Putting together plans is hard stuff, I didn't quite have an Arco Rush plan I was satisfied with, as hoooooooly feth are we gonna need a lot of Metal for All The Things.
 
Putting together plans is hard stuff, I didn't quite have an Arco Rush plan I was satisfied with, as hoooooooly feth are we gonna need a lot of Metal for All The Things.

After this turn we will have 3 Metal income per turn + whatever leftovers are from the colony ship salvage action.

Next turn i'm planning on finishing Promethium action, work on next Phase of housing and increase food production.
 
After this turn we will have 3 Metal income per turn + whatever leftovers are from the colony ship salvage action.

Next turn i'm planning on finishing Promethium action, work on next Phase of housing and increase food production.
Oh yes, I had enough metal for this turn, but I felt we'd just be crippled for lack of metal on the next turn...
 
@Dezron I realized that I forgot to update the amount of dice you have available (+1 in all categories). And as the one who made the winnong plan, could you assign the 4 dice for me please?
 
Turn 4 - Shit Got Real! - Results + Turn 5 - Of Trade And Guns
[x] Ave Emperor
-[x] Road Network (Stage 1) - 1 Dice
-[x] Sanitation And Hygiene Infrastructure (Stage 1) - 2 Dice
-[x] PDF Headquarters (Stage 1) - 1 Dice
-[x] Promethium Extraction And Refinement Complex - (Location)
--[x] B - 2 Dice
-[x] Dew Mine (Stage 1) 2 Dice ( 1 Dice + 1 Free Dice )
-[x] Colony Ship Dissasembly - 1 Free Dice
-[x] Geothermal Plants (Stage 1) - 2 Free Dice
-[x] Emergency Medical Responders - 1 Dice
"It is always a pleasure to host the servants of the Emperor, be they manifest in the Inquisition," Lord Haku calmly spoke to the four men standing in front of his desk. The Inquisitorial Agent lightly nodded his head. "The Rogue Trader Dynasties," Haku continued, politely glaring at the Rogue Trader, who had a badly hidden packet of Pink Leaf in his coat. "The Adepts of the Mechanicum," Haku stated, not looking in the direction of something that honestly creeped him out, the Skitarii humming with boredom (Or the microwave acting as its brain was malfunctioning). "Or those who have been gifted with greater purpose," he finished, nodding at the man stroking his white beard, receiving a "hmmm, yes," in return.

"However," Lord Haku continued, taking out a large stack of papers. "We do not consider it a pleasure when their visits result in three dozen murders," Allegedely the Skitarii interjected, "of citizens. Even if they were criminals. The burning of 264 acres of jungle, a rampaging Sharkhound stampede, and three simultaneous J-4/d incidents," Lord Haku finished with a pointed look at the Rogue Trader. "You should be glad that the Minotauresses seem more inclined to ask to accompany than punch you. I have seen something go through an angry minotaur, and there wasn't much remaining afterward."

"Ah hahaha," the Rogue Trader laughed nervously, lightly swaying on the spot. "I am sure that won't be necessary, Lord Haku; we are about to leave for a Crusade, after all. I am sure that they can be distracted, and this whole mess smo-" he continued, beginning to take out several precious materials before being stopped by Haku.

"Show me your ships manifest, and what you are willing to trade, then we can pretend this never happened." He spoke, hiding his annoyance at the way the man sobered up on the spot.

[][Rogue Trader]
-[][Sell]
--[][Metal] (1 = 2 Money)
--[][Promethium] (1 = 3 Money)
--[][Food] (2 = 3 Money)
-[][Buy]
--[][Metal] (1 = 3 Money)
--[][Promethium] (1 = 2 Money)
--[][Food] (1 = 2 Money)
--[][Advanced Machinery] (1 = 6 Money)

Infrastructure 4 Dice
[] Villages and Townships (Stage 2)

There is a difference between settlements that house people and those in which people can live. Shops are needed to distribute produced goods; services like medicine, law enforcement, schooling, and shrines/churches are critical to maintaining order, and the boost in taxes is also helpful.
(-4 Metal, -1 Power, +4 People, +1 Money per Turn (232/250))
The expansion of living space has continued with speed and enthusiasm as befitting of those who labor in His cause, turning previously overgrown land into towns filled with the hustle and bustle of human life and activity. Dozens of companies have been founded within the assigned industrial districts, adding to the supplies being sold by government companies, as road and track swiftly connects and outpaces the constructed settlements. Only a bit more effort will ensure that the three dozen remaining towns can house and supply their inhabitants to agreed-upon standards.

