Desperate battles are being fought in the name of the Emperor, Last Stands turn into phyrric victories as the enemy falters before the will of man, and titans long lost stir in their dreams.
It is an age of unending battle, rising heroes, and legends being forged in the crucible that is the 42nd Millenium.
Too bad you are too busy with guiding His Imperial Majesty's Republic of Momi ʻōmaʻomaʻo to take part in those conflicts.
Beset on all sides by Xenos, Mutants, Traitors, and Witches, the Imperium of Man fights onwards undaunted. A realm of a million worlds built by the greatest human to ever live, the God-Emperor of Man, bound by their faith in him as the only true God and defended by the might of his inexhaustible armies. His divinity is apparent to all who can perceive the Warp, be it Sanctioned Psykers or the Navigators of the Navis Nobilite who can see His light beating back the horrors that assail their souls every moment, or His preachers spreading His divinity and word to all worthy humans to exist, no matter how far they may be. But man is nothing if not imperfect, and in moments of weakness, where man's faith wavers and wanes, death soon follows.
The results are lost worlds, who have turned from the Emperor's light, perverted in body and soul by Chaos, Xenos, or Heretics denying the God-Emperors Divinity.
Yet, mighty Crusades are launched every day to reclaim those worlds lost by the weak and unfit, faithful legions of colonists set out, carrying the light of civilization once more to those places thought lost, and mighty bulwarks shield the faithful against further attacks.
And it all may not be enough.
It is the year 999.M41, and the light of the Emperor wavers.
Cadia has been shattered under the 13th Black Crusade.
The Tyrranids seem to have the Galaxy surrounded.
Xeno activity increases by the day.
Chaos has infiltrated even Holy Terra.
Suppose one is inclined to listen to the ramblings of heretical preachers. In that case, this is the Age of Ending, where man will fall, when the last Guardsman will die standing before Eternity Gate ere even the Emperor is dead.
Killed by either Chaos or one of his treacherous sons.
But you, you do not know of this.
How could you?
You are not high enough to be privy to the horrors that the Empire faces at large, only the myriad of tiny threats that have assaulted your sections of the realm. And it is with your service that you have been granted something you never thought, or wanted, to reach: retirement.
Although, service does not end for you, merely another type. You are shuffled away for your predecessor to take the reigns of your post, as an illness has taken your ability below the level expected of you.
What was it again?
[ ] General In The Guard
You served faithfully within the first and last line of defense and offense against all that assails the Imperium of Man. Countless campaigns are under your belt, hundreds of victories and only one shameful defeat for which you have atoned. Now, within your twilight years, your homeworld regiment and you have been given one last task: settle a world and dig the first trench.
(Gain: 1 Free Guard Regiment you will customize later. Allows for quicker Military buildup.)
[ ] Admiral Of The Imperial Navy
The void is something to be feared, not only for the dangers within but also the need to enter the abominable Warp. Yet, you cannot see it as anything other than your first love, only home, and the place in which you would have wanted to die. But, alas, it is not meant to be, as you no longer possess the health to command a fleet the way you did in your youth of only three centuries. Those were the days! Burning Ork ships left and right, ramming a drukhari with three escorts to align the perfect shot, and blasting traitor vessels to scrap from half a system away! And now? Now you will most likely die on a blasted ball of mud. Dammit.
(Gain: 1d2-1 Light Cruisers and 1d3 Escorts, which will be chosen later, additional option in world generation.)
[No] Magos Lexico Arcanus Of The Adeptus Mechanicum
The settling of this world will offer a strategic advantage in 349 years. Gather the menials and servitor conversion manufactories.
(Gain: Additional Resources in world generation (+2 Points), -2 Morale, effects of Morale are halved (+/-2.5 Points per Morale, instead of +/-5.).)
(Forbidden, because we are trying to create a pleasant planet, not hell world #83vsd.210s-3.)
[ ] Cardinal Of The Adeptus Ministorum
With faith as your shield and an adamantium-clad will, you set out in your firebrand days, preaching the good word to savages and lost colonies. You stood on the frontlines with Sisters of Battle, the Guard, and even one Chapter of His Angels. You slaughtered the Traitor, the Xeno, and the Heretic without mercy and brought back those fallen worlds, by word and might. Later, you watched over the souls of an entire world, guarding them against the heresy of Chaos, leading the defense and subsequent deliverance from doubt against them. As a reward, you had been given the rank of Cardinal, elevated to oversee a diocese spanning a dozen planets, a task you accepted with fervor and humility. And now, in your halcyon days, you have admitted that the flesh is indeed weak, even as your spirit is strong, and have given power over to your most faithful and capable subordinate. Now you have but one last task to fulfill: sanctifying a new world in the name of the God-Emperor. Thankfully, an Order Minoris has been created to aid you in this task due to your outstanding piety and century-long support for the Sisters of Battle.
(Gain: Free Order Minoris of the Adepta Sororitas you will customize later. Gain +6 Morale.)
[ ] Adeptus Of The Adeptus Administratum
You kept the wheels of bureaucracy turning, keeping the food flying and materials loaded in the correct bays. With the stroke of a pen, millions were saved or damned, thousands laboring under your directions to fulfill works in whose shades even their children will never rest. With deft politicking, you secured rank and resources, shoving competitors and the offensively corrupt into the light and thus death or worse, demotion. Yet, even the mightiest of pencil-pushers have to accept the end of a glorious career whose end has etched permanent ink stains into your fingers. Now, you have to oversee one last task with capable subordinates before filing the correct form for your death. Bliss fills you with the thought.
(Gain: Efficient Administrators. +5 to all Rolls.)
Ah yes, you remember now. With a slight internal smile, you turn to the official standing before you, stacks of papers in their hands.
A selection of planets you will be able to choose from, though that is a but a formality, as that decision was made years ago. But tradition needs to be observed, and so you are here, as is the official. So they lay down the dozens of options for you to choose, though even if you had chosen the wrong one, your superiors would have ignored you, and you take your time to peruse them out of curiosity.
You halt after having skimmed them all, then read more carefully again. Then, turning to the official, you speak: "There seems to be a lack of Deathworlds here, have those in charge of creating colonies finally forbidden their settling?"
The official respectfully inclines his head, looking a bit uncomfortable with the subject. "Not so much forbidden,
[ ] Lord (NAME)
[ ] Lady (NAME)
[ ] (TITLE) (NAME)
, as not having any free for settling. They have all been colonized, you see."
You blink at that, surprised that enough madmen could be found to settle those hellholes. "Wait," you say, leaning forwards. "Even that place, what's it called, Avensis?"
"Avernus, and yes."
"Huh," you reply bewildered, then shake your head in slight mirth before tapping the folder with the planet you have been given ownership over.
You have 2(two) Points to customize your planet.
You start at 2/10 morale. (-15 to all rolls.)
[ ] Pleasant World - (-1 Point)
From its smell to its flora and fauna, everything in this world is pleasant to humans. It is a small wonder that nobody has claimed it before, as you cannot imagine a better world to live on, other than Holy Terra, of course.
(Gain +1 Morale.)
[ ] Breathtaking World - (-2 Points)
Everything within this world inspires awe and wonder in humans. From the night's sky with its breathtaking view to the vibrant flora and fauna, its perfect atmosphere and gravity to even the smell! This is a planet blessed by the God-Emperor, no doubt!
(Gain +2 Morale.)
[ ] Xeno Pets - (Optional Description) - (-1 Point)
It seems that one or more species on this planet have been quickly tamed by your colonists, turning them into valued companions. They are also adorable in their juvenile phase.
(Gain +1 Morale.)
[ ] Very Fertile - (-2 Points)
This planet has a substantial amount of biodiversity, making planting and harvesting food simple.
(Greatly increased number of plants, far easier farming.)
