June: The first year (Obviously Unfinished)
The VanguardThe Torrential rains makes way for clear skies and constant sun, which results in a rich and bountiful harvest. Crop rotation is mandated, which should solve all problems of soil degradation for the near future.
Thanks to the relatively dry period, construction of the underground compound is completed rather fast. An outpost is also assembeled and is beginning export of lumber, though it's hampered by the transport requirements. They manage to find several interesting things from samples though. Most of these trees are normal, but there are several that have clearly been tampered with, in order to be more usefull for humans, or survive in this climate. (Feel free to choose most temperate reees)
As a precaution for future rain, dikes are constructed around the settlement, reinforcing the existing palisade.
Furthermore, most of us are getting settled down and a little trade is starting to occur in the settlement, providing bonusses to all.
Workforce distribution
-Maintenance [500/500]
-Farms[1000/1000]
-Digging operation [1000/1000]
-Outpost [200/200]
-Construction of dike [500/500]
-Labs [1000/1000]
-Civilian economy [2300/2300]
Agriculture:
-1000/1000 GM crops: (Base 8.5 modifer)
-Weather: +2 Production modifier
-Crop rotation: -1 Production modifier (Prevents exhaustion)
-Irrigation: +1 Production modifer
-------------
Food:
12000
-6500
+10500
=16000 (-10% storage loss)
Digging operation:
-Progress made [126]
-Advanced Mining equipment (+2)
-Soil (-1)
Result: 252: 1 Compound
Outpost:
Construction: Autosucces: 1 Prefab structure used.
Production: -50% (Transport)
Dike Construction
-Autosucces
Labs:
-Sample analysis: Autosucces
Civilian economy:
-2300
-No economic system: -0.5
-Unregulated Barter: -0.2
-Low taxes: -0.2
+23 Wealth
HTIContinues rainstorm torment the camp, wetting everyone who can't find shelter. Sadly, there are a lot of those.
Nevertheless, the farms are maintained properly (not going to punish anyone for undermaintaining because I didn't tell them).
The hunt doesn't go all that well for some, though they manage to avoid grave casualties. Gathering goes better, and a largish amount of food is brought in.
Production is slow, but continues. 5 Small solar pannels are produced, a small amount of batteries and some basic machine parts. The other things can also be made, but would require focus.
Searching for mineral deposits with the pirates was a pretty good decision though, you managed to spot traces indicating deposits of native copper, hematite ore and bauxite. All at different locations, but still potentially lucrative.
Workforce distribution
-Farms [500+75/1000]
-Hunt/gather: [2000+40]
-Industry [1000+25/1000]
-Resource gathering [500+150/ 650]
-Mining camp[25+50]
-Solar pannels instalation [75+50]
-Civilian economy [900]
Agriculture:
-No harvest yet
Hunting
-Base rolls: 4, 76
-Base modifies: *15
-Normal environement: +1
-Robotic assistance: +0.1
Gathering
-Base rolls 94, 50
-Base modifier: *10
-Normal environement: +1
-Robotic assistance: +0.1
Food:
10000
-5000
+2886
=7886 - 10%
Industry:
-Base rolls: 91,19, 78, 63, 73
-Workshop: *2
-Robotic assistance: +0.1
-Unreliable resource supply: -0.5
=517
Resource gathering:
-Autosucceed
Mineral scouting
-Iron, Cupper and Bauxite (Not at a single place)
Solar pannel installation:
-Autosucces
Civilian economy
-900
-No Economic system [-0.5]
-Unregulated bart [-0.2]
-No enough power [-0.5]
-Not enough housing [-1]
-HQ [+0.5]
Happiness loss
Followers of the Machine GodWork on the Quarry continues and more stone is produced, though no ore deposits are detected. Work on the underground compound is equally slow, with only a 160 habitations exacavated.
Maintenance on the farm goes well, and it looks like there'll be a good harvest next month.
Factory and steam generator are constructed, and are waiting for production orders. However, salvaging the materials has damaged the colony pod, meaning that we'll need to move the replicator out soon, or risk that it too becomes damaged.