[] 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 (284/200) Complete, Stage 2 at (84/350))
With an enthusiasm that puts many labor crews across the Imperium to shame, roads, streets, train connections, and gravel pathways were built, stamped, ground, bolted, nailed, lain, cast, and thrown across nearly every projected site and line. Already, several trains are utilizing these connections to ferry workers and resources across the colony. However, with the freshness and still beginning operation of several key lines, improvements to our extraction and economy will only be felt in the next few months.

[] 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 (306/200), Stage 2 at (106/350))
With the same effort to build roads and train tracks, dozens of water-treatment plants, sewers, thousands of kilometers of pipes, waterways, and dozens of other installations were built. One of the Mechanicus Adepts had even managed to be poked into slightly modifying drains and several types of drainage systems to ensure that shed fur from the Beastmen will not stress the system overly. Finally, having underrun budget and projected build-times, the assigned administrators decided to enact the next stage of the Sanitation And Hygiene Infrastructure, starting to lay the ground for reserves, extensive treatment facilities guarded by machine and faith alike, and dozens of minor preparations for building the Capital.

[] 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 (132/100))
The bastion of Momi's defense and security has been completed three days earlier than planned and under budget too! After congratulating the Adepts who managed that miracle (and giving them the money left over after ensuring they actually did their jobs as they should), Lord Haku found his office swamped with letters, data slates, scrolls, and three servo skulls, all trying to garner his attention. They all concerned one theme only: what to do now with the PDF, its equipment, special troops, and the exact nature of service within.
[][PDF Vote]
-[][Commander] Name (Optional: Gender, Description) (Only Human)
-[] [Tithe] None (You are not required to pay a Tithe)
-[] [Tithe] Volunteer Regiments (???)
-[][Recruitment] Service By Requirement (Nothing)
-[][Recruitment] Conscription (-1 People, -1 Morale for Stage 2)
-[][Recruitment] Civil Duty (-1 People for Stage 2)
-[][Recruitment] Professional Force (-1 People, -1 Money per Turn for Stage 2)
-[][Training] None (Nothing)
-[][Training] Basic (-1 Metal for Stage 2)
-[][Training] Competent (-1 Metal, -1 Promethium per Turn, -1 Money per Turn for Stage 2)
-[][Training] Professional (-2 Metal, -2 Promethium per Turn, -2 Money per Turn for Stage 2)
-[][Training] Guard (-4 Metal, -3 Power, -1 Food, -3 Promethium per Turn, -4 Money per Turn for Stage 2)
-[][Training] Elite (-6 Metal, -4 Power, -2 Food, -1 Advanced Machinery per Turn, -3 Promethium per Turn, -4 Money per Turn for Stage 2)
-[][Equipment] Self Bought (+1 Money per Turn for Stage 2)
-[][Equipment] Bottom Of The Barrel (Nothing)
-[][Equipment] "Adequate" (-1 Money per Turn for Stage 2)
-[][Equipment] Good (-1 Metal per Turn, -1 Money per Turn for Stage 2)
-[][Equipment] Guard (-2 Metal per Turn, -3 Money per Turn for Stage 2)
-[][Equipment] Specialized (-4 Money per Turn, -2 Metal, -1 Promethium -1 Advanced Machinery -1 Promethium per Turn, -2 Metal per Turn, for Stage 2)
-[][Sharkhounds] Civilian Only (+1 Morale)
-[][Sharkhounds] Scouts (Requires Sharkhound Domestication (Stage 1))
-[][Sharkhounds] Auxiliary Units (Requires Sharkhound Domestication (Stage 2), -2 Metal, -1 Money per Turn)
-[][Sharkhounds] Rough Rider Regiments (Requires Sharkhound Domestication (Stage 3)), -4 Metal, -2 Food per Turn, -2 Money per Turn)
-[][Sharkhounds] Power Armored Rough Riders (Requires Sharkhound Domestication (Stage 3)), -6 Metal, -2 Food per Turn, -4 Money per Turn, -1 Advanced Machinery per Turn)
-[][Special Troop #1] (Name)(Type: Jetpack, Armoured Cavalry, Regiments, etc. (Just ask if you're unsure)(No material costs, as they will be under the level of abstraction))
-[][Special Troop #2] (Name)(Type: Jetpack, Sharkhound Rough Riders, Armoured Cavalry, Regiments, etc. (Just ask if you're unsure)(No material costs, as they will be under the level of abstraction))