[ ] Abundant Growth - (-3 Points)
This planet has an incredible amount of biodiversity, making planting and harvesting food effortless.
(Massive amount of quickly growing plants, very easy farming.)
[ ] Ore rich - (-2 Points)
Your scanners and prospectors have found massive deposits wherever they ventured!
(Larger metal deposits allow more industry.)
[ ] Abundant metals - (-3 Points)
You are pretty sure that the planet is made up of only the purest and rarest ores in the Galaxy. The small adamantine vein certainly proves that.
(Vast metal deposits allow you to create vast industrial complexes.)
[ ] Easily Accessible Promethium - (-2 Points)
"We have found deposits here, here, here, here, here..."
(More Promethium! Less worry about power.)
[ ] Abundant Promethium - (-3 Points)
"Wait, don't di-" A prospector, shortly before being lifted into the air by a promethium Geysir. Again.
(You will need to get some large tanks set up because that stuff is spilling wherever you dig.)
[ ] Crossroads - (-2 Points)
At the nexus of trade, we can expect both Traders and wealth to flow to us.
(This planet is situated on a trade nexus.)
[ ] Population Trait - (Max 1(one)) - (-1 Point)(Disciplined/Fierce/Pious/Stubborn/Cunning/Artisans/Industrious/Courtly)
"Boy, we sure are [INSERT TRAIT] here!"
(Gain boni in the chosen trait's category.)
[ ] Modular Fortifications - (-1 Point) - (Can Be Taken Multiple Times)
A small packet of pre-fabricated fortifications should ensure that we won't have to worry about enemies for some time.
(Gain Level 1 Fortifications.)
[ ] Void Station - (Restricted to Admiral Of The Imperial Navy) - (+/-0 Points)
"YUS!" - You.
(The colony is a void station instead of a planet.)
[ ] Abhuman Settlers - (+1 Point)
Someone has had the genius idea of sending a bunch of abhumans along with your colony fleet. Expect them to be the start of trouble.
(Roll 1d6 for which, and 1d20 for a quirk. -1 Morale, +2 to all rolls.)
[ ] A Plethora Of Abhuman Settlers - (+2 Points) Half of your starting population will be abhumans. Joy!
(Roll 2d6 for which, and 2d20 for the quirks. -3 Morale, +10 to all rolls.)
[ ] Low In Ores - (+1 Point)
There is little metal here. I hope you have enough ships to mine the asteroid belt!
(Buildings will be of lower quality and take more progress.)
[ ] Low Fertility - (+1 Point)
Plants grow slow here, and the biodiversity has suffered in equal measure. Better pack those greenhouses and hydroponics!
(You need to husband your food for most of the game.)
[ ] Little Promethium - (+1 Point)
This planet sports a dearth of promethium, meaning you will have to search for an alternative of more primitive means of power generation.
(You need to create alternatives or husband your promethium reserves.)
[ ] Atoll Planet - (+2 Point)
The planet has only one small continent, with most land being shallow lagoons, coral reefs, and tropical islands.
(???)
[ ] Megaflora Planet - (+2 Point)
This planet is home to towering behemoths of flora, capable of holding cities if one desires, or wishes, to restrict themselves like that.
(???)
[ ] Bioluminescent Planet - (+2 Point)
Exotic but non-toxic particles cause this world to be almost permanently shrouded in clouds. Despite this, greenhouse effects and geothermal activity have led to life, most of it exhibiting bioluminescent qualities.
(???)
[ ] Mesa Planet - (+2 Point)
Great plateaus and mesas are common around the equator, with cooler forested polar regions. Large rivers have cut canyons into the world, their sides covered with vegetation.
(???)
[ ] Cenote Planet - (+2 Point)
Giant Sinkholes and underwater river systems snake below the surface of this world. Most landmasses are covered in thick vegetation.
(???)
[ ] Isolated - (+1 Point)
It is a long way to this particular planet.
(Reduced Trade and Contact to the Imperium at large.)
[ ] Completely Alone - (+2 Points)
Seriously, nobody is here—Imperial or Xeno.
(Almost no contact to anybody. Expect maybe one Rogue Trader or Xeno craft per decade at most, but that's it.)
The official nods his head and begins to gather the folders once more. Before he leaves, he hands you a single piece of paper, unremarkable, save for the symbol on the sigil and the signature—an order signed by the Inquisition. If you were younger, you would have voided your bowels in fear; as it is, you only wipe a single bead of sweat from your brow, reading carefully what the Inquisition would want from you.
Choose 1(one).
[ ] Strange Obelisks - (+1 Point)
Strange black obelisks with green runes reach into the sky on your future world, Governor. They are not to be interacted with, except the mechanicus contingent bearing this code-
[ ] Forbidden Continent - (+1 Point) DO NOT ATTEMPT TO SETTLE CONTINENT ALPHA.
DO NOT ATTEMPT TO INVESTIGATE CONTINENT ALPHA.
SHOOT DOWN ANY AIRCRAFT LEAVING CONTINENT ALPHA.
DESTROY ANY SHIP LEAVING CONTINENT ALPHA.
KILL ANY BEING LEAVING CONTINENT ALPHA.
DO NOT MOURN ANYONE GOING INTO CONTINENT ALPHA; THEY ARE LOST.
DO NOT RESCUE ANY PERSONEL ON CONTINENT ALPHA.
IGNORE ALL SIGNALS FROM CONTINENT ALPHA.
JUST DON'T!
[ ] Native Xenos - (+1 Point)
The planet you are settling is host to native intelligent Xenos in the late paleolithic period. You are to exterminate them with extreme prejudice. If any personnel voice sympathy, they are to be executed posthaste.
[ ] Lost Relic - (+1 Point)
On the chosen world, a holy relic has been located. Therefore, you are expected to outfit and supply all search parties sent towards you. Do not inquire as to the nature of the Relic. You will be shot.
[ ] QM Choice - (+2 Points) [REDACTED]
***
An: Welcome to [WH40K] - Colonizing A Peaceful Planet, the first of my short 2-month quests in which you, dear reader, have the task to create a colony for the Imperium of Man! Unfortunately, all Deathworlds, worlds with dangerous flora, fauna, warp-related phenomenon, powerful Xenos, and all other manners of nasties have been colonized!
Bummer.
Well, nothing to it then, better start building an excellent new colony for the Imperium to gather resources and soldiers, because you will die if you don't! (Not that you will survive the founding of the colony anyways, as you suffer from [CONVENIENT PLOT DEVICE #7]. Tragic.)
Your objective is to build the colony as fast as possible, juggling Money, Metal, Promethium, Power, Food, Morale, and People, all the while shaping the planet's society when fulfilling projects.
Your task OOC is also to build a planet where people live a good life! Not to create a powerhouse of galactic portion, a horrific dystopia, or the 40k equivalent of the contemporary USA. This quest isn't about Numer-Go-Up or Fix-40k; it is about creating a cozy colony within the 40k Universe where you would want to live.
This quest uses a plan quest dice system. You get xd100 per category, and need to devote them to projects, then roll them to fulfill those.
Morale gives you a -5 modifier for every point of Morale below 5 and +5 for every point above the same.
Once the colony is founded, you die, get replaced with the aid of the chosen political system you set up, and gain an ending post in which I talk about how your planet fairs.
Thought I had posted this already, but, apparently, not. So:
This is one of 4(four) 2-month long quests I am doing until the 20.09.21 and will update every four days. 2 days of voting, 2 days of writing the update.
Fridays are rest days and will thus be skipped in the above mentioned schedule.
The Quests I am doing, and their schedule are:
1st Day: [WH40K] - Colonizing A Peaceful Planet - (You are here.)
