Turn 70
Colony:This picture is large and may require a small amount scrolling to view unless you have a large monitor. Everything proceeds as normal except for the return of the
scouting party.
You talk to them about what they found to the
south east.South East:Apparently they found some
stone pillars. They say
they looked old which suprises you because as far as you know the
colonisation of this world only started
recently. They also found a
new plant!
They brought you back a
sample as you always want samples and they didn't want to have to make two trips. The plant has many
blue stems which have clumps of
orange fiber along them. It looks like it would make
good cloth.You contact
Kilo-nile and get some quotes regarding maps.
1000yl for a satalite image of the local area (local area is about 20 panels in every direction).
3000yl for a map that shows human settlments and size in the local area.
4500yl for a package deal including the human settlment map the satalite photo and a elevation map of the local area.
100,000yl for a complete map of your continent.
You also think about
uniforms and
logos. While nothing is set in stone yet you know you want some
capes or cloaks, and possibley some
camouflage. You think a
Chimera would look good on your logo, nothing says
cloning colony like a
lion, snake, goat monster.Finaly you order a
Normal Power Plant. You won't have to worry about
power for a while that way. (-
2000 yollarsyl) You need to figure out where you want it to go.
It will arrive
next turn.
You currently have
1665 yollars
6 turns until
NightPower:
2.3 (
+1/
-0.5)
Colonytech Module brochure:Name: | Cost: | Description: | Basic Power Plant | 1000 | This module produces ten units of power and can store up to five. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | Normal Power Plant | 2000 | This module produces twenty units of power and can store up to ten. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | Enhanced Power Plant | 3000 | This module produces thirty units of power and can store up to fifteen. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | Basic Mining Module | 900 | This Module comes equiped with basic mining equipment to be used by up to five personel or robots. The module can even smelt four ore per turn. | Normal Mining Module | 2000 | This Module comes equiped with basic mining equipment to be used by up to 8 personel or robots as well as a light vehicle equiped to transport minerals. The module can even smelt eight ore per turn. | Enhanced Mining Module | 2900 | This Module comes equiped with basic mining equipment to be used by up to 15 personel or robots as well as two light vehicles equiped to transport minerals. The module can even smelt 10 ore per turn. | Basic Agriculture Module | 1000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for two people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. | Normal Agriculture Module | 2000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for five people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. | Basic Cloning Module | 1200 600 | If this Module is supplied with the requied material it can produce a fully formed simple humanoid clone in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. | Normal Cloning Module | 6000 3400 | If this Module is supplied with the requied material it can produce up to four fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. | Enhanced Cloning Module | 12000 6600 | If this Module is supplied with the requied material it can produce up to 10 fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. This modules taks up a 4x4 area. | Education Attachment | 800 | This module can be attached to any cloning module. When attached to a cloning module the cloning module can produce more then just the standard clone (although these non-standard clones will take longer to produce). | Research and Development Module | 4000 | This module includes equipment that can be used to research new blueprints, upgrades to modules or even impoved versions of existing modules. | Basic Manufacturing Module | 1800 | If supplied with correct materials this equipment can create up to two objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. | Normal Manufacturing Module | 3000 | If supplied with correct materials this equipment can create up to four objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. | Basic