Industry 3 Dice
[] Promethium Extraction And Refinement Complex - (B-1)

Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. Getting out from the ground is the easy part. Refining it to something worthwhile will be much more challenging.
B-1: -3 Metal, -2 People, +15 Promethium per Turn, (409/250) (Natural 100)
The creation of the Promethium wells has been completed with speed only the Mechanicus can surpass, as dozens of pipe-lines were laid down to ensure the drilled liquid can be stored for the moment the refineries come online. With only a little bit of effort, B-1 was fully tapped (for now) and revealed a wealth of high-quality Promethium previously hidden, turning this site into a significant supplier of Promethium on Momi.

[] 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 (228/175), Stage 2 at (53/325))
Excavations of the Dew Mine proceeded without incidents or trouble, as several discovered caverns aided in reaching the desired depths of the primary deposits, as well as providing an excessive cache of minerals ready for extraction. Said excessive minerals are already in circulation, with jade and rubies proving popular in the Beastmen and Human population, respectively.

[] Colony Ship Dissasembly
With the ship now grounded, you should start turning all that Metal into something useable.
(+12 Metal (255/150), +2 Metal)
The effort to turn the venerable, but slated for decommissioning, ship "Litany of Litanies Litany" has resulted in several percent more metals and machines as thought. Several cavernous compartments have proven to be solid blocks of metal, cast to keep out something in the ancient past of the ship. No corruption has been found, but the metal has been purified to ward off any hidden troubles.

[] 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 (278/150), Stage 2 at (128/250))
The geothermal plants have been constructed across several locations noted for their accessibility, ease of construction, and energy output. The newly won power has already been routed across several new projects and buildings but is well above the current need. New construction may strain the system but will unlikely lead to its collapse unless its expansion is neglected.

Services 1 Dice
[] 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 small clinics will reduce mortality by a small margin and see a great increase in Morale.
(+1 Morale, -2 Money (202/125))
With satisfying swiftness, competency, and adherence to protocols, the EMR has been officially created, ensuring that our people will not die when caught unawares outside the range of a medic or doctor. In addition, quarantine zones can now be enacted to contain diseases, with one notable pox outbreak having been swiftly checked and cured in a northern village.

Name: Momi ʻōmaʻomaʻo
Capital: N/A
Traits: Efficient Administrators. +5 to all Rolls.

Faiths:
Literalists:
50%
(The word of the Emperor is law, without any debate as to what it means.)
Purists: 50%
(We need to ensure the purity of our souls by any means necessary.)

Beastmen:
Mood:
Euphoric
Demands: Arkology

Money: 8 (+3 Per Turn)
Metal: 5 (+3 Per Turn)
Promethium: 4 (+15 Per Turn)
Food: 10 (+1 Per Turn)
Power: 6
People: 2 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls)
Morale: 8/10 (+15 to all rolls)

(Results will be merged with Turns, as I realized that this Quest doesn't have the time for all the mini-votes I want to include.)

Free Dice to allocate: 4 Dice.

