July, the first year
The VanguardThe sun continues to shine. While this sheers up the population, the river level drops strongly, but not beyond critical levels. Farms are mostly unaffected thanks to good irrigation, though it appears that our food stocks can't grow much more, due to natural rot.
Work on the underground compound is slow but continues. Still, they need to be given a function. Progress could be sped up though a variety of ways, most involve the dedication of resources and/or money.
The outpost is fine, as is to be expected. Still, the long hauling times reduce productivity.
The labs are abandonned, with no projects, nobody needs to be here.
The economy thrives, but suffers from a lack of regulation. Nobody knows what he can or can't do.
Workforce distribution
-Maintenance [500/500]
-Farms[1000/1000]
-Digging operation [1000/1000]
-Outpost [200/200]
-Labs [000/000]
-Civilian economy [3800/3800]
Agriculture:
-1000/1000 GM crops: (Base 8.5 modifer)
-Weather: +0 Production modifier
-Crop rotation: -1 Production modifier (Prevents exhaustion)
-Irrigation: +1 Production modifer
-------------
Food:
14400
-6500
+8500
(-10% storage loss)
=14760
Digging operation:
-Progress made [73]
-Base modifier: 1
-Advanced Mining equipment (+2)
-Soil (-1)
Result: [146]
Civilian economy:
-3800
-No economic system: -0.5
-Unregulated Barter: -0.2
-Low taxes: -0.2
+38 Wealth
HTI((Ah, I always forget how many people are in a group))
The rains continue, and people begin expressing unhappiness about the lack of shelter. Even worse, the bad weather is endangering the harvest, and could put our feeble food security further at risk.
To that end, our farms have been expanded, and fishing groups have been send out. They don't find any good spots, but nevertheless bring in a small amount of food. The other team is luckier though. One of the team manages to find a surface deposit of Bornite ore. An important source of copper, but it also contains a small amount of iron.The other team found a large deposit of Ilmenite, an important titanium ore. The third team found nothing but some halfway decent clay.
A basic shelter is estabilished at the mining camp.
Workforce distribution
-Farms [1500+225/1000]
-Fishing [1500/1500]
-Construction [500+75/500]
-Scouting [500+75/500]
-Mining camp [100+25/100]
-Civilian economy [900]
Agriculture:
- Base modifier:
-*15
- Robotic labour: +0.1
- Bad weather: -1
Food
-7097
+14100
-5000
=14577.3 (10% losses)
Fishing
-Base rolls: 168
-*10
-Bad fishing spot -1
-No fishing gear -1.5
1260 food.
Industry:
-Base rolls: 36, 59, 70
-Workshop: *2
-Robotic assistance: +0.1
-Unreliable resource supply: -0.5
=264 (1 medium compound constructed)
Civilian economy
-900
-No Economic system [-0.5]
-Unregulated bartering [-0.2]
-No enough power [-0.5]
-Not enough housing [-0.8]
-HQ [+0.5]
Happiness loss
Followers of the Machine GodThe farms is harvested, but it turns out it was way to large for our small group. The new fields are considerable smaller.
The quarry works further without problems.
Much progress is made at the mining site, and everyone is provided with a good home.
Designing the simple weaponry is trivial. Producing it, is not. Nevertheless your manage to arm your militia with some basic laser weaponry, assembeled from parts blueprints you found in the database. It's not very potent though.
Dissassembling the pod goes well, and the radio is put away safely. All the scrap is added to the rest.
The hydropower team comes up with several possibilities. There's always the idea of a watermill or maybe a small barrage, but they have also found a small part where the river forces itself through a small opening. Theoretically, if they could collapse the rock there, they could create a large barrage and consequentionally , more power potential. The structural soundness of the plan is questionable.
You citizens get around, and now formally declare that their Society will exist solely to serve the God inside the machine (Theocracy)
Current terraforming progress:
-Magnetic field stabilization: Complete
-Athmosphere stabilization: Complete
-Seeding life: Complete
-Stabilizing ecosystem: Complete
-Human colinization: ETA: 15:07:23:12:23 (The last on counts down once per second)
Humans:
-Current population: Approximately 130.000
-Optimal population: 0
-Current status: Serious Overpopulation
-Countermesures enacted: Passive
Station information
-Sattelite uplink: Online
-Athmospherical filtration unit: Standby
-Ground water filtration unit: Standby
-Monitoring equipment: Online
-Drone control: 2/20 drones deployed
-Fusion power core: 26%
Farm [100/100]
Quarry [200/200]
Mine [300/300]
Weaponry design [10/10]
Ore smelter design [50/50]
Dissassemble pod [50/50]
Militia[50/50]
Hydropower [20/20]
Infiltration [10/10]
Civilian economy [300]
Food
810
+5000
-1100
=4710
Farm:
-Base modifier: *15
-Bad weather: -1
-Undermaintained: -4
=5000
Quarry:
-Base modifier: 1
Expand settlement
-Rolls :221
-Adjustive factor: [*0.2]
-Reinforcement material: [+1]
-Stone digging [*3]
= 221
Research
-Roll: 20
-Adjusting factor *0.25
-Technocratic : *2
-No labs: *0.5
= [5/50]
Construction:
Roll: 86
-Adjusting factor: *0.5
-Fabricator: *5
-Salvaged materials: *1
-Power: +0.25
=215
Civilian economy:
300
-Barter system -0.4
-Technocracy: -1 (Maintenance)
-Non selfish society:+0.5
=3
House ArgonianThere was a sudden breakthrough in the mining research. Both the tunnel drill and the transportation drones have been finalized.