2nd Day: [Gang War Voting Style] - Space Station 14 - (Link)
3rd Day: [Xianxia] - Yellow Sky Revolution - (Link)
4th Day: [SCP-Like] To Build Against The Dark - (Link)
[x] 40k Hawaii
-[x] Adeptus Of The Adeptus Administratum
-[x] Lord Haku
-[x] Breathtaking World - (-2 Points)
-[x] Xeno Pets - (Looks like hybrid of shark and dog, acts more like dog thankfully) - (-1 Point)
-[x] Abundant Growth - (-3 Points)
-[x] Modular Fortifications - (-1 Point)
-[x] Abhuman Settlers - (+1 Point)
-[x] Atoll Planet - (+2 Points)
-[x] (PLANET NAME) Momi ʻōmaʻomaʻo
-[x] (NAMING THEME) Nature Themed
-[x] (SEGMENTUM) Ultima Segmentum
-[x] QM Choice - (+2 Points) [REDACTED]
Momi ʻōmaʻomaʻo.
The Green Pearl.
A world of azure seas, green and verdant isles, pleasant weather and air, and absolutely no pollution in sight. Lord Haku softly chuckled on his way to the bridge, thinking back on those days when he was still young, and all his friends boasted about being the one to retire to a paradise world while he would be trapped on Calus II. 'Well, who's laughing now, you withered old bags?' he thinks, chuckling at the faces they had made when he presented them the location of his retirement. Then, walking onwards, he skirts around a puddle of coolant leaking to the floor, a "Warning, Wet!" sign standing watch. Looking closer, he can see that the sign had rusted to the spot it had been placed in, probably decades ago. Annoyance bubbles up in his mind before being squashed down with well-trained reflexes. He was the one who had bought the ship to transport him and the colonists to the planet, mainly for the Lance and the reactor, who were cheaper if purchased with the vessel than separately, and not his superiors. Also, most civilian shipping was currently jacking up their prices by a few thousand thrones due to the ongoing campaign against the arachnoid Ski'tz-I, making this purchase economically viable.
A ping from his implants interrupts his musings on what to do with the saved expenses, a few formulas needed to finalize the primary landing site, where the ship would settle for the last time on a planet.
[ ] Lau Lau Keʻokeʻo Beach
A nestled beach on the main continent, more than enough room for a city of a few million, and a genuinely spectacular view.
[ ] Emerald Archipelago
A dozen islands scattered around active but harmless volcanoes, offering limited space and fantastic naval ventures opportunities.
Having sent back the confirmed paperwork, Lord Haku enters the bridge, the indistinct murmur within growing into a loud screaming of a furious adept knife-handing an Abhuman. At the same time, two priests glared death at each other near them. "AND WHO DO YOU THINK YOU ARE THAT YOU WALK AROUND HERE MUTANT?!" The woman screams, spittle flying into the face of the female Beastwoman, as one of the priests, one of the Literalists, Haku thinks, twitches at the last word.
The Literalists' tenets revolved around following the literal orders of the God-Emperor, no matter how they might conflict with the established order, which wasn't much of a problem until an Inquisitor discovered a lost colony of Abhuman Beastmen in possession of an official decree from the Emperor.
Which declared them Abhumans in perpetuity due to their greater intelligence and an service only alluded to.
So, when the Purists tried to have them killed as was rapidly becoming practice, both sects flung accusations of heresy at another like it was going out of style.
One thing led to another, politicks happened, and now he, Lord Haku, Adeptus Of The Adeptus Administratum, was saddled with re-settling nearly a million Abhumans which couldn't be killed until absolute proof of taint had been found, with two sects breathing down his neck.
Shaking his head at the absolute clusterfuck, he looks closer at the Beastwoman, taking in her appearance, noting the:
[ ] Collar and dirt adorning her.
(Slave-Cast)
[ ] Relatively clean clothes, with the identifying stitching.
(3rd-Class Citizens, -2 Morale for 1 Turn, +1 to Abhuman bonus.)
[ ] Clean clothes and fur.
(2nd-Class Citizens, -2 Morale for 3 Turns, +2 to Abhuman bonus.)
Her eyes flicker to him and open in shock, opening her mouth, only to be interrupted by the Adept once more. "DID I PERMIT YOU TO SPEAK? DID I?" She screams, daring the Beastwoman to speak up again, the Purist behind her gripping his chain-sword.
"May I inquire," Lord Haku asks, causing the Adept to freeze in the middle of a knife-hand, "as to why you are screaming? Or why a Beastwoman is on the bridge?" He looks around with a raised eyebrow, though everyone on the bridge seemed to have found some spot or machine which suddenly required their undivided attention. The priests continue their staring match. "Adept Jalia, please enlighten me as to why a member of my administration is seconds away from a physical altercation with an Abhuman?"
Slowly, the woman turns around, her mouth opening and closing as sweat begins to trickle down her brow. "Mutant?" She half-answers, half questions, pointing somewhat awkwardly at the Beastwoman behind her.
"Abhuman," the Literalist hisses, leaning forwards with one hand on his las-pistol. "The God-Emperor declared their species Abhumans, and you will treat them as such. Or are you saying that the God-Emperor is wrong?" He continues, rage radiating from his form, as the Beastwoman stepped to the left to get out of a potential firefight. The other begins to draw his sword slowly.
"Honored Priests, this is not a place to discuss the finer points of faith. However, deck 23-c has a fully functional sparring ring, which I suggest you use before things get ugly," Lord Haku interjects, putting more malice and held-back violence in one sentence than some Generals could. Both of the priests stare at each other before slowly walking out of the room. Of all the things he had to deal with, a potential heresy wasn't one thing he had ever envisioned. "Now, you were about to tell me why you were yelling?" He asked, turning to the Adept again with a pleasant smile.
"Sir! Are you seriously defending," she began, looking at the Abhuman with a shudder of disgust, "it?"
"No," he replies, which relaxes her somewhat. "I am merely trying to figure out if you are going against the Inquisitorial Orders we had received."
Silence followed my statement as all blood drains from her face. "N-no, of course, no, my Lord!" She practically screams, panic creeping into her voice as she realizes the graveness of her mistake.
"Good, you are dismissed," Haku says, dismissively waving a hand in her direction, even as he already turned to the Abhuman. "Now, who might you be?"
"This one greets her superior, Lord Haku," the Beastwoman deferentially announces, grasping with both her hands her forearms before bowing deeply. Her sophisticated speech causes more than one person on the bridge to stop scowling and start gawking. "This unworthy one's name is Grey Lily, chosen speaker for my people. I have been selected to act as a speaker to my people for you if you accept this one's service." She finishes, holding herself in the bow.
[ ] No.
(Nothing happens.)
[ ] I accept.
(More information on Abhuman happenings/mood.)
***
It takes several months after that encounter on the bridge, before the ship leaves the Warp, realizing in the outer edge, only a week's journey away from your new permanent home.
After that, only landfall awaits, and the endless toil of carving out another bastion of human supremacy.
***
Free dice to allocate: 2 Dice.