While we can't acces the internals of the factory, it appears that using the computer we have acces too, we can ask information about and potentially modify the terraforming projects.
Quarry [250/250]
Mine [300/300]
Farm [200/200]
Factory construction [50/50]
Steam generator construction [50/50]
Diplomats [5/5]
Argonian envoys[25/25]
Infiltrate [10] to continue to attempt infiltration of concrete building, or determine if we can use it for our own ends
Civilian economy [210]
Food:
-1100
900-10%
Quarry:
-Base modifier: 1
Expand settlement
-Rolls :102
-Adjustive factor: [*0.2]
-Reinforcement material: [+1]
-Stone digging [*3]
= 161
Construction:
Roll: 86
-Adjusting factor: *0.5
-Fabricator: *5
-Salvaged materials: *1
-Power:[No effect]
=215
Civilian economy:
-Barter system -0.4
-No economical system: -0.5
-Not enough housing: -0.5
-Non selfnish societe:+0.5
House ArgonianA large underground room is dug out under the colony, and shored up with stone and wood. All power storage systems are extracted out of the colony pods and installed there, as well as a few improvised devises. In emergencies, it should be able to power the most needed systems for a week. On full power use, it'll last less then a day.
Metalworking progresses rapidly, and the forges work day and night. If they continue like this, then the mines and logging operation will not be able to keep up. The other industries continue their work, albeit slowly.
Research in mining techniques makes significant and fast progress. Amongst the drone designs you took with you, there were some which could be modified into mining drones. While a completely autonomous system is out of our capabilies, we can probable make the tunneldrill and automated transport system a reality.
Work on the wall progresses exceptionally well, the metal wall sections are installed, and several stone sections are added. A resource shortage is not out of the question, however.
The first civilian trade is starting to pop up, and with the expanse of a beginning economy strengthens your wealth.
Energy storage room [2000/2000]
Farms [2000/2000]
Hydroponics [200/200]
Metalworking [600/600]
Logging [500/500]
Iron ore mine [500/500]
Quarry [500/500]
Continue research into advanced mining techniques. [500]
A project is to be undergone to begin building walls out and around all of House Argonian's holdings (this includes farms, ore mine, and quarry)[2000/2000]
Civilian economy: [1200]
Digging:
Rolls: 20,62, 51, 48
-Rocky ground: *1
-Reinforcing: +1
-Digging tools: +0.2
=404
Construction of energy storage room
-Autosucces
Farm:
-No harvest
Hydroponics:
-200
-Base factor: *10
- Exterior power: *2
Food use:
15000
-10.000
+4.000
= 9000- 10%
Metalworking
95,96,99
-Crude metalworking facilities: 0.75
-Power supply: +0.25
-Stable resources: +1
=580
Other industries
-Base modifier 1
Research
-96
-Modifies: NO lab: *0.5
Progress: 20+48/50 = Breakthrough
Wall construction
10, 77, 52, 44
-Resources avaible: *2
=366 (7 wall sections)
+11 metal wall sections
Total project size: 18/50 Sections
Civilian economy
-No economical sytem [-0.5]
-Unregulated barter [-0.4]
= 120
The LawmakersThe weather's nice, and large flocks of birds fly constantly over the Jungle. They are easy prey for your hunters, and as such the food you've brought in is easily enough to sate everybody, though the stocks are declining slowly.
The dugout constructions goes well, if a bit slowlu
Those sent out to spy are unable to capture anyone. The group appears to be pretty paranoide, leaving the central area only in large heavily guarded groups.