Lot's of food are produced and stored. Our metalworking facilities continue to fabricate wall sections, but at a much slower, more normal pace now.
Extra men have been sent to the logging industry, in order to allow mines and quarries to keep operating at normal levels.
Farms [2000/2000]
Hydroponics [200/200]
Metalworking [600/600]
Logging [750/750]
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: [3200]
Farm:
-Base production: 15
-Weather:-1
=28000
Hydroponics:
-200
-Base factor: *10
-Exterior power: *2
Food use:
8100
-10.000
+32.000
= 30.100- 10%
Metalworking
8,71,73
-Crude metalworking facilities: 0.75
-Power supply: +0.25
-Stable resources: +1
=304 (6)
Other industries
-Base modifier 1
Research
-96
-Modifies: NO lab: *0.5
Progress: 20+48/50 = Breakthrough
Wall construction
246
-Resources avaible: *2
=492 (10 wall sections)
+6 metal wall sections
Total project size: 34/50 Sections
Civilian economy
-No economical sytem [-0.5]
-Unregulated barter [-0.4]
= 32
The LawmakersThe hunting goes well. Almost enough food is hunted and gathered to feed everyone. A food processing center is constructed, complete with nut press and whatever crude instruments you want.
The guards have no problems keeping everyone inside.
The attack goes splendid. Hidden by the morning fog, your troops managed to eliminate three quarters of the sentries before the alarm was sounded. The enemy never found a trace. Body and armament were left, in order to inspire fear.
100 huntresses (bows and spears) and 100 soldiers (Laser guns) [Hunting]
100 female slaves [Gathering]
100 male slaves, 400 female slaves [Kitchen construction]
100 soldiers [Guard]
100 soldiers (100 light battle armor*, 50 laser guns, 50 assault guns)
100 crafters + 200 female slaves [Civilian economy]
Hunting
37, 69
-Adjusting modifier: 0.4
-Base modifier: *15
-Jungle: +5
-Weaponry +5
-Genetic modifications: +1
=1102
Gathering
-31
-Adjusting modifier: 0.2
-Base modifier: *10
-Jungle: +5
=93
Food:
420
+1195
-1300
=357
Kitchen construction: AUTO
Raids: Hidden
Civilian economy
-300
-Slavery+0.5
-Primitive barter [-0.2]
-No power [-0.5]
=240
Royal Marines IncorporatedYou arrive at the meeting's position without much problems. The colonists have already arrived, and set up some tents. They appear to be decently organised, with vehicles and basic stun weaponry. You do notice some more potent, anti infantery weaponry too. In total, there are about a hundred people.
Some sort of Rat has gotten into the food, endangering the supplies.
Progress on the engine, automated defenses and vacinne progresses well. The last one is easily finished and distributed through the population.
Protective gear is produced for the majority of the population.
The scouts manage to find a coal and an iron deposit some time from the compound.
Progress on the wall is good, but you run out of metal before the progress can be completed.
The helicopters attempt to scout, but a variety of technical and fuel troubles prevent them from moving away far.
Go to the meeting myself, take 4 gunships 4 heavy tanks and the royal marines with me.
Lab repair [600/600] Autosucces
automated defenses. [300/300]
Engine. [300/300]
Vaccine. [100/100]
Production [1000/100]
Scouting [1500/1500]
Wall construction [1650/1650]
Farming [1250/1500]
Helicopter scouting
Farming
-*15
-Not enough maintenance: -2.5
=18750
Consumption
80.000
+18750
-10 000
-20% (pests)
= 71.000
FoF Automated targetting system:
-roll: 26,2
-Adjusting factor: *0.75
-Crude lab: *0.75
=15.75
Engines
- Roll:33,18
-Adjusting factor: *0.75
-Crude labs: *0.75
=28.7
Vacination
-Roll: 18
-Adjusting factor: *0.5
-Crude labs: *0.75
-Samples: *2
=Progress: [20/20]
Factories:
Rolls: 75,75,76,31,74
-Factory*2.5
-Plentifull power: +0.5
-Materials avaible:*1
=1324
Wall
- Auto
Resources avaible:*2
4 wall sections
=> 75% completed
Neptune's HandFarming goes well. The mint system is taken up by the majority of the population, though there are already a few people fabricating false coins, and without a central organisation this might become problematc
600 farms
40 Minting [Auto]
160: Bauxite mines [Auto]
150 Guard duty [Auto]
75 Escort [auto]
75 Manning destroy [auto]
120: Civilian economy
Farming
-Modifier: 1
=
Industry
Roll: 25
-Adjusting factor0.2
-Industrial smelter: *1.5
-Electricity aviable: *1 (=No bonus)
-Materials aviable: + 0.5 (I decided to use scrap)
-Experienced worker: +0.1
=10.5
Food
1423
-1220
=1136 -10%
Economy:
120
-Unregulized Coinage system: -0.2
-Coinage: +0.2
-Low taxes: -0.2
=96
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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