Infrastructure 5 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 2)
There is a difference between settlements that house people and those in which people can live. Shops are needed to distribute produced goods; services like medicine, law enforcement, schooling, and shrines/churches are critical to maintaining order, and the boost in taxes is also helpful.
(-4 Metal, -1 Power, +4 People, +1 Money per Turn (232/250))

[] 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 2)
Connecting your various installations on the continent will be vital in their stable operation, supply, and moving the produced resources. Having laid the first road and track lines, it is now time to expand the overutilized sections while adding new secondary lines to allow better traffic flow in congested areas.
(-3 Metal, -2 Power, -2 Promethium per Turn (84/350))

[] 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 2)
Reserves of freshwater, extensive treatment facilities guarded by machine and faith alike to stave off any siege, and dozens of minor preparations for building all manner of extensions to the colony will ensure that disease cannot harm the faithful.
(-3 Metal, -2 Power, -1 People, +1 Morale (106/350))

[] 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 2)
It is one thing to have a building where your Commander can coordinate your troops. Another is to possess the needed training facilities, logistical hubs, manufactories, expertise, and necessary paperwork to genuinely make them effective.
(??? (0/350))

[] 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 4 Dice
[] Promethium Extraction And Refinement Complex - (Location)

Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. Getting out from the ground is the easy part. Refining it to something worthwhile will be much more challenging.
A-1/2/3, -2 Metal, -1 People, +2 Promethium per Turn, (0/100)
B-1/2, -3 Metal, -2 People, +5 Promethium per Turn, (225/250)
C-1/2/3/4, -6 Metal, -3 People, +10 Promethium per Turn, (0/400)

[] Orchard Mine (Stage 2)
The smelter complexes have been almost finished with the last effort, requiring only a little more to ensure that we can refine enough Metal for our needs while allowing us to expand our trade or create higher-grade machines and weaponry.
(-1 People, -2 Metal, -1 Promethium per Turn, +4 Metal per Turn (77/150))

[] 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 2)
Having dug the needed tunnels to exploit the mineral wealth hidden underneath, expansion plans have been drafted to begin proper mining operations.
(- 2 Power, -2 People, -1 Metal, +1 Metal per Turn, +3 Money per Turn (53/325))

[] Geothermal Plants (Stage 2)
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 (128/250))

[] 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, will likely fail within the decade, and must be scrapped in two. Therefore, this first stage is focused on creating the necessary space and the manufactory for construction and use.
(-6 Metal, -2 People (0/250))

[] Shrine To The Omnissiah
01001000 01100001 01101001 01101100 00100000 01110100 01101000 01100101 00100000 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000 00100001 00100000 01001000 01100101 00100000 01101001 01110011 00100000 01110100 01101000 01100101 00100000 01000111 01101111 01100100 00100000 01101001 01101110 00100000 01110100 01101000 01100101 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 00101100 00100000 01110100 01101000 01100101 00100000 01010011 01101111 01110101 01110010 01100011 01100101 00100000 01101111 01100110 00100000 01000001 01101100 01101100 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00101110 00100010
(-4 Metal, -1 People, -2 Morale, +1 Advanced Machinery per Turn, +2 Money per Turn, (0/250))

Agriculture 4 Dice
[] Luxury And Medical Crop Production (Stage 1)

After several dozen plant species that possess medicative, narcotic, or luxurative qualities ranging from sedatives, hallucinogenics, aphrodisiacs, antibacterials, relaxants, and more have been discovered, along with the needed information for their planting, the regulated planting and harvesting of the same can begin in earnest to start accumulating trade goods. First, of course, large swaths of jungle need to be cut down to provide the required space, but due to the verdant nature of Momi, seeding will be quick and effortless. The sudden availability of wood will also be welcome as trading goods.
(-1 Metal, -1 Power, -2 Promethium, -2 people, +4 Money per Turn, +6 Money (0/65))

[] Farming Initiative (Stage 1)
Having found hundreds of tasty and nutritious plants, planting can begin with incentives to independent spirits seeking to claim their patch of land (rented or bought from the administration) and create state-owned farms. Again, large swaths of the jungle will need to be cut down, but the resulting wood will earn the state and individuals good money when the next trading convoy stops by.
(-2 Metal, -1 Power, -2 Promethium, -4 people, +14 Food per Turn, +2 Money (0/50))

