Proposal:
Communal Ethos - Reclaim The OldResult:
5 [3+2]
The earliest waves of colonists had many initial problems to tackle, and they did so with haste. They tore down the relics of their old lives and repurposed them into something new - appropriately within the shadow of The Trash Converter. Teams formed to perform specific tasks together, although a large amount of autonomy was allowed in part due to the lack of any centralized organizational structure. The furnaces within provided light and warmth in this gentle but uninviting landscape, and those fires were fed at all hours thanks in part to the electrical lighting the facility provided. Once the bare minimum was available to the colonists they had to face a very present, very obvious, and very unanticipated issue:
Colonial children. Familial relationships, or at least the definitive knowledge of who one was related to, was part of that grand memory loss, and undeveloped minds were especially susceptible to wider memory loss. Pictures and databanks that could have filled in the blanks were ashes at best, and last names proved to be unreliable (especially regarding the Smiths). This resulted in a 100% orphaned population. It was beneath the permalights of The Trash Converter where those with a natural inclination to care for and educate youth set about their good work. A significant amount of education revolved around hunting, gathering, and scrapping, but there was also a focus on "teachings" of "the old Earth". Faded memories of fables and myths were fused with tales of the technological wonders witnessed during the golden age of humanity - of how the strange and wondrous workings of even The Trash Converter paled in comparison to the grand creations that powered, fed, and housed them all before embarking on The Colonization.
A few months of creative storytelling built upon itself an interesting, if somewhat inaccurate, retelling of events that had resulted in the Colony's present situation. The Colonial Fleet was staffed entirely by paragons of self-sacrifice (the children included, even if they couldn't remember any of it), people willing to vacate paradise and create a new utopia in order to preserve the old one. The Scattering was the ultimate test of the willpower of the Colonists - a message from the universe that they could not simply
bring paradise with them, but they'd have to nurture it from a seedling on their own. In
true isolation.
It wasn't just in their best interest to rebuild a most perfect society, it was also a Mandate of The Universe. It didn't take long for orphans being told they're glorious martyrs required to create a perfect world they have no recollection of from scratch to develop a range of Complexes, with Hero and Superiority right at the top of the list. Still, it led to diligent work when the children got their hands dirty, which inspired the adults who weren't keen on being outworked by someone with their first set of teeth.
Technology Discovered:Communal Ethos - Reclaim The Old: Sets Colonial society down a path that identifies them in part as diligent, focused Scavengers. Controlled regions capable of producing
Scrap will produce
+1 Scrap. [Technically] No Resource Cost. (See Below)
Mandate of The Universe: A belief that the colony is predetermined to bring about another utopia for humanity comparable to Earth. Unless something is done as deterrence, this belief will become more deeply ingrained over time. No Resource Cost.
As a result of
Communal Ethos - Reclaim The Old,
0,0 now produces
4 Scrap.
As days and nights turned into weeks and months, the idea that the survivors weren't just stationwrecked colonists but a fledgling society began to root itself beyond the teachings of the children. Even if the teams of hunters, gatherers, and scrappers "worked together separately", they began to identify as part of a whole. Split on what to call themselves, they opted to remain "Colonists" for the time being. They did, however, begin to centralize their resources for bookkeeping and rationing. When one thinks rationing, it's typically cutting down on what one gets. In this instance it served to make sure Colonists got the sustenance they required when most were barely subsisting on what they could gather for themselves.
The Colony now requires One(1) Food Upkeep. RESOURCE UPKEEPResource Upkeep represents resources reserved for use in producing or maintaining technological and societal advancements. Resources represent a threshold or bandwidth available to provide adequate amounts of various resources. There are two types of Upkeep you can break things down into:
Tech Upkeep: This is the Resource number you'll (eventually) see in the Tech spoiler. If a Tech's Upkeep needs cannot be met, impact of the tech will diminish to near nothing until it is re-funded or wholly abandoned. Partial funding does not mean partial efficacy, it just slows the decline into nothingness (ex. A Tech with 1 out of 2 Scrap will not cap decay at 50%). You can opt to make a Tech
OBSOLETE by adding a vote to the turn to do so, but please be respectful and not unnecessarily revisit a tech's obsolescence vote if a decision gets cast in either way. Obsolete Techs will no longer require Upkeep, but will also no longer directly hold any impact of significance on future advancements. Depending on the type of tech, Upkeep can come in the form of any number of resources in any combination.
Societal Upkeep: Now that you're no longer ripping out your fingernails panic-digging into the soil, metaphorically in most cases, maintaining cohesion as a society will require
some effort. This will
almost always come in the form of a Food Upkeep cost, although I wouldn't outright say it's impossible to apply other resources to the task as well, you just might have to get creative. Societal Upkeep, if we're being entirely honest, is based 100% on "vibes" - there is no deep complicated mechanisms in place to determine how much 1 Food equates to mouths fed. As society grows and expands, so too will Upkeep costs, and driving them down will not be an easy task. Expanding the colony to provide for the needs of an expanding colony will be your most straightforward means of keeping Societal Upkeep from catching up. If Society cannot be maintained through Resources, disillusionment and unrest will fester and eventually foment violence. Internally, to be clear.