Infrastructure 2 Dice
[] Pioneer Settlements
The first step to turn this ball of isles into a colony is figuring out how to live here. We will send out scouts and pioneers to various promising sites and see what they can find. (0/25)
[] Deploy Fortifications
You have been granted an allotment of turrets, bunkers, sandbags (sand not included), mines, a Lance Turret (due to the ship), tech-priests, and a complementary Krieger. Setting them up won't be a challenge and will defend you from any minor threat in the region. (1 Dice)
Industry 3 Dice
[] Promethium Prospecting
Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. You need to see where the various deposits on this planet are and how to access them efficiently. (0/75)
[] Metal Prospecting
Without Metals of any kind, nothing will work, and your colony will revert to a feral world. While the allure of no paperwork is potent for many of your lessers, you know that that way lies death and damnation! Seek where deposits lay and how to exploit them. Although the dense vegetation and wildlife make this challenging, your prospectors will prevail. (0/100)
[] Colony Ship Dissasembly
With the ship now grounded, you should start turning all that metal into something useable. (+12 Metal (0/150))
[] Colony Ship Power Generator Conversion
With the colony ship landed, you can now start the disassembly of its components for your use. Getting the (extremely old and unreliable) Plasma Ioniser out will ensure that your light stays on for the moment- (+2 Power (0/50))
[] Plasma Ioniser (Stage 1)
Although you already have one, the ship's Ioniser is extremely old and will likely fail within the decade and must be scrapped in two. This first stage is focused on creating the necessary space and the manufactory for construction and use. (-6 Metal, -2 People (0/250))
Agriculture 2 Dice
[] Flora Exploration (Stage 1)
It is imperative that you better understand the native flora than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. What plants are edible, which have medicinal properties, and more questions needing answers to start serious agriculture. (0/50)
[] Fauna Exploration (Stage 1)
It is imperative that you better understand the native fauna than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. Which could hunt humans, what beast could be used for tasks, are there any grox? (0/75)
[] Sharkhound Investigation
The very moment your scouts touched down, they were beset by wild beasts. Or cuddly, adorable 'Sharkhounds,' as your scouts described them. The pictures and videos captured by them have proven to be a surprisingly effective morale booster, with a few people sending requests to be allowed to seek these Xenos out themselves. Better leave that to the professionals. (0/150)
Services 1 Dice
[] Labor Corps (Stage 1)
While the Administratum runs the entire Empire of Man, their orders are carried out on the backs of workers endlessly toiling away. They are the vital blood that keeps the Empire running, buildings built on schedule and to specification. (-3 People, gain Dice allocations (0/75))
[] Emergency Medical Responders
With this being a new world, without any infrastructure for people to access, injuries and death will be all too common. Using a few landers and building some small clinics will reduce mortality by a small margin and see a great increase in Morale. (+1 Morale, -2 Money (0/125))
[] Arbite Recruitment (Stage 1)
Law and Order are the cornerstones of all civilizations. Without them, you would be killed by either your neighbor or the nearest Xenos. Look for promising and interested people and start training them as a make-shift class of law enforcers. (-1 Money (0/100)
Name: Momi ʻōmaʻomaʻo Capital: N/A Traits: Efficient Administrators. +5 to all Rolls.
Faiths:
Literalists: 35%
(The word of the Emperor is law, without any debate as to what it means.) Purists: 65%
(We need to ensure the purity of our souls by any means necessary.)
Money: 8 Metal: 6 Promethium: 4 Food: 12 (-2 Per Turn) Power: 2 People: 5 (+1 Per Turn) (Abhuman Settlers, +2 to all rolls) Morale: 4/10 (-5 to all rolls)
[X] I accept.
[X] Lau Lau Keʻokeʻo Beach
[X] Clean clothes and fur.
[X] Plan Little bit of Everything
-[X] Pioneer Settlements
-[X] Deploy Fortifications
-[X] Promethium Prospecting
-[X] Metal Prospecting
-[X] Colony Ship Power Generator Conversion
-[X] Fauna Exploration (Stage 1)
-[X] Flora Exploration (Stage 1)
-[X] Labor Corps (Stage 1)
The colonization effort couldn't have started more mixed in the opinion of Lord Haku, as he stared at the gibbering and crying mess of scum standing thirty paces before him, with his administration assembled behind him. "In my official capacity as Planetary Governor, I hereby charge you with treason via accepting bribes, demanding the same, intentionally misfiling paperwork, and attempted subversion of the God-Emperors Administratum. How do you plead?" The piece of dirt in human form begins to beg for its life, much to Lord Haku's annoyance. "I judge you guilty of the accusations. You may say your last prayer before I send you to the God-Emperor to be judged," he declared, patiently waiting for several minutes to allow the thing to mutter a prayer.
Then, with practiced motions, he draws a las-pistol and kills the corrupt official with a headshot, to the acclaim of many in the crowd.
Well, not those currently trying hard not to sneeze due to the pollen within the air. Quite annoying, Lord Haku thought, hiding a sniffle as he walked away from the execution he had performed and towards the nearby Taurox with two Tauros acting as guardians. "My Lord," Grey Lily politely greets him as he neared, bowing.
"Ah, I take that the situation has been resolved?" Haku asked as he entered the Taurox, throwing an arched eyebrow at the Beastwoman, who followed after him.
"Yes, my Lord. Those who had indulged in the 'Pink Leaf' drug have been punished according to customs and law. Those responsible will not repeat the accident with the Purists."
"Good, ensure that-"
"PUDDING!" A voice from above both screamed, followed by the falling body of Alaxa Inuras, the Psyker attached to Lord Haku. Then, completely ignoring a dozen weapons aimed at her, she began to giggle in the lap of the guardsman she had fallen into, finding his panic extremely funny. "~Your newsletter has arrived!~" She sing-sang, clambering up from the guardsman's lap, crawling onto the ceiling of the Taurox, though not without poking the guardsman's nose. "Death by bleeding out after two days," she said with a deadpan voice the moment she stopped, twisting her head around like a predator while looking at the man she had just poked.
"Miss Inuras?" Lord Haku interjected before the half-mad Psyker could cast further predictions of doom. "You wanted to share the newsletter with us?"
The woman on the ceiling looked at Haku for a few seconds, completely lost at what the mad man could mean before a light went up over her head. Literally, making all but Lord Haku and a passed-out Guardsman flinch back at the display of witchcraft. "Ah, yes! Local News: Mad Baron marries sister, finds out they weren't related. The lawsuit is ongoing. Sector News: Ork Waagh Thundahook has made landfall on Caliphraxia; heavy losses on the mining world are assumed. Galaxy News: A Chair will soon be empty. This has been Alaxa Inuras with your news; my people need meeeeeeeeeeeeeeeeeeeee-," she declared, floating upwards and through the ceiling of the vehicle.
"Emperor, I hate Psykers," Lord Haku muttered, shaking his head.
Free Dice to allocate: 2 Dice.
Infrastructure 2 Dice
Pioneer Settlements
The first step to turn this ball of isles into a colony is figuring out how to live here. We will send out scouts and pioneers to various promising sites and see what they can find. (53/25)
"Initial surveys of geography and location for potential settlements have been completed in an orderly fashion. However, several dozen locations have been discarded due to the unknown wildlife and signs of seasonal nesting. Other sites have to be abandoned due to severe allergic reactions by survey members from local blooms. Our architects and city planners have drawn up several different plans for the development of our settlements and Capital, ready to be implemented at your orders."
[] Prepare To Lay Hive Foundations - (0/1750)
Perhaps not the most elegant, fashionable, or ecological solution to our problem, but the one most favored by most planets. Hives are designed to be built over generations and sustain themselves by the lower layers producing materials for the upper spires. By choosing this project, we will make housing as demanded and never worry about accommodations during construction.