Accomodation Module | 800 | This module contains facilities to house four people. | Normal Accomodation Module | 1600 | This module contains facilities to house eight people. | Enhanced Accomodation Module | 2400 | This module contains facilities to house 12 people. | Basic Medical Module | 1300 | This Module allows you to give clones medical treatment. Can treat 2 clones and once and can only be operated by Clones with science education. | Cryogenics Pod | 200 | This pod can cryogenically freeze a lifeform indefinitely. It uses 0.05 power per turn. If the module loses power the lifeform will undergo emergency reanimation which will cause extreme hunger. | Refrigeration Box | 150 | This box will keep it's contents cool. It uses 0.025 Power per turn. |
Sofware upgrades:
Name: | Cost: | Description: | Cloning Module Genetic modifier | 250 | This upgrade allows the cloning module to be used to modify the DNA of any species stored within it. | Cloning Module Xeno Cloning | 300 | This upgrade allows the cloning module to be used to clone non-humans | Cloning Module Lifeform Analyser | 400 | This upgrade allows the cloning module to analyse animals to determine their growth rate and basic biology. | Manufacture Module Blueprint creater | 200 | This upgrade allows Blueprints that are researched at a research and development module to be used within the manufacture module. | Manufacture Module Blueprint modifier | 300 | This upgrade allows blueprints that are stored in the module to be modified. | Agiculture Module Flora Analyser | 400 | This upgrade allows the agriculture module to analyse plants to determine their growth rate, yield and edibility. |
Colonytech Clone Brochure:
Name: | Cost: | Description: | Basic Clone | 200 150 | This clone is only useful for menial labor. | Worker Clone | 250 180 | This clone can operate basic machinery. (Mining, basic Fabrication or simular tasks) | Technician Clone | 400 320 | This clone can operate more advanced machinery and take part in research and development if given the right facilities. | Basic Combat Clone | 400 300 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone is only a variation on the basic clone so it is not as hardy as it's more advanced cousins. | Normal Combat Clone | 600 400 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone has been geneticaly modified to be more durable to increase it's survivability. | NOTE: In a limited time offer for 1.5* the price we can upgrade any available clone package (combat,worker,ect...) to an Ardin GoRo. These magnificent wonders of cloning techology have four arms.
Clone Uniforms | 70 40 | This pack contains 10 uniforms. These uniforms can have custom colours, patterns and logos. |
Colonytech Arms Brochure:
Name: | Cost: | Damage: | Description: | Basic Laser | 250 | 2 | This Basic laser requires no ammunition but has to be charged at a power plant. The laser can hold 25 charges. | Normal Laser | 520 | 4 | This laser requires no ammunition but has to be charged at a power plant. The laser can hold 30 charges. | Enhanced Laser | 800 | 6 | This laser requires no ammunition but has to be charged at a power plant. The laser can hold 40 charges. | Machete | 250 | 2 | This is a simple metal machete. |
Colonytech Tools/misc Brochure:
Name: | Price: | Description: | Tool Kit | 200 | Contains a hammer, wrench, blowtorch (with 10 units of fuel), screwdriver and the box itself. | Barrel | 20 | Can be used to store goods(including liquids) for storage. | Crate | 15 | Can be used to store goods for storage. |
Colonytech Blueprints Brochure:
Name: | Price: | Required Materials: | Description: | Concrete | 70 | One unit of both sand and gravel | This blueprint is used to make concrete. | Barrel | 100 | Two of any solid waterproof material. | This blueprint is used to make barrels. | Crate | 80 | Two of any solid material. | This blueprint is used to make crates. | Plank | 40 | One of any solid material. | This blueprint is used to make planks. | Micro Chips | 100 | One unit of silicon and one unit of metal. | This blueprint is used to make twenty Micro chips per use. | Wires | 100 | One unit of metal. | This blueprint is used to make ten wires per use. | Batteries | 70 | One unit of metal and one unit of non-conductive material. | This blueprint is used to make three batteries. These batteries can be charged at a power station and hole one power each. | Basic Electric Engine | 200 | Ten units of metal. | This blueprint is used to make basic engines. These engines use 0.1 power per turn and can either be powered directly from the power grid or from batteries. | Electric Pump | 120 | 8 units of metal. | This blueprint is used to make pumps. A pump will use 0.2.5 power every turn. |