TURN 3: CREATOR TUTORIAL
The Colonists labor and toil, spilling sweat and blood as they work to provide the bare minimum for the
Ceridwen survivors. For all the damage that the crash caused both physically and mentally, it could not put a damper on human spirit and ingenuity. Or maybe it's the desire to do as much work with as little effort that drove the muse of invention into the hearts and minds of the Colonists. Either way, a number of novel tools and devices had been cooked up by various colonists with equally varied levels of natural talent. One of these creations managed to have an outsized impact, for good or ill...
The focus of this turn will be
Creator actions. If you are familiar with Design Bureau/Arms Race/Founders-type games, this is as close to a typical Design Phase as you can get without being one. A Creator action falls on the Internal-Material corner of the "alignments" mentioned during the Thinker Tutorial. Tools, devices, structures, and just about anything else that can be operated, handled, or manipulated and is made of matter will likely fall under a Creator action.
Basic Scrap Tools and
Scrap Housing are both definitively examples of Creator actions. If there are questions about the validity of a proposal, it is best if a proposal is written first so that it can be properly judged by my dry brain.
With the name vote split evenly, that vote will carry over to this turn as well. Don't push it off for too long though!
PILLAR SHIFT!Nirur Torir has the prestigious honor of being made an example of! As the author of the winning proposal they receive
TH+1! They have bragging rights as the greatest Thinker (for now). All players who voted for the winning proposal receive
TH+0.1 as well! Simple as!
Basic Scrap Tools: Simple handheld tools made out of scavenged plastic and steel. Foundational Tech - No Resource Cost.
Firemaking: The ability to use basic principles of friction to start fires. Foundational Tech - No Resource Cost.
Scrap Housing: Protection from the elements and a place to keep ones' belongings made out of scavenged plastic and steel. Foundational Tech - No Resource Cost.
Basic Electrical Power: A rudimentary understanding of how to utilize PreTech power sources. Ultimately represents knowing how to flip a switch and pull a plug, but a foundation for advancement nonetheless. Foundational Tech - No Resource Cost.
Communal Ethos - Reclaim The Old: Sets Colonial society down a path that identifies them in part as diligent, focused Scavengers. Controlled regions capable of producing Scrap will produce +1 Scrap. No Resource Cost.
-Mandate of The Universe: A belief that the colony is predetermined to bring about another utopia for humanity comparable to Earth. Unless something is done as deterrence, this belief will become more deeply ingrained over time. No Resource Cost.
Trash Converter: A recycling plant that used to provide power as well as a chemical stew of gases that could be repurposed by various elements of the station. Now functions as a massive incinerator powering some emergency lighting that somehow survived the crash. Severely reduces resource requirements related to power consumption within the Colony, while reducing squalor thanks to refuse (and anything else that burns) being a fuel source. A thick black plume of acrid exhaust billows out of the smokestacks as it operates - which is constantly. PreTech.
AVAILABLE/TOTAL (Upkeep Modifier):
FOOD 1/2 (-1 (We Live In A Society))
WOOD 1/1
SCRAP 4/4
BY REGION:
0,0: FOOD x2 (Bison, Rabbit), WOOD x1 (Ash Trees), SCRAP x4 (Maint. Module x3, Reclaim the Old x1)
Pink Border: Colonial Control
Blue: Ocean
Brown: Badland
Green: Plain
Grey: Mountain
Ochre: Desert
Pea Green: Swamp
"What is this, a map for ants?"
No, it's just got the potential to grow real big real fast and in unbalanced directions. If you have a problem seeing things, you can hold Control and use the scroll wheel to adjust the zoom on your browser window! Neat!
-1,-1: OCEAN
-1,0: SWAMP
-1,1: PLAIN
0,-1: SWAMP
0,0: PLAIN, Ceridwen Crash Site, Trash Converter
0,1: SWAMP
1,-1: BADLAND
1,0: MOUNTAIN
1,1: OCEAN
IronyOwl: Th0.1; Cr0.0; Do0.0; De0.0
Kashyyk: Th0.1; Cr0.0; Do0.0; De0.0
Nirun Torir: Th1.1; Cr0.0; Do0.0; De0.0
Powder Miner: Th0.1; Cr0.0; Do0.0; De0.0
TricMagic: Th0.1; Cr0.0; Do0.0; De0.0
VermillionSkies: Th0.1; Cr0.0; Do0.0; De0.0
ZBridges: Th0.1; Cr0.0; Do0.0; De0.0
TURNTURNTURN