This was a large update so
please tell me if I've made any errors.
EDIT: Oh look, an error! Fixed an incorrect specialist pricing in the catalog.
I would appreciate if locations could be given for room placement in the future. The base map now has a basic coordinate system to make placement easier, and this time only I'll allow moving around any rooms that have been bought since the start of the game (not the starter rooms though) instantly and for free. But once again, one time offer.
Entrances can be created/destroyed for $30,000, though.
Sidenote: I'll combine most non-critical actions into one update, but for things like spending plans/purchases, I'm mostly just going to go with one proposal that seems to get the most support. Sometimes some individual purchases could be added on if there was opportunity to object to those individual purchases.
Also, in TopHat's plan the $50,000 expenditure wasn't labelled. I'm assuming that was the Warpgate room ventilation upgrade.
Interplanetary Research Ward: Update 2The next week is filled with sounds of construction. Technicians across the hallways working on wiring and materials being brought in with raw stone being brought out. By the end of the week you the new reactor is connected to the grid, the medbay is operational, the security room is ready for use, and the new quarters is complete. The new medical and research staff have all arrived and are ready to work.
Earlier this week you inquired about the possibility of hiring people with archaeological, linguist, and diplomatic skill sets. The committee was surprisingly very helpful in this endeavor and just now supplied you with a list of some of the best people for the job, and even going beyond.
Specialists are basically soldiers with certain skills that can prove helpful in the field. Right now the only listed skills are
Archaeology, Science (a general indicator of scientific-type thinking capabilities),
Language (An indicator of how well-versed a person is in translation, world languages, and general linguistics),
Diplomacy, and
Combat. Specialists are actually much more important than 'regular' soldiers in most areas, as specialists are capable of many more actions and the like on the field, even if they're not skilled in that thing. For example, if you ever encounter alien technology and want to try using it right then and there, any specialist can try that but a soldier likely can't even begin to try. Specialists also have the capability to be
much better in combat than a regular soldier.
Skills are measured in levels from 1-10. In terms of the combat skill, a regular soldier is about a 2. Skills do take a
while to increase.
Specialists are expensive, cost a weekly wage, and since their skills increase over time, are invaluable. While the majority of their use is on the field, it doesn't mean you're not allowed to keep a specialist at the base. Whenever you ask for a list of available specialists, you'll get 5 available specialists and their skills. Over time, as you encounter new things, you may start to notice and record new kinds of skills in specialists. Due to this being the first time you're asking for specialists, the listed ones here will be of higher skill than normal.
A single specialist costs $25,000 to hire, costs $5,000 per week, and takes up a soldier slot. Their wage/maintenance is constant and won't ever change.
Dan Stevens
Combat: 1
Science: 1
Archaeology: 3
Language: 3
Diplomacy: 1
Sarah Leaf
Combat: 2
Science: 3
Archaeology: 1
Language: 2
Diplomacy: 1
Charles Greenfield
Combat: 1
Science: 3
Archaeology: 1
Language: 1
Diplomacy: 2
Jason Lerth
Combat: 1
Science: 3
Achaeology: 3
Language: 1
Diplomacy: 1
Emma Dawson
Combat: 3
Science: 1
Archaeology: 1
Language: 1
Diplomacy: 3
In addition to their list of specialists, the Committee also replied to your question about
funding. You get funding once every 4 weeks [updates], meaning that you're actually going to get new funding next week. The baseline funding that you currently are receiving is $500,000, and that number is subject to change based on how the Committee feels the IRW is performing, but more importantly,
funding is evaluated primarily based on how much the Committee feels you're helping the nation. They're primarily interested in new military technology when it comes to this though. Of course, they are paying for the scientific and exploration aspects as well. Just not as much.
Now, if you want to try and influence the Committee's decision,
you have the option of submitting a single argument to try and convince them of how your program is beneficial. You can only have one argument per funding session.
Next up is checking on the status of acquiring more robotic surveillance units (That you've decided to call RSUs for now on) for exploring through the gate and various EVA suits. In the email received you've been insured that in addition to the RSUs and EVA suits you already have, more can be requisitioned at no cost. Effectively meaning that you have an unlimited supply of RSUs and various basic (unarmored) EVA suits.
Now that you've finished the more bureacratic work, you move onto the cool stuff - exploring other planets. Going over the report of D2, the robot moved into the ruins with no apparent gradual damage. As it reached a ruined entrance, contact with the RSU was immediately lost. The investigation was deemed a failure, the planet coordinates were marked as dangerous, and they moved on.
Team 1 investigates Destination 1Done with D2, you head over to the control room to watch Team 1 depart to D1. Equipped with their regular weaponry and a basic environmental suit (enough to keep out most pathogens and similiar elements if present), the team walk through the gate. After a few seconds, radio contact is established. The team reports no apparent signs of sentient life, and starts on their work. A couple minutes later, they return all unharmed and head to the quarantine room.
Analysis of the recovered samples were quick. Breathable air with no detected hostile elements at all. Perfect soil, regular water, and vegetation remarkable similiar to the vegetation here. In fact, the Head of R&D says that it's almost as if it was purposely made this way by something. It's apparently perfect to the point of suspicion.
A staffer watching the video footage suddenly calls you and the Head over. They point at their screen and simply say
"Look."It's some kind of object far in the distance. It appears to be some kind of huge pylon. The Head sits down and starts looking at all the captured footage while you head back to the control room to watch the departure of Team 2.
