Turn 1: HuzzahEdna couldn't stop smiling. It wasn't the brightest star in the sky, but her living colony was off the ground and very enthusiastic. This island was as good as hers, really.
Elsewhere, of course, things were more mixed. The zeppelin had sustained yet more damage, cementing the notion that she was probably going to have to be the one to build an airdock at some point. The terramancer had completed the docks on the mainland, but there was no progress colonyside, and attempts at building ships had resulted only in unadulterated rage, so she might have to handle those two personally as well.
And of course, all of this was just the bare, practical essentials. Nevermind all of the things she needed to do that didn't directly involve this new colony, like completing her half-finished project, expanding her influence, investigating all the bizarre occurrences lately...
Truly, it was a curse to be so blessed with talent. Or talent and ambition, at least.
First things first, make sure whatever chewed its way in got out again before we return home. We don't need containment failures unless they're from cages I assumed would be sufficient.
Find a good spot for some docks on the island and grow some, hopefully out of a saltwater-tolerant variant of my house-trees.
Make an intelligent living saltwater-tolerant covered housetree barge. Ideally, it should be able to communicate with nonmagical, nonsleeping captains (in a limited fashion is fine; beeps or whistles, levers, etc would all be acceptable), and use a modified form of the house-trees' magical burst ability to echolocate. Otherwise I'm fairly open to how much the vessel operates or maintains itself; being able to operate with no human interaction whatsoever would be excellent, anything else on down to being a living hull that still needs manual rigging and ropes and sails and so on would be understandable.
[3] Edna does a good once-over, concludes that whatever gnawed its way in here probably left again, and calls it a day.
[5][5] ((I would like to assure my loyal players that this has nothing to do with the fact that I'm now in control, and that I have clearly not gone mad with power as some soon to be dealt with traitors may assert.)) Edna finds the perfect spot for some docks, a sheltered cove dug into the islandside. She then grows a sturdy cage of saltwater-friendly housetrees around it, resulting in a leafy wiffle ball of Telvanni shelter and convenience.
[1] The boat doesn't go as smoothly. She attempts to grow it from an offshoot of her docks, which results in a massive tumor and little else. Oh, and the tumor is also sentient and unhappy.
Continue to bloody expand the bloody housing.
Also, send Milly over to help Ari with the ship building. She's not much of a hand at physical labor, but a few good divinations at the right time could make things a lot more efficient.
[2+1] The stone proves insolent this month, and you only get another 100 houses made.
[6] Milly proves a bit bossy, but she certainly provides aid.
"Ah-...hum. I'll..I'll get to them. They're all in a safe place..and-..."
They're in your head, silly!
"Yep-um, right."
...Search for those designs I made earlier and improvise from them to aid in making a short-range teleporter.
[4] After quickly rummaging through your head for them, you manage to improve the designs to be short-ranged and much quicker. They're still not tested for living things, though.
[4] After some tweaking and testing, you manage to get test plants to survive the journey intact. Animal testing is a bit trickier without any animals to test on, but a volunteer reports that the process feels strange but not too uncomfortable, and further analysis reveals no damage or other side effects.
This system works on a different system than your gradual long-range one, and so will require custom nodes to take effect.
Design: Short-Range Teleportation SystemTeleports one object rapidly to a nearby teleportation node at the cost of a baron-month of power per trip. Rated for living things, which report it as slightly uncomfortable.
"Ah-...hum. I'll..I'll get to them. They're all in a safe place..and-..."
They're in your head, silly!
"Yep-um, right."
...Search for those designs I made earlier and improvise from them to aid in making a short-range teleporter.
Aid action, attempt to improve upon them and design a amulet that will auto-teleport the wearer away if an object approaches them at a dangerous velocity, and one that can be manually activated to teleport the wearer to wherever they are looking (does not work with pictures or videos, instead simply putting them in front of the picture/video)
[1] You're glad you tested this on a wooden dummy before moving to living targets. The system fails miserably, detonating the target and ripping some of the pieces vaguely towards where it was supposed to go when activated.
[6] Your other project goes better, but still problematically. Your attempts to replicate a stable node at the aimed spot go poorly, and instead you just end up with a teleportation cannon.
Increase people working on ships massively to finish it within the turn, then try to get people on the finished ships. Well, even semi-unfinished ships, as long as they don't sink.
[4+1] Between you and the bossy lady, work commences on a ship. It's done by the end of the month, and Milly labels it the Misty Eye. It's a large but sleek vessel that should be able to carry ample supplies or people quickly.
[3] Work doesn't go as well the rest of the month, possibly because people are tired. You settle on producing a modest barge, slow but fairly spacious. With Milly already claiming the Misty Eye, you get your chance to properly name this vessel.
((I was going to make this an automatic success, but then I remembered you had a bonus to it from a previous action. It'll succeed either way, just have side effects based on the roll.))
[2+1] You get people shipped off to the island colony, but they feel a bit rushed and awkward about it.
[5] House construction goes magnificently. Even so, the governor gets fed up with the slow pace, and declares every house to have roommates. This downgrades everyone's housing to low quality, but doubles the amount of it.
((Housing now has quality. Quality includes things like construction, location, and especially size.))
Ari's factory builds six more generators, I suppose?
With the colony on the magic flower island completed, everyone has some minor celebrations, pleased at having spread a bit further in this new land. With most people also housed, albeit not especially luxuriously, morale also increases a bit further.
Morale is Good.
Civilian Population: 4492
Government: Pioneer Despotism
Governor Jaegar (Old War Vet, Alcoholic, Demotivating)
Construction Organizer Herbert (Zealot, Slacker, Depressed)
Farmers: 35%
Fishermen: 10%
Lumberjacks: 20%
Construction Workers: 10%
Shipwrights: 10%
Blacksmiths: 5%
Miners: 5%
Wizards: 1%
Government: 4%
20 golem workers
Small circular defensive palisade at the arrival site.
A neat grid of stone roads lies throughout the site.
Neat tent 'districts' for 258 people.
Constructed wooden houses for 2800(1400) people.
Edna's live house-trees house 1200(600) people. (feeds 20% of housed people)
Molded stone houses for 500(250) people.
Misty Eye, a large, sleek transport vessel.
? ? ?, a modest barge.
Stone port has weak weather wards protecting space for three ships.
Magical Power Relay Network
Ari's factory.
12 unused light generators
-Island 5-
Edna's living colony-mother
Edna's live house-trees house 250(125) people.
Edna's Living Cage Docks (+tumor)
Food will last for 11 months.
Tools will last for 16 months.
Information may be missing or shuffled as I reorganize things. Feel free to ask about things that aren't clear.
Is this still going?
I have usurped the game and established my own glorious thread in tribute to my magnificence.
I'm apparently my character, is basically what I'm trying to say here.