Due to a sudden onset of what I un-fondly call "ship disease/ship shit/Cabin Fever For Reals", there will be no update tonight due to migraines, and what feels like the beginnings of stomach flu.
The fourth week of First Impact's existence started out with the same energy the first three did, and then some. Despite the beginnings of divisions within the colony on the subjects of what needed to get done soonest, there was a clear and present need in the colony: a stable supply of materials for construction. While the one mining operation they had already set up was useful, there was no way it would be able to keep up with the colony's growing appetite. With that in mind, the Construction Team went on a bit of a rampage, and built not one, but two improved mining operations over the course of the week, throwing together the buildings themselves and managing to create a pair of the improved mining drones to actually do the backbreaking labor required to unearth materials from Icarus' depths. The drones were soon trundling out of their bays, drilling and hauling ore back to the smelters on a regular schedule.
(DC: 75. Roll: 70+Modifiers=Somewhere north of 100. Success. +4xp to all involved.)
Several people split off from the main building group to go out to the ship, cutters and welders in hand, ready to start hauling back materials. They stripped the engines from it (which were largely intact), cut apart the hull, and unearthed more prefab than the first group of explorers had been able to. It was a shame they couldn't have found a hidden cache of food to supplement their current stocks, but such was the nature of the crash. It looked like the food storage areas had been in the lower part of the ship - which is what had crashed first, and was naturally in no fit state to keep food good, safe and unspoiled.
What was more interesting was the lack of bodies. There were one or two found, but each and every one of the cryostasis tubes in the ship were empty, with no signs of the ship's former occupants. Even with the previous sighting of someone aboard the ship, there was no sign of life or activity in the wreck when the salvagers arrived, and by the time they left for the last time that week, there was nowhere left to hide inside the craft - and relatively little left of the craft itself. As the last group of salvagers left, however, they noticed rover tracks leading southeast...
Added: Transport Engines x2 (can be used to repair First Impact's Colony Ship)
Added: 40x Minerals
Added: 20x Credits [New Codex Entry: Survivor Trail]
(DC: 50. Roll: 97+Modifiers=Somewhere north of 100. EPICSUCCESS. +4xp to all involved.)
There was some mention of exploring a cave, but no exploration records showed a cave. There was a door somewhere, but no cave.
With that said, the colony's exploration team set out to the west... and have not yet returned!
[All Explore-option voters have their votes locked for the next week. A second roll will be made during the next turn to determine what they find!]
Ludwig, now healed from his injuries at the hands of the spiders (mostly his fall, though), threw himself into the study of Robotics with a renewed fervor. Building on the basic knowledge provided by the Turnkey package, he used the colony's CAD programs to virtually test a number of robotic principles, and even found time to throw together a couple of designs that looked like they could be useful. One of them was an autonomous drone sentry unit that could fly over the colony and give the colony forewarning of anything coming near, that could even be fitted with a small payload, if the colony so desired. The second was a bipedal worker robot that, while less capable than a human in many respects, was strong and well balanced and capable of accepting complex commands. All the colony needed was somewhere to make them...
[New Codex Entry: Firebird Recon Drone - Adds 15km warning radius, alerting colonists to incoming ground-based or low-flying threats.]
[New Codex Entry: Gorilla Workbot - Operations worker robot. Cannot be used for anything other than construction or hauling. Gives +3 to any construction roll one is added to, cumulative per robot.]
Meir Lochan gains 1xp! Meir Lochan: Espionage 2 (8/13)
Victor Velt gains 1xp! Victor Velt: Combat 2 (4/13)
Nevill gains 4xp! Nevill: Operations 2 (5/13)
Scepta gains 4xp! Level up! Scepta: Combat 2 (0/13), Operations 1!
Claire gains 4xp! Claire: Operations 2 (12/13)
Amanda Amala gains 4xp! Amanda Amala: Operations 2 (5/13)
Ludwig Cristoffen gains 2xp! Ludwig Cristoffen: R&D 2 (6/13) Steve gains 4xp! Steve: Operations 2 (12/13)
Jack Reyes gains 4xp! Level up! Jack Reyes: Combat 2 (5/13), Operations 1!
Roselia DuClare gains 4xp! Roselia DuClare: Combat 1, Operation 1 (4/7), R&D 1 (2/7)
Dr. Mizzet gains 4xp! Level up! Ulysses Lord Mizzet: Operations 1!, R&D 2 (2/13)
Levant Von Diederitz gains 4xp! Level up! Levant Von Diederitz: Operations 2! (2/7) Michael Erickson gains 4xp! Level up! Michael Erickson: Operations 1! (2/7), R&D 1
Benny gains 1xp! Benny: Combat 1 (5/7)
Bob Smith gains 4xp! Bob Smith: Operations 1 (6/7)
[] Survey the area (R&D)
[] Set up a building:
- Improved Shelter (protects 40 Settlers and Characters from low-level Disasters) (12 minerals)
- Improved Garage (provides repair capabilities for your equipment, production of vehicles with Machine Shop, can build Tracked Vehicles) (10 minerals)
- Improved Machine Shop (allows production of higher-level equipment) (4 minerals (2 after discount))
- Improved Farm (produces +8 food) (4 minerals)
- Improved Hydroponic Farm (produces +18 food) (10 minerals)
- Improved Lab (enhances research; adds +20 to any roll) (15 minerals)
- Improved Mining Operation (produces +10 minerals/turn) (15 minerals)
[] Try to repair the transport's engines (2 Transport Engines, 5 minerals)
[] Upgrade a building
- Which one? (Cost variable)
[] Explore (Combat+Espionage)
[] Search the Survivor Trail
[] Research technologies
- Flight Adaptation (unlocks Air production capabilities for the Machine Shop and Garage, adds Airfield)
- Munitions Adaptation (unlocks Heavy Weapons production capabilities for Machine Shop)
- Sensing (unlocks Tier I radar)
- Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)
- Advanced Robotics (unlocks Tier 2 robots & drones)
- Nuclear Power (unlocks nuclear power generation for vehicles and settlements)
[] Write-in
As a note, I do accept write-ins for tech or designing new weapons or whatnot.
