes it up, being relieved of their arms and the arrest of their crews, not supplies to carry on raiding in farther seas.

Were our colonists fine with this absurd offer? I for certain am not, because there's biding time by not being aggressive to the pirates and then there's enabling piracy, which is what it seems Lal settled on.

This objection caught me by surprise.

In other cases (e.g., transmitters, Holnists, Spartans), different options have "timed out" after readers repeatedly prioritized other objectives or dealt with only one particular aspect of an issue. When there was insufficient attention to the transmitters, the Peacekeepers simply destroyed them. You lost out on the opportunity to mitigate the work of their impact (say, by relocating them to throw hounds off the scent) and to leverage them (such as by sneaking them into the Struan's luggage), but they stopped being an immediate problem for Warm Welcome, too.

In the case of the Nautilus Pirates, I understood (perhaps incorrectly) that a general consensus had been reached:
  1. You (collectively) didn't feel militarily ready to fight the pirates for control of the surrounding seas, one corollary of which was that you weren't going to try to arrest Skinner or seize his boat
  2. Functionally speaking, your choice was between making some form of "nice" with the pirates or risking that they would land and try to attack Warm Welcome
  3. You were open to a kind of armed neutrality that fell short of trying to sic the pirates on your actual or perceived enemies
  4. There was no critical mass of voters insisting that the Peacekeepers refuse further engagement with the pirates, except to intern them
  5. You weren't finished questioning Skinner
I also assumed the following:
  1. For reasons of operational security, nobody wanted to bring Skinner into the stockade, meaning that the interaction was ready to come to a close
  2. Lal would feel guilty about correcting the record re: U.N. Relief Station, since doing so removed them from your putative "defense umbrella"
Some of your colonists are relieved that there will be no fight. Others are spoiling to hang Skinner from his own yardarm. Reactions range from deflation to mild disaffection to white-hot anger at this "betrayal" of the U.N. Charter.

Yeah that really rubbed me the wrong way, why are we providing safe harbor to slaving pirates? Even if we won't sell them guns, selling them fuel and food and water makes us a de facto pirate harbor anyways. If any pirates in a survival situation wash up on our shores and agree to submit to internment/giving us a free foil in exchange for food and water and medical attention, well alright we're not going to string you up immediately you can have a real trial and maybe even integrate into society. That's fair. Allowing them to freely come and go and treat us like a gas station is not.

This will be the central issue that Warm Welcome deals with in the next few chapters.

@Trenacker A question. With this safe harbor offer, are we formally committing to providing free food, water, and medical care to any pirate that shows up at Warm Welcome under the white flag or are we merely giving any pirate vessel a chance to dock at Warm Welcome under the white flag and offering them a chance have a go at trying to convince us to provide food, water, and medical care or make a trade under the right conditions?

I want to be clear. Not "free" stuff. I used the word "offer" in the update. I would have been better-served to use "sell," which is what I meant. Lal agreed to sell them food, water, and energy. Only medical care would be given freely.

The latter would be reasonable but I think the former would be a bit much for our character to commit to without a plurality of player voters voting for it. The former might very well be the correct course of action but it would be a big issue stance to take without a vote for it.

Inevitably, not every aspect of this story is going to be determined by reader vote. While I have no plans to override votes and will probably give you more votes to help guide social interactions, they are not the only trigger for Lal to make consequential decisions. Some of the story of your interactions with Sathieu Metrion is already proceeding without votes. I try to use the spirit of past votes and recommendations when developing new ideas, but you should expect that gaps will arise between the narrative and the vote, even if only just as a reflection of different interpretations of the same text.

One thing we can do, too, is to bring your Administrative Score into play and let you begin working toward building up your Action Pool. Until now, I have preferred to post as often as possible to build up readership. If debate starts becoming more common, I may delay longer and build larger updates.

The mechanical writing of updates imposes its own limits on how many opportunities I can give you to vote. When I give you votes on Base Administration or other actions unrelated to diplomacy, I don't necessarily want to freeze the social side of things. It might proceed on its own power until the next time you vote. At that point, I try to write it based on past votes and ongoing discussion.

For those that limit themselves to voting only, readers with the most to say about a given subject are more likely to catch glimpses of their ideas in the updates. When needs are expressed, I try to accommodate them because it's pleasing to me to please you, the readers.

It's a pity we don't know how much the pirates cooperate or if they have an industrial base. I suspect being bandits they're more focused on stealing than building any ships or weapons for themselves, and that's good for us. We're industrializing quickly.

Given how they have maneuvered, I don't think you would have any doubt that those Foils operate under a unified command.

Given how they're still a functioning faction, they must have industry from somewhere; those foils must be coming from somewhere. That said, if this is anything like the game, aquatic bases have poor mineral production compared to land, so we could just bludgeon them to death with an assembly line of foils, in the worst case.

Remember how much material you took off Unity. It's completely possible that other groups went "all in" on particular equipment, like Foils, when they had a better sense of what they intended to do once planetside.

That said, we now have the capacity to churn out rovers and foils, should we so choose, but how are we going to get people to man them?

In one sense, you could turn your militia into motorized infantry/dragoons, armored cavalry, or marines.

More aggressive exploration, such as a full survey of the island, will likely net you more fallen cryopods.

General Reminder
Our Discord channel is an ideal place to discuss long-term voting strategy, propose new ideas, make requests for specific content you want to see in the next update, and so on. I reward ideas with votes.
 
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Remember how much material you took off Unity. It's completely possible that other groups went "all in" on particular equipment, like Foils, when they had a better sense of what they intended to do once planetside.
...wait a minute, I just realized why they're doing Green economy.
They probably went all in on boats and boat-related equipment techs. Boats which, even if they CAN build new ones, would be industrially expensive each. Boats which, a coastal faction has relatively few mineral resources they can use for manufacturing(flip side, coastal and oceanic factions have ridiculous amounts of nutrient and energy supplies to work with, if they brought sea formers).

Boats which are going to meet Islands of the Deep or worse, Seawyrms and get killed. Unlike Rovers there's no getting off the fungal tiles to break contact when you can outspeed them. Unlike infantry you can't just fab up a new set of gear and roll out a new unit in a few turns.

If a boat fights an seaborne Mindworm type, they're going to be stuck spending multiple turns repairing if they win.
In other words, until they narrow down the mindworm triggers better they're going to crack down hard on all aquatic pollution, they don't know that the mindworm reaction is faction specific yet, but they do know that there is a reaction to pollution.

Either that or they wound up neighbors to Deidre and are playing along because the lady has Issues if you do it, and so they might as well enforce the same on everyone to make up for their relative economic disadvantage.
 
More aggressive exploration, such as a full survey of the island, will likely net you more fallen cryopods.
So this just went up in priority a lot. We already want to do it so we know exactly what we are working with on the island, any rare materials, more Unity scavenge, any natural features like a natural port, geothermal springs, or another cave network. We also want to do this due to being able to see how Yudikon is doing and if he is up to anything sneaky. But if we are likely to get cryopods this becomes doubly important not only to increase our pop but to make sure Yudikon or the pirates do not get them first.
 
So this just went up in priority a lot. We already want to do it so we know exactly what we are working with on the island, any rare materials, more Unity scavenge, any natural features like a natural port, geothermal springs, or another cave network. We also want to do this due to being able to see how Yudikon is doing and if he is up to anything sneaky. But if we are likely to get cryopods this becomes doubly important not only to increase our pop but to make sure Yudikon or the pirates do not get them first.
Agreed.
 
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