[] Standard Pattern Settlements (Stage 1) - (0/100)
Why fix what isn't broken? True, the standard hab-blocks may never win beauty contests with their boxy concrete shapes, but they are a mainstay of many colonies for a reason! Efficient, cheap, and reliable. We'll need about 5(five) stages to give everyone a home, including those projected to be born. SovietNationalAnthem.exebassboosted.mp3 [] Novel Design Concepts (Stage 1) - (0/250)
Instead of opting for the common hab-blocks, we could begin to design our cities with the populace in mind. Various large-scale parks, cultural centers, recreational hubs, distributed commercial areas, and so on! The people would love it, and so would wealthy nobles who decide to "slum it" with the lower classes. We'll need about 4(four) stages to give everyone a home, including those projected to be born. ModernCity.Noise [] Open Arkologies (Stage 1) - (0/500)
An exciting idea has been thrown into the mix of proposals made. Instead of creating a Hive or building conventional cities, we could integrate the surrounding nature into our very city, with artificial waterways, forests reshaped into parks, plants on the houses and near the streets, the whole works! Though this would be the most costly proposal in terms of money, metal, and power, it would boost morale and food once we find safe sources. We'll need about 3(three) stages to give everyone a home, including those projected to be born. Solarpunk.tree Deploy Fortifications
You have been granted an allotment of turrets, bunkers, sandbags (sand not included), mines, a Lance Turret (due to the ship), tech-priests, and a complementary Krieger. Setting them up won't be a challenge and will defend you from any minor threat in the region. (1 Dice) (60)
"We have built several bunker complexes near passes and hills that would need to be passed or crested to advance on the beach, with the Lance built on Hill-83. We should contest up to ten thousand Orks with those alone and double that once we get some PDF up and running. The Krieger has been very helpful in digging the trenches around those installations, though he (she?) has yet to accept our invitation to take off their mask during our card games. I believe they do so intentionally."
-Julain Kruger, Imperial Guard Sapper.
Industry 3 Dice
Promethium Prospecting
Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. You need to see where the various deposits on this planet are and how to access them efficiently. (23/75)
"Despite best efforts, the dense vegetation and unknown wildlife have hindered our search for promethium sources. Nevertheless, several promising spots have been found, though they need to be cleared for experimental drillings. Yet morale remains high, even as various Beastmen crews have been assigned to the effort."
-Prospector #194
Metal Prospecting
Without Metals of any kind, nothing will work, and your colony will revert to a feral world. While the allure of no paperwork is potent for many of your lessers, you know that that way lies death and damnation! Seek where deposits lay and how to exploit them. Although the dense vegetation and wildlife make this challenging, your prospectors will prevail. (155/100)
"We have identified several dozen promising areas housing decent to fair-sized deposits of various needed metals in our immediate vicinity. Thus, with minimally required investment, mining operations can commence unearthing the wealth hidden in the crust of our new home for the betterment of the colony."
-Prospector #826
Colony Ship Power Generator Conversion
With the colony ship landed, you can now start the disassembly of its components for your use. Getting the (extremely old and unreliable) Plasma Ioniser out will ensure that your light stays on for the moment- (+2 Power (64/50))
"This machine is three centuries behind maintenance and will need to be scrapped at the soonest possible moment."
-Tech-Adept Rho Omega
"Despite the Techpriests grumbling, the ships Generator will be able to power any buildings and factories we build without putting any significant stress on the thing. It had been made to support a voidship; a few small towns are nothing in comparison."
-Foreman Kal Ogarna
Agriculture 2 Dice
Flora Exploration (Stage 1)
It is imperative that you better understand the native flora than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. What plants are edible, which have medicinal properties, and more questions needing answers to start serious agriculture. (43/50)
"The sheer density of plants is mind-boggling. We have barely made it even a hundred meters into the jungle beyond our landing site, as there are too many plants to study, catalog, investigate, and eat! We should have a report ready with only a bit more time, as several promising strains of fruit, trees, nuts, berries, grains-"
-Scout Malike
Fauna Exploration (Stage 1)
It is imperative that you better understand the native Fauna than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. Which could hunt humans, what beast could be used for tasks, are there any grox? (102/75) (Natural 100)
"We have, unfortunately, not found any grox so far, meaning that we need to import the lizards to eat grox-burgers once more. What we have discovered, though, far exceeds that profound loss of the culinary arts. While the 'Sharkhounds' found near the ship have a respectable size, reaching up to an adult human's knees, our findings indicate that they are either a dwarf-variant (unlikely) or orphaned juveniles (most likely). The (supposed) adult form of the Sharkhound can grow to over two meters in height, with naturally thick skin capable of shrugging off a las shot with little injury and teeth capable of chewing through the cage of a Tauros with ease, and the sprint capability to overtake the same. Although I need to note that the guardsmen caught by the Sharkhound weren't killed, merely injured in apparent revenge for the las shot. As the leader of this effort, I recommend looking into domesticating these animals, as they could prove effective rough rider mounts. Oh, and we found some birds and fish which taste pretty good, along with several other animals for meat, leather, fur, etc."
-Early draft of Julian Ched's report, which he had accidentally sent to Lord Haku on the investigation of Momi ʻōmaʻomaʻo's Fauna.
Services 1 Dice
Labor Corps (Stage 1)
While the Administratum runs the entire Empire of Man, their orders are carried out on the backs of workers endlessly toiling away. They are the vital blood that keeps the Empire running, buildings built on schedule and to specification. (-3 People, gain Dice allocations (104/75))
"While I object to the ban, and lack of tools, of converting the menials into servitors for the Labor Corps without prior conviction, its formation has concluded without problems. Efficient allocation of the menials can now begin."
-Tech-Priest Omega O-8
Name: Momi ʻōmaʻomaʻo Capital: N/A Traits: Efficient Administrators. +5 to all Rolls.
Faiths:
Literalists: 30%
(The word of the Emperor is law, without any debate as to what it means.) Purists: 70%
(We need to ensure the purity of our souls by any means necessary.)
Beastmen:
Mood: Pretty Darn Happy Demands: Baths
Money: 8 Metal: 6 Promethium: 4 Food: 10 (-2 Per Turn) Power: 4 People: 3 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls) Morale: 2/10 (-15 to all rolls)(-2 for 3(three) Turns)
With a steady and unrelenting rushing, walls of water rushed from the heavens above to the mortal world down below, nourishing plants, animals, and the soil. It also made humans and beastmen alike swear and rush to and from dry shelters if they didn't have access to an umbrella or raincoat. Few were those poor sods who had access to neither and needed to be in the rain for hours on end. Lord Haku wasn't one of those people, but he had other problems which troubled his bureaucratic mind. Like deciding on what building to prioritize, where to start the founding of the capital, or if he should take menu #4 with or without nuts for lunch.
Indeed, the far future of the 41st Millenium was a dark and horrible place to live, where the endless horror of paperwork never ends.
In another part of the ship, one Alaxa Inuras was having a very different set of problems. For one, she was currently trying to secure her corset alone, always a challenging endeavor as while not enough to restrict her airflow, it was problematic to get it tight enough to fit. The second was her handler, Ahamed, currently standing beside three men and one-and-a-half women (surgery, not Slaaneshi, she checked to be sure), aiming plasma weaponry at her with mild to severe discomfort. Only one had that because of her state of undress; the others were scared because she was a psyker. "So," she finally began, having had enough with her handler's silence and blocked mind not allowing her to read his thoughts. "I am guessing I did something after blacking out, which warrants," she motioned her head towards the line of guns, "that. But it cannot be something severe, as I am currently alive... I think."
"Yes. You exhibited... some concerning behavior... in regards to both use of your powers, as well as state of mind," Ahamed began, his mental blocker still up, annoying Alaxa to no end. How he ever managed to get his hand on whatever allowed him to do so and never be recruited/vivisected by the Inquisition, she would never know. "Specifically, you cast a prophecy of doom on a guardsman after teleporting to Lord Haku, crawled up the inside of a Taurox to stick to the ceiling, delivered a vague prediction, then ignored the laws of physics and matter to float through the Taurox's ceiling, before stealing my pudding and sleeping off whatever happened. As a result, multiple people became... concerned... by your erratic behavior, leading to your juniors and several priests ensuring that nothing had happened to your soul," he finished, looking at her with a stony face.