Team 2 heads to Destination 5Team 2 is equipped the same as Team 1 was as they head out to D5. For a couple seconds after arrival everything looks fine.
Suddenly, dirt is thrown into the air as a loud
"BOOM" is heard. Aircraft are seen in the distance above the village, firing below, and there's currently a single aircraft above the gate.
"HOSTILE SOLDIERS!" a soldier screams. Looking at the live camera footage, you can definitely confirm their statements. 5 ..alien? soldiers are suddenly in front of the gate. Team 2 scrambles to cover behind various rocks and trees as the enemies...
The hostile soldiers aren't firing and they aren't seeking cover. They're walking slowly towards the soldiers with what look like weapons in their hand. The aircraft has returned back to the village, where more explosions and screaming can be heard.
What do you order Team 2 to do? Each one has a single assault rifle, kevlar armor, and a rather bulky EVA suit.
((Note: Hostile encounters will be finished independently of the weekly updates))
Explored Planets: (Planets where some effort was given by the IRW to be explored)
Destination 1: Suspiciously perfect soil/water/air/vegetation; huge pylon seen in the distance from the gate.
Destination 5 [IRW presence] [Hostile presence]: Village in the distance. Currently under attack by advanced unknown assailants.
Visited Planets: (Planets visited in some way or another - mostly by a RSU)
Destination 1: Breathable atmosphere. Apparent forest and general apparent 'friendly' environment. Surveillance unit returned after two days completely unharmed.
Destination 2: Vacuum (no atmosphere). Apparent ruins. Surveillance unit stopped responding roughly a minute after arrival. (Note - This counts as 'surviving')
Destination 3: Immense heat and destruction within seconds of arrival. Likely sun or other extreme hostile destination.
Destination 4: Breathable atmosphere. Small island surrounded by sea. Repeated signal interruptions, but unit returned safely after two days.
Destination 5: Breathable atmosphere. Regular terrain, and what appears to be a village in the distance. Unit immediately returned to prevent contact.
Coordinate Index currently houses extreme amounts of Warpgate coordinates. Any one of these can be dialed on Switchboard.
Funds: 182,500 Cr
Base Size: 5x5 tiles(White border means the two rooms are connected via passageway.)
Power Usage: 59/100.(-10p) Control Room: A room that houses the Switchboard along with control & support staff. Has a window to the Device Room, controls the Device room entirely, and has equipment for controlling/managing the entire base as well as supporting + managing away teams.
(-30p) Warpgate Room: The room housing the Warpgate. Holds ramping to it as well as various equipment dedicated to controlling aspects such as direct input and powerflow to the Warpgate.
-
Warpgate Ventilation Upgrade: The Warpgate Room has independent life support systems that can be remotely activated and that will last a few weeks before having to switch back to the main base ventilation.
(-5p) Security Room: A 2-tile wide room with equipment and fortifications to help defend against attacks - cover, cameras, blast doors and regular heavy doors, checkpoints, and more. Manned by up to 12 personnel and has 2 MG emplacements facing towards the Warpgate Chamber entrance.
(+50p) Nuclear Reactor: A self sufficient nuclear reactor providing 50 power.
(+50p) Nuclear Reactor 2: A self sufficient nuclear reactor providing 50 power.
(-5p) R&D Lab: A room housing basic fabrication facilities and research equipment for both engineering and research. Manned by up to 15 research pesonnel.
(-1p) Staff Quarters: Has enough room and housing for 60 personnel.
(-1p) Small Staff Quarters: Has enough room and housing for 30 personnel.
(-3p) Barracks & Armory: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-3p) Small Medbay [8/20 in Quarantine]: A medbay with room for 10 people in medical care, and 20 in quarantine. Most efficient when staffed with 5 medical personnel.
(-1p) Exit: Self-explanatory. Multiple elevators (freight and otherwise) to the surface.
Surface Buildings/EmplacementsHelipad: Can fuel, maintain and hold up to 2 large helicopters.
16/20 Soldiers
16 Trained Soldiers (8 in Quarantine; 8 Embarked)
- GWMM-17 Rifle (Multipurpose Assault Rifle)
- Basic Body Armor (Kevlar Armor)
Specialists
You currently have no specialists.
70/90 Regular Staff
Research
4 Scientists
4 Engineers
7 R&D Techs
Trained
5 Medical Staff (Medically trained; staff medbay)
General
20 Technicians (Keep base running)
10 Control & Support Staff (Manage away teams and staff Control Room)
5 Management (General upper-management of program)
15 General Staff(Food, Custodial, Etc.)
Notable Items
Note: Only items of higher value or that are worth noting are listed here.
- Warpgate
- Switchboard
Other Items
Mostly just things that are important to know that you have/
- "Infinite" RSUs (Robotic Surveillance Units
- "Infinite" Basic EVA Suits (Hazmat, Vacuum, etc.)
Wages handled by Government.
Maintenance handled by Government.
Income
Funding session next week. Expected funding: +$500,000
Purchases:
Security Room Construction: -$400,000
Nuclear Reactor Construction: -$1,000,000
Medbay Construction: -$350,000
Small Staff Quarters Construction: -$150,000
Helipad Construction: -$30,000
Warpgate Room Ventilation Upgrade: -$50,000
15 R&D Staff: -$300,000
5 Medical Staff: -$37,500
Funds Change since last update: -2,317,500 Cr
182,500 Credits