Difference between revisions of "Agents Of Empire/Turns/2/House Aramin"
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* In the research phase, we continue researching the mysterious illness among the colonists. This will take two more turns. Reig assists with a potentially dangerous self-experiment. | * In the research phase, we continue researching the mysterious illness among the colonists. This will take two more turns. Reig assists with a potentially dangerous self-experiment. | ||
* In the building phase, Rick Starfarer and Jude Farlight design and construct a squad of airbuggies, flat-bottomed hovercraft with turbines at the rear for propulsion and steering (Trained Exploration units, rank 2), reducing the cost from 5Mc to 3Mc with their Great Survival and Great Vehicles, respectively. Total cost: 3Mc. | * In the building phase, Rick Starfarer and Jude Farlight design and construct a squad of airbuggies, flat-bottomed hovercraft with turbines at the rear for propulsion and steering (Trained Exploration units, rank 2), reducing the cost from 5Mc to 3Mc with their Great Survival and Great Vehicles, respectively. Total cost: 3Mc. | ||
* In the politics phase, the local colonial government passes the '''Aramin Homesteading Act Of Turn 2''', which states: | |||
** Any homesteader or group of homesteaders who fully explore a Designated Wilderness Survey Region (aka "unexplored hex") and submits their reports to the colonial topological database is free to claim ownership of that entire hex to use as they see fit, with the two restrictions below. Homesteaders are free to explore and claim as many hexes in this manner as they so desire. | |||
** If there are any exploitable resources in the hex, the homesteader(s) have two options for dealing with them: | |||
*** A) The homesteader(s) may build production facilities to extract those resources on their own. In this case, they will be required to pay every other unit of materials extracted to the colonial government as a tax, beginning with the second unit. | |||
*** B) The homesteader(s) may turn the resources over to the colonial government entirely, and the government will handle building any production facilities to extract the materials as it sees fit, leaving the remainder of the hex in the ownership of the homesteader(s). | |||
** Any ancient ruins or other sites of similar significance will remain the property of the colonial government. If any such sites ultimately produce a monetary profit, then a finder's fee of 1 Mc will be awarded to the discoverer. | |||
==Character Actions== | ==Character Actions== |
Revision as of 10:02, 15 June 2011
Turn 2
Previous turn: Turn 1
House Actions
- In the shipping phase, we pick up 3 units of Unsorted Crystals from O12 and drop them off at the colony.
- In the production phase, we produce 2 units of Unsorted Crystals from our Large crystal farm.
- In the processing phase, we process 3 units of Unsorted Crystals into 1 unit of Fancy Crystals.
- In the research phase, we continue researching the mysterious illness among the colonists. This will take two more turns. Reig assists with a potentially dangerous self-experiment.
- In the building phase, Rick Starfarer and Jude Farlight design and construct a squad of airbuggies, flat-bottomed hovercraft with turbines at the rear for propulsion and steering (Trained Exploration units, rank 2), reducing the cost from 5Mc to 3Mc with their Great Survival and Great Vehicles, respectively. Total cost: 3Mc.
- In the politics phase, the local colonial government passes the Aramin Homesteading Act Of Turn 2, which states:
- Any homesteader or group of homesteaders who fully explore a Designated Wilderness Survey Region (aka "unexplored hex") and submits their reports to the colonial topological database is free to claim ownership of that entire hex to use as they see fit, with the two restrictions below. Homesteaders are free to explore and claim as many hexes in this manner as they so desire.
- If there are any exploitable resources in the hex, the homesteader(s) have two options for dealing with them:
- A) The homesteader(s) may build production facilities to extract those resources on their own. In this case, they will be required to pay every other unit of materials extracted to the colonial government as a tax, beginning with the second unit.
- B) The homesteader(s) may turn the resources over to the colonial government entirely, and the government will handle building any production facilities to extract the materials as it sees fit, leaving the remainder of the hex in the ownership of the homesteader(s).
- Any ancient ruins or other sites of similar significance will remain the property of the colonial government. If any such sites ultimately produce a monetary profit, then a finder's fee of 1 Mc will be awarded to the discoverer.
Character Actions
- Rick Starfarer ensures that the airbuggies will be able to handle anything a hostile alien planet could possibly throw at them, provided its terrain does not exceed rank 2.
- Reig decides that the best way to combat a highly-adaptable disease may be with a highly-adaptable physiology: Under the supervision of the Research Institute, he exposes himself to the disease, hoping that his own biology can fight it off, and that the clinicians can study the process to discover a new way to combat the disease. (If need be, I might spend a Fate point on this.)
Results
Next
Next turn: Turn 3