[] 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 2)
While the current production of luxury goods, as well as secondary food products, is sufficient to allow unrestricted access for a third of the population, expanded pens and a better understanding of the needs and biology of native animals will now enable us to ramp up production and ensure that previous goods unavailable for many will become commonplace.
(-5 Metal, -3 People, +6 Food per Turn, +4 Money per Turn (6/450))

[] Sharkhound Domestication (Stage 2)
The amount of data gathered, alongside the number of Sharkhounds, has shown that breeding these creatures is viable and desirable. While costly in terms of food, the resulting amount of animals will be a boon to home-grown Rough Riders and raise civilian Morale and productivity.
(+1 Morale, +1 Money per Turn, +1 to all Dice, -2 Metal, -1 People, -4 Food per Turn, enhanced PDF Options (77/200))

Services 2 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))

[] Anti-Corruption Agency
In the usual sense, corruption is accepting bribes, subverting processes for your own gain, aiding criminals for goods, etc. It is also a way to lead to the downfall of worlds from the God-Emperors Grace, allowing Chaos, Aliens, Traitors, and worse to subvert and misguide the innocent. Creating an Agency to catch and execute all those who engage in Type-2 and above corruption activities will ensure that Momi stands loyal and secure. It will also ensure that no resources are stolen, and what you are told is happening is actually happening.
(-1 People (0/50))

[] Mea hoʻokō Recruitment (Stage 2)
Having recruited the barely needed amount of Mea hoʻokō to keep the peace and allow the law to be enforced, it is time to start creating an academy to ensure a steady stream of recruits can be fed into the system. Ensuring that there are qualified and adequately educated cadets will be the task of the first batch. However, specialized trainers and teachers will instruct future classes in conventional environments rather than the hands-on in-the-street methods we currently have to employ.
(+1 Morale, -1 People, -2 Metal, -1 Money per Turn, -1 Promethium per Turn,26/150)

Name: Momi ʻōmaʻomaʻo
Capital: N/A
Traits: Efficient Administrators. +5 to all Rolls.

Faiths:
Literalists:
50%
(The word of the Emperor is law, without any debate as to what it means.)
Purists: 50%
(We need to ensure the purity of our souls by any means necessary.)

Beastmen:
Mood:
Euphoric
Demands: Arkology

Money: 8 (+4 Per Turn)
Metal: 5 (+4 Per Turn)
Promethium: 4 (+15 Per Turn)
Food: 10 (+2 Per Turn)
Power: 6
People: 2 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls)
Morale: 8/10 (+15 to all rolls)
 
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Ah gotta love me some Warhams. How many poor beings suffered under Crush this time?

first time posting and enjoying this , comparatively, lo-fi colony builder. A palette cleanser between Monoliths like Durin and Toroar.

i am dreadful at setting up plans or planning on general just wanted to hop in and say thanks for your work and it's appreciated
 
I have no idea ow to do PDF Plan, so I'm leaving it out.

Two plans this time, choose which you like more:

[X] Arkology Plan
-[x][Sell]
--[x][Promethium] x2
-[x][Buy]
--[x][Metal] x4
-[x] Open Arkologies (Stage 1) - 4 Dice + 2 Free Dice
-[x] Villages and Townships (Stage 2) - 1 Dice
-[x] Wind Farms (Stage 1) - 2 Dice
-[x] Anti-Corruption Agency - 2 Dice + 2 Free Dice

This plans let us start working on Arkologies right now, but leaves us with no Metal.

