Phase II - WEBDIP SCI FI SIMULATOR II
**This is Belgrade Command Center. You are clear for launch. Do us proud folks**
In 5
4
3
2
1
* Primary Ignition* Go.
(The crowds have mixed emotions and rebels begin to riot. Violence fills the streets as the large jet stream from the massive shuttle towers into the sky above)
Serbia has left Earth financed by Space X.
From Control: *Looking good boys youve made it off Earth. Have a beer for me.*
Brainbot: *Beer and wine are served*
Autopilot: *FTL sets course for Ynbar*
INIATIALIZING PRIMARY FTL...
**A slip gate opens and FTL blasts the ship to Ynbar**
...
Ynbar is a beautiful-but-hot sand scorched planet. The colony lands safely near the Ocean. Immediately the crew finds significant marine life in the bay. Given the proximity to the sea the colony may expand to also produce a port/harbor and oceanic buildings. The sea is home to a substantial amount of life. If fished it will yield a +2 food per phase. (Requires at least 30 fisherman per phase)
The desert however is barren of food and vegetation. It will require significant work to improve it. There is evidence a colony was here - about 87km to the east. There are no indications of other humanoid life on the planet. There is no evidence of alien presence here either.
Weather is mostly humid, and there is a monsoon season once each year in June. There are small scattered areas of Jungle deep on the interior. The planet is a 98% desert pangaea. There is very little to no metals and a very small amount of wood.
Diagnostics
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Primary Requisites:
Morale currently at (3) add +1 for Core Values
Public Health currently at (3)
Population currently at (3) = (300 colonists)
Credits currently at (2) 2000
Steel currently at (1) 1000
Fuel currently at (4) -6 from travel
Food at (6) -3 per phase at current population.
Other Information:
Population : Stagnant (3) No Growth
Food Supply: -3 per phase
Morale: (4) All colonists are satisfied life could be better however. +1 from Core Values enacted.
Education: 7/10 most colonists are informed and intelligent.
Available Workforce: 220/300 Ready to work.
Specialists/Advisors: 0/2
Luxuries: None
Allies: None
Enemies: None
Tax Rate: Stagnant - no taxes on colonists.
Approval Rating of Cllr's: 98%
Job Satisfaction: N/A
Employer Satisfaction: 100% (Space X is thrilled you chose them)
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Order of business
Legislation Overview
##Proposal 1.0 Core Values Act
-- Proposed by: Leon
-- Seconded by: Ortza
-----Yay-----
Leon
Oztra
Billib
Byron
Tweeters
Bladerunner
-----Nay-----
Deluxe
RESULT : Core Values Enacted
Citizens approve +1 to colony morale
## Proposal 1.1 Rectitude
Proposed by: Tweeters
Seconded by: Leon
-----Yay-----
Leon
Bladerunner
Tweeters
Deluxe
-----Nay-----
RESULT: Approved
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## Proposal 2 Scientist gives Cyborg a Check Up
Proposed By: Byron
Seconded By: Leon
-----Yay-----
Byron
Leon
Tweeters
Bladerunner
Billb
-----Nay-----
Deluxe
RESULT : Approved.
After official diagnostic investigation cyborg appears to be operating within normal parameters.
*Discovery* an advanced surveillance recording device was installed which relays all audio to a Croatian colony on kepler321b.
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## Proposal 3.0 Research Tech 4
Proposed by: Byron
Seconded by: Tweeters
-----Yay-----
Leon
Bladerunner
Tweeters
Deluxe
-----Nay-----
Result: Will be discovered mid phase of Phase 2 if scientist uses action.
## Proposal 3.1 Research Tech 11
Proposed by: Byron
Seconded by: Tweeters
-----Yay-----
Tweeters
Deluxe
-----Nay-----
Leon
Result: Will be discovered end of phase 2. In queue.
## Proposal 3.2 Research Tech 6
Proposed by: Byron
Seconded by: Tweeters
-----Yay-----
Tweeters
Deluxe
-----Nay-----
Result:
Will be discovered mid phase III in queue.
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## Proposal 4 SpaceX as Financier
Proposed by: Tweeters
Seconded by: Byron
-----Yay-----
Byron
Bladerunner
Tweeters
Deluxe
-----Nay-----
RESULT: SpaceX selected.
## Proposal 5.0 Choose Ynbar
Proposed by Byron
Seconded by Leon
-----Yay-----
Leon
Bladerunner
-----Nay-----
Deluxe
RESULT: Ynbar selected
## Proposal 5.1 Choose Verbosy
Proposed by Byron
Seconded by Deluxe
-----Yay-----
Deluxe
-----Nay-----
Bladerunner
Leon
Result: Verbosy declined.
## Proposal 5.2 Choose Remaining planet
Proposed by Byron
Seconded by
-----Yay-----
-----Nay-----
Bladerunner
Leon
Deluxe
RESULT: FAILS
## Proposal 5.3 Reroll Planets
Proposed by Tweeters
Seconded by
-----Yay-----
-----Nay-----
Bladerunner
Leon
Deluxe
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RESULT: FAILS
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Review messages
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Inbox 2 Unread Messages
1)
From: Orbital ATK (Russian Subcontractor)
We see you. Hi. Come to CHXR 73 and be our guests. (Distance 1 fuel). We is interested in allies. Do you have any need for Harvesters? Guns? Oil?
