Computer:
Initiate FTL. We are now clear from Europa.
Engage in 5
4
3
2
1....
Ships Log 6/21/2081
The Crew had departed from Europa station to begin reclaiming Kepler 1117-b from Tiberium overgrowth. It appeared that the mystery of the Russian hacker was solved. Arthur Reed was actually a criminal who was trying to undermine the mission. His motives for posting information to the message board remain unknown. Some of his findings were useful however ultimately he was responsible for the death of several people including the captain.
We searched Arthurs quarters and discovered he was giving free tech upgrades of ours to Playdip. Playdip did not respond by attacking us they instead sent a cloaked warship to follow us here, which means it’s likely Arthur was an asset of theirs. We may be in danger, it is hard to say, although if they wanted to kill us they could have at Europa. Plus they gave us the gift, Bantons sword… Kepler 1117-b is very far from influence by Playdip as well. So Arthur’s actions are truly puzzling.
Hopefully Playdip will not plan to retaliate for his death. Playdip is a commerce faction, with an emphasis on Arms Dealing so it may be that they really want in on the Tiberium Market like they claim. Also implying they might want to add a Space Station there as they already have 3 other stations. It is a year later now. And We are finally here at Kepler 1117-b. Our new home.
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Kepler1117 News:
North African’s are building the Science wonder Promethean. Upon completion the Promethean will allow them to gain a free research, and cure 1 major disease.
There is a large fog of war visual zone in the southern hemisphere at the center of a tiberium wasteland. Its possible there is a significant mutant infestation there. Proceed with caution if harvesting there.
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Current Ship Status
Fuel: 17/20 (-3 from travel to kepler 1117-b)
Morale: 10 /10 (+1 for keeping Bantons Sword)
Structural Stability: 20/20
Reserve Fuel: 2/10
Missles: 20/20
Nukes: 1/1
Turbo Lasers: (Research Complete)
Population: 589/1000(possible) +67 New if added
(population counts as a 5 currently will increase to 6)
UPDATE: Upon arrival at colony destination you have several issues to resolve. You have settled a colony near the salt flats which adds Salt to your Luxury Resources. You may also begin harvesting and clearing Tiberium in the area. Decide what you want harvested, salt, Tiberium, sand, iron, or food. (It appears you will be on Kepler 1117-b for two full phases before it is fully reclaimed at your current tech levels)
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Choose 2 outcomes
Adv. Recycler has produced +5500 Credits from space Junk
Adv. Recycler has produced +3 reserve fuel from Space Junk
Adv. Recycler has produced +5000 Steel from Space Junk
Adv. Recycler has produced +46 missles from Space Junk
Adv. Recycler has produced +4200 Food from Space Junk
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June 21, 2081, Kepler 1117 -b
Choose Science and Research
Tech Level 1
Choose any 3 this phase, Tier 2 tech's cost 2 to research. Once you research 4 Tech level 1 advancements you unlock Tier 2 Technologies.
1. Convert Scrap to Cyborgs: Allows ship to manufacture 4 cyborgs per phase by collecting scrap and space junk. Unlocks Advanced Robotics.
2. Minor Conversion: Allows ship to focus a particle beam on an area of 30 KM in diameter and convert all dead matter in that area to living. Things affected: Zombies, Uninhabitable zones, areas devoid of oxygen and more. Unlocks Major Conversion Tech Level 2.
3. Ionization: Allows the ship to generate Ionized gasses and produce storms. After 2 full phases of focus using Ionization a Planet will develop an atmosphere if it did not already have one. Unlocks Lesser Terraform level 2.
4. Reverse Ionization: Acts as a vacuum, it begins removing harmful gasses from a planet and converting it into fuel. Unlocks Lesser Terraform Tech Level 2.