[X] Set up a building:
-[X] Improved Hydroponic Farm (produces +18 food) (10 minerals)
My belief here is that we should set up a Farm and the Machine Shop and then start pumping bots. I'd really like to get some combat drones and/or turrets up to defend the settlement better. Research wise, I think Sensing might be the best.
[X] Set up a building:
-[X] Improved Farm (produces +8 food) (4 minerals)
My belief here is that we should set up a Farm and the Machine Shop and then start pumping bots. I'd really like to get some combat drones and/or turrets up to defend the settlement better. Research wise, I think Sensing might be the best.
Let's do the Hydroponics farm. We have like +25 resource income, plus the 40 we just got from salvage. We aren't low on minerals at all and actions are worth far more at the moment. With a Basic and Improved Hydroponics, we should have like +23 Food income, which is enough to support 46 people. We only have 15 IIRC so that will set us up for a while.
[X] Set up a building:
-[X] Improved Hydroponic Farm (produces +18 food) (10 minerals)
4 of us, I think with levelups we should have around a +24 to the roll. DC is 55. We could use 1 more person, but after this people should start setting up a machine shop so we can build gear.
Let's do the Hydroponics farm. We have like +25 resource income, plus the 40 we just got from salvage. We aren't low on minerals at all and actions are worth far more at the moment. With a Basic and Improved Hydroponics, we should have like +23 Food income, which is enough to support 46 people. We only have 15 IIRC so that will set us up for a while.
Looks like you guys are doing pretty well on getting enough support to build the farm, I'm thinking personally going along with LinkOn to see where that survival trail leads.
In the near future, though, I think researching the construction of some kind of wall or other defensive perimeter might not be a bad idea, set up something that ensures that if we do have trouble, it won't be able to get in right away if we don't let it.
Looks like you guys are doing pretty well on getting enough support to build the farm, I'm thinking personally going along with LinkOn to see where that survival trail leads.
In the near future, though, I think researching the construction of some kind of wall or other defensive perimeter might not be a bad idea, set up something that ensures that if we do have trouble, it won't be able to get in right away if we don't let it.
The week is progressing well. Construction and recovery teams have done outstanding jobs, and the salvage team is progressing as well could be helped for as well. Aside from Mr. Cristoffen's one-man research effort into robotics, with any measure of fortune the week will proceed largely without note.
I must say I admire Mr. Cristoffen's attitude and work ethic, even if his skills could be better applied to ensuring the establishment of the colony at this point. Still, his current efforts - if successful, and I believe we have good reason to suspect they might be - could prove quite useful sooner rather than later.
I find it funny to think that, in spite of calling this a personal 'research' log, I haven't actually done much actually research yet. Even the work into unlocking the Turnkey hardly counts.
The new mines are on schedule to be up and running on time, and soon the colony should have a surplus of resources to thrive - there are plans to build more farming establishments soon in order to secure First Impacts situation.
Recovery teams have done excellent work scrapping the colony wreck, they should be bringing back the surviving engines soon, it should help with repairing our own colony ship; that will ensure we're able to use it to its full capacity should that be necessary. Yet there is a curious bit of information being reported, the complete absence of its passengers. Could everyone have survived? Or is there something more malevolent at play?
Mr. Cristoffen is also making excellent progress, word is he should have a couple designs available for construction by the end of the week.
On the other hand, actually building them is another matter, we still need to construct the facilities for such manufacturing.
Expecting the door exploration team back soon, I look forward to hearing what they discovered.
And there it is, our snag - perhaps snags - for the week. On the bright side they're not guaranteed to be all bad.
First, the colony ship - tracks have been discovered leading away from it, hints of survivors. Plans are being established to find out, I plan on joining them.
And not just because the other primary members all seem to be of a certain military persuasion that I'm apprehensive towards.
Here's hoping for good news.
More concerning is the door (cave?) exploration team, and the fact that they have yet to return. We've gone out to check the door, no sign that they even went there. Theories have been formulated that perhaps a misunderstanding lead to them going searching for something else entirely, but it's impossible to know until they return, if they return at all.
This will be a development that we'll definitely need to keep an eye on.
Making a change assuming it's not too late and that conditional votes are allowed:
[X] Search the Survivor Trail
-[X] If the Cave/Door exploration team doesn't return with the Wheeled Rover in time in a way that would force the Survivor Trail team to travel on foot, instead "Research technologies: Sensing (unlocks Tier I radar)"