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Research
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Science / Research Options
Tech Level 1
1. Convert Scrap to Cyborgs: Allows ship to manufacture 2 cyborg sentries per phase by collecting scrap and space junk. ----> Unlocks Advanced Robotics Tech Level 2.
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 a normal atmosphere if it did not already have one. -----> Unlocks Lesser Terraform level 2.
4. Recycling: Turns 50% of waste into Credits/Food/or Energy -----> Unlocks Greater Recycling 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. ------> Unlocks Space Station Tech Level 2.
6. Turbo Lasers Perimeter Defense – Allows massive amounts of damage to anything that enters perimeter. -----> Unlocks the Mark IV Super Laser Tech Level 2.
*
7. Homing Missles – Increases Vehicle/Ship/Submersibles Attack +1.
-----> Unlocks Advanced Rocketry Tech 2.
8. Rover – Allows the ship/colony to create planetary rovers able to withstand harsh environments and allows them to collect minerals. -----> Unlocks Advanced Harvesters Tech 2.
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.
11. Biowells - produces +1 food per phase. Must be built at / near sea.
-----> Unlocks Floating Offshore Colony Platform Tech 2.
*
12. Alien Hatchery - Produces +1 Alien Populace, Food Source, or Research Specimens each phase.
----> Unlocks Alien Genome Project Tech 2.
L2
Tech Level 2
1. Advanced Robotics – The Ship is able to become a massive vehicle able to move across great stretches of land. 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 may kill current inhabitants. Unlocks Major terraform Tech Level 3.
4. Supremacy – provides +1 attack to all characters, ships, tanks, vehicles. Unlocks Core Contingency.
5. Space Station 1 – Allows the building project 1/3 to complete a space station. Central Hub. Unlocks Storage Level 3.
6. Mark IV Deep Space Super Laser – If Focused on an enemy target up to a distance of 2 fuel away, the Mark IV can deliver once per phase a massive blast more powerful than a nuclear weapon. (Ion Cannon)
7. Advanced Rocketry– Your ships rockets requires 50% less fuel. You may travel greater distances with your FTL drive. You may launch ICBMs, Satillites, with re-useable rockets.
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.
11. Floating Colony Platform - +2 Food per phase. Colony can move on the sea. +1 Fuel per phase. +1 energy.
12. Alien Symbiotic Partnership +1 population per phase. Creates genetically harvested alien life forms capable of contributing positively to the community.
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Building Projects/Worker allocation
TurboLaser Perimeter Defense - 300 steel. 40 workers. Designated cllr to act as operator.
Work Allocation Options – A councilor can join a work project to provide a boost but they can be injured on the job, and also cannot do other actions besides proposals and votes while helping build.
Hangar – A hangar can be built with 60 workers, 500 credits and 1200 Steel. Effect produces +1, choose one: tank, rover, harvester, submarine, or space fighter per phase. Takes two phases to build.
Machine Shop – A Machine Shop can be built with 60 workers, 300 Credits and 800 Steel, and help lifting from a Cyborg. Effect: each phase can create tools, hand weapons, armors, or anything you can think of. Takes two phases to build.
Medbay 2 – 100 workers, hand tools, 400 Credits, 1000 Steel heals injured councilors and experts at +1 extra hit point per phase. Takes three phases to build.
Greenhouses – Produces +1 food boosts each phase and improve health +1. Requires 200 workers, and an appointed Specialist or Councillor. 500 Steel. 600 Credits. Water.
Bar – Allows a tavern to be built on the ship. 300 Steel, 15 workers, Alcohol. +1 morale. +2 colony corruption.
Chapel – Allows a holy site to be built. 1600 Steel, 15 workers. -1 Corruption. +1 Morale. Requires an appointed Councillor or Specialist. Takes two phases to build.
Mine - Allows extraction of raw materials if applicable. Requires 40 workers, drills, tools, and a Specialist or Councillor to oversee project
Effect: +1 mineral or resource per phase.
Solar/Wind/Tide/Geothermal Generator- 1000 Steel, 500 Credits, 30 Workers, effect: Produces Energy which can be turned into +1 Credits or +1 Fuel.
District - 2000 Steel, 300 credits, 100 workers. Takes two phases to build. Effect: Increases population +2 per phase.
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SUPERCRISIS!
97/100 severity.
(97% roll)
Difficult Decisions
(Commit 0-1 Cllrs)
OrbitalATK has declared war!
Inbound ICBM
**Warning Nuclear Warhead approaching.**
Point of Origin.
CHXR73 - OrbitalATK
A. Someone must attempt a space walk and destroy the warhead before it hits the planet. This requires detaching the main shuttle helm from the colony and launching into space. (Roll a dice, on a 5 or 6 the crew member will destroy the warhead and escape, on all other rolls the crewmember will die but will destroy the warhead)
Fail: (-1 fuel if crewman dies -1 morale)
Success: (-1 fuel if crewman lives +2 Morale)
B. Jettison all Recycled Space trash in upper atmosphere as intercept. (Roll a dice on a 3 -6 the nuke is destroyed.)
On a 1-2 colony is destroyed.
Success: (-2 Health fallout)
Fail: (Game over)
C. Scatter the Colony
( -2 pop. -1 Health. -2 Food. -4 Fuel.)
D. Open to Cllr Created solution.
Success: (+3 Morale)
Fail: (-2 Pop, -1 Health, -2 Food)