[x] More of everything
-[x][Sell]
--[x][Promethium] x2
-[x][Buy]
--[x][Metal] x4
-[x] Villages and Townships (Stage 2) - 1 Dice
-[x] Medical Clinics (Stage 1) - 2 Dice
-[x] Shrines And Churches (Stage 1) - 2 Dice
-[x] Orchard Mine (Stage 2) - 2 Dice
-[x] Wave-Generators (Stage 1) - 2 Dice
-[x] Anti-Corruption Agency - 2 Dice + 4 Free Dice

[x] PDF Plan: Momi ʻōmaʻomaʻo Defenders
-[x][Commander] Hancock (Gender:Male) (Only Human)
-[x] [Tithe] Volunteer Regiments (???)
-[x][Recruitment] Professional Force (-1 People, -1 Money per Turn for Stage 2)
-[x][Training] Professional (-2 Metal, -2 Promethium per Turn, -2 Money per Turn for Stage 2)
-[x][Equipment] Guard (-2 Metal per Turn, -3 Money per Turn for Stage 2)
-[x][Sharkhounds] Auxiliary Units (Requires Sharkhound Domestication (Stage 2), -2 Metal, -1 Money per Turn)
-[x][Special Troop #1] Coastal Defenders - Units trained and equipped for combat in tropical environments.
-[x][Special Troop #2] Dive Troopers - Units trained and equipped for combat deep underwater.

More balanced plan that aims to increase Metal and People income.

Edit: Small change to Plan: More of everything, I miscounted Metal and decided that we have enough for Wave-Generator, so i decided to add it.

Edit 2: Put 2 Free Dice on Arkology in the first Plan.

Edit3: Added PDF plan.
 
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Ah gotta love me some Warhams. How many poor beings suffered under Crush this time
Seven and two thirds. But who counts?
first time posting and enjoying this , comparatively, lo-fi colony builder. A palette cleanser between Monoliths like Durin and Toroar.
Thanks! (Im still stuck in Mountain Vietnam, send help.)
i am dreadful at setting up plans or planning on general just wanted to hop in and say thanks for your work and it's appreciated
:oops:
 
Alright, so right off the bat we're probably not going for elite pdf training. It would drain our meager Promethium. We'll have to go for Competent, and maybe bring in shark hounds for scouting


Also, the Beastmen have a point. We need to get started with this, and also build a church.
what do you mean it would drain our promethium we are getting + 15 a tern getting [Training] Elite is -3 a turn of that and [Equipment] Specialized is -1 a turn we can easily do that
 
To add for people to know, in case I wasn't clear enough: the -resourceXYZ only happens once you start the PDF Headquarters (Stage 2), the costs are inert until they are started, with the Turn costs beginning when it is complete.
 
If someone gives good write-in here [][Commander] Name (Optional: Gender, Description) (Only Human) , I will make PDF plan, it will be separate from normal vote.
 
what do you mean it would drain our promethium we are getting + 15 a tern getting [Training] Elite is -3 a turn of that and [Equipment] Specialized is -1 a turn we can easily do that
We only have 4 on hand though, and we're clearly going to spend our oil on other things like maintaining the roads, churches, and an ocean port; the upkeep cost will probably drain our income.
 
[] PDF Plan: Momi ʻōmaʻomaʻo Defenders
-[][Commander] Name (Optional: Gender, Description) (Only Human)
-[] [Tithe] Volunteer Regiments (???)
-[][Recruitment] Professional Force (-1 People, -1 Money per Turn for Stage 2)
-[][Training] Professional (-2 Metal, -2 Promethium per Turn, -2 Money per Turn for Stage 2)
-[][Equipment] Guard (-2 Metal per Turn, -3 Money per Turn for Stage 2)
-[][Sharkhounds] Auxiliary Units (Requires Sharkhound Domestication (Stage 2), -2 Metal, -1 Money per Turn)
-[][Special Troop #1] Coastal Defenders - Units trained and equipped for combat in tropical environments.
-[][Special Troop #2] Dive Troopers - Units trained and equipped for combat deep underwater.

PDF are meant to defend their planet, so we shouldn't spend too much on them.
 
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For our PDF commander I feel a pirate/admiral type would be nice for our planet since we're eventually going to have a lot of wet navy ships and I feel it will also fit our Sharkhound murder pets
 
I have added PDF plan to my post with plans, I hope you guys dont have anything against name Hancock.
 
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