Alaxa, for her part, looked around her room, spying an empty pudding cup, as well as an abundance of candles, wards, and the aftertaste of faith lingering in the air. "Huh," she intelligently said, fastening her corset with one last pull, turning fully to her handler and the wall of guns. "Considering I haven't been shot, nothing was found?" Ahamed's head shake revealed neither disappointment over not executing her nor relief that he wouldn't have to fight a Gamma. So, Alaxa shrugged, moving onwards with her thoughts. "Well, then a few hours of prayer should be able to clear some things. But first, have you seen my lucky horse skull? I can't find the damn thing anywhere."
Free Dice to allocate: 2 Dice.
Infrastructure 4 Dice
[] Open Arkologies (Stage 1)
Instead of creating a Hive or building conventional cities, we will integrate the surrounding nature into our very city, with artificial waterways, forests reshaped into parks, plants on the houses and near the streets, the whole works! Though this would be the most costly proposal in terms of money, Metal, and power, it would boost morale and food once we find safe sources. We'll need about 3(three) stages to give everyone a home, including those projected to be born.
(-8 Metal, -4 Power, +2 Money per Turn, +2 Food per Turn, +3 People per Turn (0/500))
[] Villages and Townships (Stage 1)
Having decided on a plan for your future cities and towns, you now need to start building and creating them. And while making a single city would reduce strain on you laborers, various installations like mines, farms, and manufactorums need to be staffed with people, some of which won't be in convenient transportation range.
(-2 Metal, -1 Power, +2 People (0/150))
[] Swiftwater Port (Stage 1)
One of the advantages that the coast has brought is that you can create a port. While for now, the ships built there won't be anything fancy, mostly scouts, speeders, patrol boats, exploration ships, and fish trawlers, soon the port will be able to create military and civilian vessels of varying potency and luxury.
(-2 Metal, -1 Metal per Turn, -1 Promethium per Turn, -1 Power (0/175))
[] Road Network (Stage 1)
Connecting your various installations on the continent will be vital in their stable operation, supply, and moving the produced resources.
(-1 Metal (0/200))
[] Schooling And Education (Stage 1)
Many Planetary Governors believe that knowledge is a burden on the lower classes of Humanity, something some of your peers believe this too. Yet, they can never answer where you will draw competent adepts if nobody can read.
(-2 Money per Turn, -2 Metal, -1 Power, +2 Morale (0/150))
[] Medical Clinics (Stage 1)
Keeping people from dying because of an infection is the least of your worries, but the one who will have the keenest impact on your population numbers. There are also concerns about unidentified illnesses and pathogens to keep you working.
(-1 Money per Turn, -1 Metal, -1 Power, +1 Morale, +1 People per Turn) (0/275))
[] Sanitation And Hygiene Infrastructure (Stage 1)
While not needed for survival, being able to shower, bathe, and flush a toilet keeps people happy, healthy, and smelling okay.
(-1 Metal, +1 Morale (0/200))
[] Flood Channels
This planet is verdant mainly due to the abundance of good soil and water. The latter is a problem while raining, as too much can quickly flood your settlements, so building channels to re-route the excess water away is prudent. (0/50)
[] Voidport (Stage 1)
A voidport is a massive structure requiring Metal, Promethium, and Power in excess, while legions of workers keep everything running smoothly. Yet, without convenient access to your markets and resources, many traders will likely not visit as often as you'd wish.
(-30 Metal, -12 Power, -8 Promethium per Turn (0/1500))
[] Shrines And Churches (Stage 1)
To keep the souls of humanity on Momi safe and sound, you will need churches, shrines, and, eventually, a cathedral. While the divided nature of your priesthood brings some problems with them, you are sure that both factions will be happy once they can preach from proper sanctified and hallowed halls.
(-2 Metal, -1 Promethium per Turn, +4 Morale (0/150))
[] Administratum Headquarters (Stage 1)
It is one thing to create a new colony, a whole other thing to ensure it will run smoothly and (as good as you can manage) freely from corruption. At the very least, you will be able to provide enough paper to all adepts with all the trees around.
(-3 Metal, -2 Power, -1 Money per Turn, gain Dice (0/175))
[] PDF Headquarters (Stage 1)
You have fortifications but little troops to staff them. Therefore, build a PDF HQ to start recruitment of local soldiers. It would be horrible if pirates, traitors, heretics, or Xenos decided to attack you, and your defenses had to be manned by people with the barest idea on how to reload a lasgun.
(-2 Metal, -1 Power, -1 People, -1 Money per Turn (0/100))
[] Enhance Fortifications (Stage 2)
While bunkers and a Lance are an excellent first step, your engineers and sappers can do much more. Trench lines, proper supply lines, maintenance depots, floating reserve spots, the works.
(-6 Metal, -4 Promethium, -4 Power (0/450))
[] Gubernatorial Palace
You may not be picky about where you sleep, but appearances matter. Therefore having a palace to greet guests, host parties (both the diplomatic and festive kinds), and discuss deals will be necessary to both you and all who will follow. And you can always install a cot in a side room to your office.
(-20 Metal, -12 Power, -8 Money, -4 Money per Turn (0/600))
Industry 3 Dice
[] Promethium Prospecting
Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. You need to see where the various deposits on this planet are and how to access them efficiently. (23/75)
[] Orchard Mine (Stage 1)
There is a spot not far from your landing site where a collection of trees grows with fruit, all edible by humans. This 'Orchard' is also home to several deposits of zinc, copper, tin, iron, and others, which require little in the way of clearing or excavation to unearth.
(-1 People, +2 Metal per Turn (0/100))
[] Undergrowth Mine (Stage 1)
About a hundred kilometers from the beach, wild forests tower over everything, including a large formation of rocks and metals. Iron, gold, silver, a smattering of uranium, and other minerals can be found here. However, the cost in both people and machines will be substantial due to the need to clear the forest and operate heavy machinery to dig down.
(-2 People, -3 Metal, -1 Power, +4 Metal per Turn (0/225))
[] Dew Mine (Stage 1)
To you east, an unsuspecting cove holds several deposits of rare metals and gemstones, most of which won't be of immediate use to you but can still be sold and traded both internally and externally.
(-1 People, -1 Metal, +1 Metal per Turn, +2 Money per Turn (0/175))
[] Colony Ship Dissasembly
With the ship now grounded, you should start turning all that Metal into something useable. (+12 Metal (0/150))
[] Geothermal Plants (Stage 1)
There are a few hotspots of geothermal activity which you can exploit to power your facilities. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-2 Metal, +5 Power (0/150))
[] Solar Installations (Stage 1)
Catching the sun's thermal energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-1 Metal, +2 Power (0/75))
[] Wind Farms (Stage 1)
Catching the wind's kinetic energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-1 Metal, +2 Power (0/75))
[] Wave-Generators (Stage 1)
Catching the waves' kinetic energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-3 Metal, +12 Power (0/250))
[] Plasma Ioniser (Stage 1)
Although you already have one, the ship's Ioniser is extremely old and will likely fail within the decade and must be scrapped in two. This first stage is focused on creating the necessary space and the manufactory for construction and use. (-6 Metal, -2 People (0/250))
Agriculture 3 Dice
[] Flora Exploration (Stage 1)
It is imperative that you better understand the native flora than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. What plants are edible, which have medicinal properties, and more questions needing answers to start serious agriculture. (43/50)
[] Meat and Leather Factories (Stage 1)
Several dozen species have been identified which, once they no longer provide adequate amounts or quality of by-products and have matured, can be slaughtered for their leather and meat. Several slaughterhouses need to be built to process the resulting food, package it, and then send it to the populace for consumption and refinement.
(-2 Metal, -2 Power, -1 People, +4 Food per Turn (0/200))
[] Wool, Fur, and Milk Farms (Stage 1)
Several dozen species have been identified that could provide adequate amounts of by-products such as wool, fur, and milk, and once they have matured can be slaughtered for their leather and meat. Several farms need to be built to process the resulting food and substances, package it, and then send it to the populace for consumption and refinement.