Inventory:
example item: 0x item (amount gathered in turn/amount used in turn) Selling Price
Misc: 6x Plumpet wood 3x Plumpet wood Planks 8x Sprout wood (+8) 10x Arodine 12x Water plants
Minerals: 40x dirt 47x Gravel 35x Sand 8x Arodine Ore
Food: 2x Plumpet Barrel (49 Alien Cabbages) 1.5x Sprout cap(s)
Weapons: 1x Basic Lasers (equipped, full) 2x Basic Lasers (full,full) 1x Normal Lasers (equipped,full)
Clothing: 1x Laser-prood vest (equipped) 1x !!Scientist!! Outfit (equipped) 1x Colonytech Forman Pants (equipped)
Agriculture Module Status:
Water Level: 24%10x Alien Cabbages (3) 6x Water Plants ( Cloning Module Status:
1x Minnion (3) Tank Levels:DNA Select:Name | Proteins | Nutrients | Turns: | Standard Clone | 6 | 4 | 10 | GoRo | 7 | 7 | 11 | Minnion Experiment | 5 | 4 | 6 | Pink Native | 4 | - | 4 | Lesser Lobster Wolf | 6 | 1 | 7 | Greater Lobster Wolf | 8 | 2 | 9 | Education Attachment:Educating a Clone in a field will add the stated amount of turns onto the growing time. Worker Education | +1 turn | Combat Education | +2 turns | Managment Education | +4 turns | Science Education | +5 turns |
Manufactory Blueprints:
Misc:
Name: | Cost: | Materials allowed: | Description: | Fence | 3 | Almost all allowed | This blueprint is a basic fence and can be made with almost all materials. | Pipe | 3 | Almost all allowed | This blueprint is a basic pipe and can be made with almost all materials. | Hard Sheet | 6 | Almost all allowed | This blueprint is a basic sheet and can be made with almost all materials. | Cloth | 2 | Fibers | This blueprint can be used to make a Cloth from a fiberous material. | Barrel | 2 | Any solid waterproof material. | This blueprint is used to make barrels. | Plank | 3 | Any solid material. | This blueprint is used to make three planks. | Concrete | See Mat allowed | One unit of gravel and one unit of sand. | This blueprint is used to make concrete powder. |
Population:
Work: 4x Worker Clones 1x Worker Clones ( 5) 1x Worker GoRo 1x Worker GoRo ( 5)
2x Basic Clones 1x Basic Clones ( 5) Combat: 2x Combat Clones 2x Combat Clones ( 5) 1x Combat Goro
Party Members:
Name: | Level: | XP | Ardin Turisk | 2 | 63/200 |
Buildings:
Basic: 1x Agriculture Module (Flora Scanner) 1x Power Plant 1x Manufacture Module 2x Accomodation Module 1x Mining Module
Normal: Cloning Module (Life form scanner, genetic modifier)
ADS:
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals. Want to engage in business after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee. Kilo-nile mapping is now selling a variety of planetary maps. Gregs Teeth and Claws is now selling attack animals. Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles. Hyportech Mining is selling a variety of metals. The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered. Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.
To place an advertisment of your own will cost 50 yollars.
Author Notes:
Uniforms and logos are still undecided so more ideas are welcome. I'd also like to remind you that you got a quote from Red Tape a while back for accomodation, it housed 18(i think) clones, took up two squares and costed around 650. I'll go back and get the actual specs in a minute.EDIT: Red tape says they have a stock blueprint for a two storey warehouse that could be adapted for the purpose of housing clones using hammocks. It covers 3 tiles and can house 18 clones. The building will only cost 600 yollars but it doesn't come with the hammocks and isn't built to withstand an attack from armed opponents. You have the ability to make cloth now so you won't have issues getting hammocks. Also I'm not going to give you the DNA of earth animals, partly because it means getting animal samples is more important but mostly because earth animals are just too amazing (If i gave you the cuttlefish alone you'd be able to wreak havoc and take over the world in a week). EDIT: You also have a whole pile of metal there so maybe you'll want to do something with that. EDIT 2: Forgot to say you already have a mineral scanner, you just havn't used it yet. |