5. Bio Dome- Allows the ship to become a colony on the surface of a world that is not class M. Once the ship lands it becomes a colony that is self-sustaining regardless of the harshness of
the surface around it. Provides substantial benefits to colleting minerals, fuel, and rare findings hidden on uninhabitable worlds. The ship itself leaves the pods behind as the colony. Unlocks Space Station Tech.
6. Turbo Lasers – Allows massive amounts of damage to anything that enters perimeter. Unlocks the Mark IV Super Laser Tech. (Researched)
7. Homing Missles – Makes it much harder to miss ;).
8. Rover – Allows the ship to create planetary rovers able to withstand harsh environments and allows them to collect minerals. Unlocks Advanced Harvesters. (Researched)
9. Falcon Shuttle – Provides the ship with a 4 man Fighter craft that is highly effective in skirmishes and can cloak itself, unlocks Falcon II upgrade stealth fighter Tech Level 2.
10. Counter-Measures – Allows higher success in evasive maneuvers, quick FTL jumps, and against Hacking. Informs origin of hack attempts 65% of the time. Unlocks advanced Anti-Hacking Protocol Tech Level 2. (Researched)
Tech Level 2 – You must have 50% of these completed before Tech Level 3. (You have 3 total research slots this phase Level 2 Techs take up 2 slots)
1. Advanced Robotics – The Ship is able to become a massive vehicle able to move across great stretches of land. (allows colony to go aquatic also) Unlocks Dreadnaught/Stronghold Level 3 Tech.
2. Greater Conversion – Ship focuses a great particle beam able to cleanse and terraform an area 60km in diameter. Unlocks Major Terraform Tech level 3.
3. Lesser Terraform Level 2 – If focused on a planet for 2 phases it will fully clean
the planet’s atmosphere and destroy all conditions preventing plant growth, and human life. WARNING using this on a planet that is heavily populated will kill current inhabitants. Unlocks Major terraform Tech Level 3.
4. Supremacy – Allows integration with cyborgs. Giving cyborgs human like appearance, flesh, and emotions. Cyborgs can also survive harsher heat conditions. Creates a free cyborg expert with a 98% usefulness ability.
5. Space Station 1 – Allows the building project 1/3 to complete a space station. Central Hub.
6. Mark IV Super Laser – If Focused on an enemy target the Mark IV can deliver once per phase a massive blast more powerful than a nuclear weapon. (Ion Cannon)
7. Stinger Missles – Are more effective at targeting cloaked vessels. Always deal x2 damage.
8. Advanced Harvesters – Allows harvesters to collect minerals twice as fast, and store twice as much.
9. Falcon II – An extremely dangerous cloaking capable attack vessel able to travel at great speeds and equippable with a massive arsenal of weapons.
10. Hacking Protocol Tech 2 – Steal Technologies from other factions. If detected suffer lesser penalty for Espionage against other factions.
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Planet Events
1. Kepler -1117 b Class M
Orbit = 24 hours per day
Minerals = Salt, Solstice, Tiberium
Inhabitants = North African League, Visceroid Mutants.
Fuel Cost = -3
Political Atmosphere: Tense, Civil War.
(Arrival)
Medbay 2 – 100 workers, hand tools, 1000 Steel heals injured councilors and experts at 50% faster rate.
(Built)
**Jamiet99uk is fully healed.
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Population Notice:
Upon Arrival 67 Berbers (Moroccans) are offering to join the colony and add Horses to your luxuries.
Result:
This would increase population to 6. You would be at 6/10.
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Crisis Card 2 (You have a full phase of 7 days to resolve a crisis card)
Rebellion! – Crews choice
North African League is a Scientific faction deeply invested into the cure for Tiberium sickness, and continued research into finding a cure for Ebola-3, HIV, and Cancer.
A rebel group has risen up within the North African League. Comprised of mostly Tunisians this group believes some of the research being conducted is a sin against Allah. These Tunisians have taken to terrorist behavior and have destroyed an important research center near the Tiberium infected zone.