(-2 Metal, -1 People, +3 Food per Turn, +1 Money per Turn (0/175))
[] Sharkhound Investigation
Well, the professionals decided to shoot the sharkhounds and have lived to tell the tale. Now they want to go back to gather medical data and their biological make-up before 'riding them back in glory' as they said. You wonder if someone is putting something into the guards' drinks, they are already eating rations from that one place that processes insects after all. (0/25)
Services 1 Dice
[] Labor Corps (Stage 2)
While the Administratum runs the entire Empire of Man, their orders are carried out on the backs of workers endlessly toiling away. They are the vital blood that keeps the Empire running, buildings built on schedule and to specification. (-9 People, gain Dice allocations (0/200))
[] Emergency Medical Responders
With this being a new world, without any infrastructure for people to access, injuries and death will be all too common. Using a few landers and building some small clinics will reduce mortality by a small margin and see a great increase in Morale. (+1 Morale, -2 Money (0/125))
[] Arbite Recruitment (Stage 1)
Law and Order are the cornerstones of all civilizations. Without them, you would be killed by either your neighbor or the nearest Xenos. Look for promising and interested people and start training them as a make-shift class of law enforcers. (-1 Money (0/100)
Name: Momi ʻōmaʻomaʻo Capital: N/A Traits: Efficient Administrators. +5 to all Rolls.
Faiths:
Literalists: 30%
(The word of the Emperor is law, without any debate as to what it means.) Purists: 70%
(We need to ensure the purity of our souls by any means necessary.)
Beastmen:
Mood: Pretty Darn Happy Demands: Baths
Money: 8 Metal: 6 Promethium: 4 Food: 10 (-2 Per Turn) Power: 4 People: 3 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls) Morale: 2/10 (-15 to all rolls)(-2 for 2(two) Turns)
[x] Up and running
-[x] Flood Channels (0/50) - 1 Dice
-[x] Villages and Townships (Stage 1) (-2 Metal, -1 Power, +2 People (0/150) - 3 Die
-[x] Orchard Mine (Stage 1) (-1 People, +2 Metal per Turn (0/100) - 3 Die
-[x] Promethium Prospecting (23/75) - 1 Free Die
-[x] Flora Exploration (Stage 1) (43/50) - 1 Free Die
-[x] Wool, Fur, and Milk Farms (Stage 1) (-2 Metal, -1 People, +3 Food per Turn, +1 Money per Turn (0/175) - 3 Die
-[x] Arbite Recruitment (Stage 1) (-1 Money (0/100) - 1 Die
It was an excellent day to be a bureaucrat, Lord Haku found, as he reviewed the reports from his subordinates and the progress made in various projects occurring in and around the colony. The Beastmen were only a slight torn in his side, but the conflicts their presence had sparked were, ultimately and in the greater picture, inconsequential and overblown. The Literalists and Purists had started another fight over who was the holiest, with everyone going away from the fight with no clear winner and no losers. There was even greater news on the way, as the first shipments of materials and tools he had bought years earlier, which were to be delivered in staggered waves, had been added to the inventory sheets that morning.
(You gain +2 Free Dice. In addition, you will gain an extra +1/1/1/1 on Turn 4 and +2 Free and 2/2/2/2 on Turn 7.)
There was only a slight problem with Site 68-C and Alaxa Inuras currently eating his hidden pudding. Damned Psykers.
"I can hear you grumble, you know?" She said, waving one of her treat-stealing hands towards Lord Haku, horse skull skilfully concealing her face and amusement.
"And you should know that I already provide you a pudding; why do you insist on taking mine?" He shot back, glaring at the woman lounging on the plush armchair before him, as he continued writing a report on the current achievements of the colony.
"Well," the woman said, sitting upright, prim and proper in her yellow gown, "they taste better if they are stolen. But enough of our chit-chat, I have the news to deliver." She added with a tilt of her head in lieu of a wink. "Local News: Mad Baron has lost his lawsuit after genetic tests have revealed his 'sister' to be his daughter; the marriage is once more happening," she said with faint disgust in her voice. "Sector News: WAAAAGH Thunderhook has finished trashing the mining world and is now hopping over to Hive World Öjuklabna II. The Navy has sent several nearby patrols to reinforce the systems Defense Monitors. Galaxy News: The Emperor is currently doing something," Alaxa said, her body noticeably stiffening. "And that something is accompanied by Ultramarines Iconography."
Haku stared at her for a moment, brow scrunched together in thought and confusion. "Ultramarines, Ultramarines, I heard that before. Are they the Guard Regiments levied from Jubilee? No, wait, Spacemarines from Macragge, right?"
"Yes, sir," Alaxa nodded, sinking back into the plush once more. "Something is currently happening there which has a lot of Astropaths drumming the networks like crazy. I have no idea what, but whatever is happening, the Spacemarines are not the ones the Emperor's focus is directed against."
"Troubling news."
Infrastructure
[] Villages and Townships (Stage 1)
Having decided on a plan for your future cities and towns, you now need to start building and creating them. And while making a single city would reduce strain on you laborers, various installations like mines, farms, and manufactorums need to be staffed with people, some of which won't be in convenient transportation range.
(-2 Metal, -1 Power, +2 People (159/150))
"When Sasha and I had both won the lottery for a place on the ship here, we had scarcely believed our luck. I mean, what are the odds that two Hive Scums like us were drawn, independent of another? But the moment we boarded the ship was beautiful, even with all those Abhumans running around near our section. We had five square meters to us and only one other person! And the water was only mildly contaminated; our filter lasted the whole trip! But when we landed, things stopped being so great.
There was no ceiling, and more than one person and Abhuman laughed at me and other Hivers from the lower levels when we were pushed out of the ship, and a few fainted while many panicked at the open space. I am happy that I merely froze up at the sight of this 'sky' and that burning lumen in it called a 'sun' by the guardsmen and women here. But then, the same Guard rounded a lot of us up and told us that we were now the Labor Corps and responsible for building everything for now. As Sasha and I were a Family Unit, we had been assigned to the same division of the Corps.
It... honestly wasn't bad. Ten hours with no break wasn't the back-breaking labor I thought we would do, they even allowed us a break after five hours for food, and nobody was beaten for drinking water! Some were screamed at for eating the fruits (apparently they grow naturally, who knew?) without approval, though nobody was executed as I thought. But the thing which threw me really off was the places we were building. They were enormous houses and rooms, with channels between and under streets mapped and dug; there were boxes with 'dirt' (as it was called) for 'planting' by the new inhabitants. I had no idea what that meant, but whichever bigshot got that much luxury had to be pretty far up the pole! Somebody even joked that we were putting in the plumbing for Lord Haku. Some clashes with the 'Beastmen' occurred, as the Abhumans are called, assigned to the same division, but I remain doubtful about their 'impurity' as some priests call it. They have thrown a festival they call a 'Lantern Night' the week before we finished the last houses, in which they were celebrating the God-Emperor and his Sons, which made some other priests pretty happy calling it a pious show of faith. I guess I'll side with those who give out free booze for now.
So, we were finishing up the last houses of the town for a nearby mine when we were told to report to the forewoman to get our new permanent rooms assigned. There were many official-looking people with her, and some really old man (which I am told was Lord Haku, but that can't be right, why should he care about us?), who all gave long speeches. Finally, the old man got on stage, congratulated us for our speedy construction, then walked off the stage and told someone to 'get on with it before I die of old age' before driving off. His part took less than a minute and was my favorite.