100 huntresses (bows and spears) and 100 soldiers (Laser guns) [Hunting/Gathering]
100 male slaves, 200 female slaves, 100 soldiers [Production]
300 pregnant female slaves[Civilian economy]
50 soldiers [Guard]
50 soldiers [Spy, evade combat]
300 female slaves [Improve conditions]
Hunting
84, 29
-Adjusting modifier: 0.2
-Base modifier: *15
-Jungle: +5
-Weaponry +5
-Genetic modifications: +2
-Bird flocks: *2
Food:
500
+1220
-1300
=420
Dugout
33,21
-Soil: *2
-Genetic manipulation: +1
=96= 192 habitation
Imporve conditions
-Autosucceed
Civilian economy
-300
-Slavery+0.5
-Primitive barter [-0.2]
-No power [-0.5]
=240
Royal Marines IncorporatedOnly the smaller settlement react. They offer to send a delegation on a location which appears to be more or less midway between your colonies.
No progress is made on the automated targetting system. A shortcircuit caused by a failing prototype caused a small fire, damaging one of the labs. Progress in the other lab wasn't any better. A fire erupted due to a failed welding unit. Luckily nobody was gravely hurt, but the lab was heavily damaged.
Work on the vaccin doesn't suffer from these hindrances, and is almost finished. The current plan is making a weakened version of the disease, giving a harmless and cheap living vaccin.
The factories work full time. The vehicles are produced on shedule, as well as protective equipment for 2620 people.
Power is rerouted from the river treatment to our own use, giving us more than enough power. Meanwhile, irrigation systems are constructed and several pods are modified.Progress on the wall is slow however, though pod dissassembly goes well, asides for the small problems that several of the pods slacked for dissassembly appear to be in use.
Work on the wall is continued, though sadly not much progress is made.
Radio signal has no answers, which is strange.
Automated defenses: [200]
Engines: [150]
Vacination: [50]
Fertilizer: [100]
Factories: [600/1000]
-Protective equipment
-10 Transport choppers, 10 APC's
Power divertion: [50] Auto
Irrigation: [2000]Auto
Pod conversion: [1100] Auto
Wall Upgrade: [1250]
Pod dissassemble [1050]Auto
Pod dissassembly [500+]Auto
FoF Automated targetting system:
-roll: 8
-Adjusting factor: *0.4
-Crude lab: *0.75
=2.4 (Crit failure)
Engines
- Roll:11
-Adjusting factor: *0.3
-Crude labs: *0.75
=2.4 (Crit failure)
Vacination
-Roll: 80
-Adjusting factor: *0.1
-Crude labs: *0.75
-Samples: *2
=Progress: [12/20]
Factories:
Rolls: 11,44,99
-Factory*2.5
-Plentifull power: +0.5
-Materials avaible:*1
=462
Wall
-11; 42, 19
Resources avaible:*2
=144= 2 wall sections
=> 55% completed
Neptune's HandAfter a succesfull diplomatic meeting, you depart to look for metal deposits. You find traces from diverse minerals, like native copper, hematite ore and bauxite.
In the town, everything goes fine. Farms are expanded and new seeds are planted. The plants seem to take the new soil very will, and are rapidly growing. You should have the next harvest next month, and the more normal crops should come out the month after that, if everything goes well.
600 Expand farmsAuto
200 Make digging equipment
112 Guard dutyAuto
113 Hunting
75 Scouting for metals
120: Civilian economy
Industry
Roll: 97
-Industrial smelter: *1.5
-Electricity aviable: *1 (=No bonus)
-Materials aviable: + 0.5 (I decided to use scrap)
-Experienced worker: +0.1
=203
Hunt
Roll: 77
-Adjusting modifier: *0.22
-Base modifier: *15
-Normal: +1
- Guns : +5
=356
Food
2000
+356
-1220
=1136 -10%
Economy:
120
-Unregulized Barter system: -0.2
-No economical system: -0.5
-Low taxes: -0.2
=12
Continent one: (Mesor)
-13
-1 large settlement
-1 medium settlement
Continent 2: (GWG, weirdsound)
-11
-1 Subjugated
Continent 3
-16
Continent 4
-13
-1 militaristic (followers of the machine God)
-Medium settlement (House argonian)
-Small settlement (House argonian)
-Looted settlement (House argonian)
Continent 5 (lawmakers)
-21
-1 large settlement (Lawmakers)
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