Option A: Offer an Alliance to North African League, shun the Tunisians. (-1 relations with Tunisians) (-1 Morale)
Option B: Attempt to reason with both sides, Roll a six sided die, on a 1 or 2 the two sides will agree to meet and mend their differences. On a 5 or a 6 the rebels will attack again. (-2 relations with North African League, and -4 to their population if unsuccessful) (+1 Morale if successful, +3 to relations if successful)
Option C: Ignore the dispute between the two. (No change in opinion by either group) (-2 Morale)
Option D: Attack the Rebels. (-4 Relations with Tunisians, +2 Relations with North African League) (-2 Morale)
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According to our charter you now have:
Machine shop able to produce units (You can tell Christian anything you want him to build choose 2 options)
Rovers rigged with Turbo Lasers (10)
Rovers Rigged to harvest (10)
Rovers Rigged to Harvest with lasers (5)
Laser Tanks (5)
Missle Rovers (20)
Drones (20)
Jets (2)
Mobile Radar Jammer (If Tiberium added) (1)
Mobile Fog of War generator (If Tiberium Added) (1)
Tiberium Warhead (If Tiberium Added, x2 damage Nuke) (1)
Counter-Measures (You are likely immune to hacks, however be advised the North African League is a Science faction so they do have some better tech than you. )
(You may opt to try to hack the North African League, you succeed on a 4/10 chance. 40%)
1/3 Experts chosen – (Michael Cooksey was never agreed upon, and Arthur was executed)
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Build Projects:
Colony II: Upgrades population hold to 40 (4,000 citizens). Requires 200 workers, 10,000 Steel (or other metal), 3 Gardens/Greenhouses.
Gardens: Wood, Manure, 15 workers, seeds.
Hangar – A hangar can be built with 60 workers, a chainsaw, and 1200 Steel.
Machine Shop – A machine Shop can be built with 60 workers, hand tools, and 800 Steel, 25 Rubber, and help lifting from a cyborg.
Minor Hospital – 300 workers, hand tools, 10000 Steel. heals injured councilors and experts at 70% faster rate. Can also research 1 cure per phase for a lesser disease.
Greenhouses – Produce food boosts each phase and improve health. 20 workers, and an appointed Gardener. Seeds, Topsoil, Manure, and Glass required. Along with 50 wood.
Bar – Allows a tavern to be built on the ship. 300 Steel, 15 workers, Alcohol.
Chapel – Allows a holy site to be built. 300 Steel, 15 workers.
Salt Mine – 20 Workers, Picks, drill tools, 300 Wood.
Tiberium Refinery – 200 Workers, 10,000 Steel, 500 Iron. Allows refining of Tiberium into weapons, production, fuel, credits, or tiberium related research.
Bridge II – Creates a more secure bridge. 20 workers. 500 steel.
Nuclear Missle Silo – Holds up to 10 Nuclear Warheads. 5000 Steel, 60 workers.
Moveable Turbo Laser Towers – 3000 Steel, 40 workers, 1 Rover.
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Slot Request Results:
Replicators have created
20 missles
1320 Credits
2 Manned Fighters (Jets)
2 Reserve Fuel
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Experts
1. Tara Navarro - Human from the Central American Faction (Destroyed by Musk Aliens) She is a expert fighter pilot and squadron leader. She can destroy 1 extra enemy fighter if she is manning a ship or on a 5 or a 6 she destroys a Falcon I. Will join for 14000 Credits and a Hangar Bay Upgrade.
2. Fatima Zahra : Moroccan Scientist. She allows you to discover 1 additional Tech per phase. Does not like violence. Works well with Scientific and Reclaimer factions, dislikes Commercial and Religious Factions. Wants 11000 Credits, and a garden built for her suite.
3. Skander : Male, Tunisian. He is a doctor. If hired he counts as a Minor Hospital. His expertise is disease, he can cure a disease 35% chance. Dislikes the Moroccans, will not work with military factions. Wants 10,000 Credits and Crew to get involved in the revolution.