After a few seconds had passed, a bunch of guards began handing out little packets about the size of four balled fists before we were separated into groups and told to follow. They then brought us to the very same houses and rooms we had built. Can-can you believe that? They assigned Sasha and me a room with enough space for a dozen people, and only we two now live in it! Of course, there is rent, but that is covered thrice over by my salary alone! And the packet they gave us had seed packets with instructions to grow the plants, and when it was safe to eat the very same in what way! I have no idea who managed to give Lord Haku the idea to do that, but whoever it was, God-Emperor watch over you!
This is paradise!"
-Audio Diary of Layin, Labor Corps Worker #4-561
"Despite the high morale of the population after being assigned their Class-7 dwellings, projected crime-statistics by, and unrest created due to, Abhumans will nullify any gains made in that direction. Therefore, it is my official recommendation that separate communities will be created for Abhumans to ensure the reduction of friction and interaction between pure humans and beastmen."
-Overseer #36
[] Create Separate Communities For Beastmen
The loss of efficiency incurred by allowing the intermingling of Beastmen and Humans far outweigh the benefits gained by not doing so. Several sites for permanent habitation have been chosen, which will ensure that the costs incurred in their creation can be offset within the century.
(Gain Project: Beastmen Habitations (0/200))
[] Decline
The Administratum sees no need to provide specific habitations for labor that does not require it for their biological needs. The proposal is declined.
(-1 Morale)
[] Flood Channels
This planet is verdant mainly due to the abundance of good soil and water. The latter is a problem while raining, as too much can quickly flood your settlements, so building channels to re-route the excess water away is prudent. (9/50)
Initial estimates for the rapid completion of the Flood Channels have proven lacking in forethought and planning, as many topographical features included in planning were either missing or not accounted for. Chosen patterns have likewise proven inadequate for their assigned flow-through. As a result, many channels are flooded by typical rain, with the beginning monsoon rains showing the full extent of the planning failures. Still, the gained experience will likely accelerate the construction of the Channels and, barring disaster, will be completed in the next few months.
Industry
[] Promethium Prospecting
Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. You need to see where the various deposits on this planet are and how to access them efficiently. (101/75)
"Rapid clearing of the vegetation blocking our path and boring sites has occurred after the arrival of several assigned Beastmen cadres, allowing us to properly gauge the depth, grade, and viability of the promethium fields we have access to. As a result, sites A 1-3 can be tapped without any problems with standard tools available and will likely not run dry for several decades, even with full exploitation. However, sites B 1-2 and C 1-4 require specialized tools to tap, as their depth and various geological anomalies have made even experimental borings difficult, to say the least."
-Prospector #194
[] Orchard Mine (Stage 1)
There is a spot not far from your landing site where a collection of trees grows with fruit, all edible by humans. This 'Orchard' is also home to several deposits of zinc, copper, tin, iron, and others, which require little in the way of clearing or excavation to unearth.
(-1 People, +2 Metal per Turn (85/100))
The clearing of the Orchard has commenced with commendable speed, allowing several excavation teams to begin their work two weeks and three days early. However, due to the nature of our population and several agoraphobia-induced breakdowns by former Hivers, work on tapping all deposits has stalled. To date, only 43 sites have been completed, with 68 still requiring some effort to fully start exploitation. Yet, morale remains reasonably high among the workers, and despite several alterations with Abhumans, work proceeds smoothly. Even a lackluster effort will see the last mines and the Orchard Mining complex finished in the coming months.
Agriculture
[] Flora Exploration (Stage 1)
It is imperative that you better understand the native flora than 'Not Toxic, Not Psychic' as done by the Explorator who had found this world. What plants are edible, which have medicinal properties, and more questions needing answers to start serious agriculture. (133/50)
We have managed to categorize no less than 271 different species of fruits, grains, nuts, trees, vegetables, and roots that can be safely consumed by humans, with 264 of those species rated above 7 in the taste section of blind testers. Thus, the creation of traditional farms and the addition of the same to our Arkologies can now be started. Additionally, 79 different species have been identified that possess medicative, narcotic, or luxurative qualities ranging from sedatives, hallucinogenics, aphrodisiacs, antibacterials, relaxants, and more. +++Top Secret+++
+++Only For The Eyes Of Lord Haku+++
Several Eldar structures have been located near Site 68-C.
Due to "dangerous geological characteristics," access has been restricted, with several patrols assigned per contingency 92G-8F.
Investigations are still occurring, but the Eldar settlement was either attacked while unprepared or the defenders wholly overwhelmed due to several Spirit Stones being located (and locked away for Inquisitorial retrieval) near and within the settlement.
No bones could be found.
[] Wool, Fur, and Milk Farms (Stage 1)
Several dozen species have been identified that could provide adequate amounts of by-products such as wool, fur, and milk, and once they have matured can be slaughtered for their leather and meat. Several farms need to be built to process the resulting food and substances, package it, and then send it to the populace for consumption and refinement.
(-2 Metal, -1 People, +3 Food per Turn, +1 Money per Turn (181/175))
Several dozen farms for equally diverse species have been created in sites 29, 31, 32, 33, and 83, with several expansions and additional farms already planned. In addition, the resulting animal by-products have been sent to further processing plants constructed near the farms to reduce logistical problems, resulting in a constant stream of fresh food and material for clothing or furniture to accumulate. Furthermore, proposals to create luxury variants of the same have been greenlighted for consideration.
Services
[] Law Enforcer Recruitment (Stage 1)
Law and Order are the cornerstones of all civilizations. Without them, you would be killed by either your neighbor or the nearest Xenos. Look for promising and interested people and start training them as a make-shift class of law enforcers. (-1 Money (26/100)
Our effort in recruiting interested people for local law enforcers has run into three different problems: the number of applicants, their nature, and the name of local law enforcement. The first of these problems is that the sheer number of applications has created a feedback loop through the whole populace. The chance to become a law enforcer holds significant sway over many due to the perceived status and salary. The second is that many (proportionally adjusted) Beastmen have applied for the training, creating discussions over whether they should be allowed to enter the lower ranks or be banned altogether. The latter is a mundane task, as a name needs to be chosen for the Law Enforcers.
[] Relax Standards
A large force of enforcers ensures that nothing and nobody can escape the law.
(+2 Morale, Automatically completes Stage 1)
[] Hold Onto Standards
The Administration sees no reason to relax or sharpen standards. If one can pass the requirements, they may be hired at the discretion of the local lieutenants.
(+1 Morale)
[] Sharpen Standards
It is in our best interest to encourage a sense of elitism and sanctity of duty within Law Enforcers. Therefore, only the best will be allowed to enter, and they will be subject to harsh guidelines and suspicion from within to ensure that no corrupt fruit will rot the whole. Additional assets will be made available.
(+2 Morale, Stage 1 now at (26/150)
[] Allow Beastmen Applicants For Lower Ranks
As fully sanctioned Abhumans by the Emperor and as second-class citizens, Beastmen have the right to apply as Low-Level Enforcers. They will be hired if they pass the tests and be judged of moral character like other recruits.
(-1 Morale)
[] Prohibit Beastmen Applicants For All Ranks
The moral integrity of the guardians of law and order is paramount. The introduction of Abhumans into their ranks will create strife and corruption within and cause resentment from the wider populace.
(Nothing happens)
[] (NAME)
AN: I did an oopsie, and misremembered the Arbites as ordinary police officers.
Name: Momi ʻōmaʻomaʻo Capital: N/A Traits: Efficient Administrators. +5 to all Rolls.
Faiths:
Literalists: 30%
(The word of the Emperor is law, without any debate as to what it means.) Purists: 70%
(We need to ensure the purity of our souls by any means necessary.)
Beastmen:
Mood: Pretty Darn Happy Demands: Baths
Money: 7 (+1 Per Turn) Metal: 2 Promethium: 4 Food: 8 (+1 Per Turn) Power: 3 People: 5 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls) Morale: 2/10 (-15 to all rolls)(-2 for 1(one) Turn)