Difference between revisions of "Agents Of Empire/Turns/3/House Intrepid"
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=Turn 3= | =Turn 3= | ||
Previous turn: [[Agents Of Empire/Turns/2/House Intrepid|Turn 2]] | |||
==House Actions== | ==House Actions== | ||
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The mine produces, and Bram and Seve train the heck out of their loyal colonists. The Lewison Clarks are now rank 2, and Seve creates a professional-grade team of astro-polists. | The mine produces, and Bram and Seve train the heck out of their loyal colonists. The Lewison Clarks are now rank 2, and Seve creates a professional-grade team of astro-polists. | ||
==Next== | |||
Next turn: [[Agents Of Empire/Turns/4/House Intrepid|Turn 4]] | |||
[[Category:AgentsOfEmpire]][[Category:HouseIntrepid]] | [[Category:AgentsOfEmpire]][[Category:HouseIntrepid]] |
Latest revision as of 14:16, 21 June 2011
Turn 3
Previous turn: Turn 2
House Actions
Shipping: The Titanicus, at Hrobaj, heads back home.
Fighting: The Fightin' Fighters bravely decide to spend some time in the hospital in J13. The Yowling Yoshis move from K14 to J13 to finish off the Gwyne droids.
Exploration: The Lewison Clarks stand fast in I15, ready to get trained up by Bram.
Production: The large warp crystal mine in K14, the Bonanza Mine, produces 2 raw units.
Processing: None
Research: None
Building: Bram runs over to I15 and teaches the Lewison Clark a few tricks, like how to avoid dying from dysentery. House Intrepid is Good in Exploration, and with the assistance of Bram, I think this reduces the upgrade cost to 1 MCr.
Landing: The Titanicus lands on Arroya. The Krazybuys Arabian Knights are swamped by cheering fans as they disembark.
Trade: Arroyo has entered a brief period of protectionism; no exports at the moment.
Politics: A motion enshrining Astro-Polo as the national sport is passed by universal acclaim in both Chambers of government.
Character Actions
Bram Lincoln Continental (Roger): Spends the turn training the Lewison Clarks in I15 into a Trained (2) unit.
Seve Ballesteros (Iain): Seve gives a rousing seminar on modern Astro-Polo technique to the Arroyo guild of coaches. He teaches them some of the sneaky techniques that the Fighting Tree Squid tried in their recent match, and gets them enthused about the upcoming League of Champions. He spurs his rival coaches into forming a new team—the Thirteen Thieves—that can rival the Krazybuys™ Arabian Knights in skill, and will do almost anything to advance the cause of the sport. [Mechanics wise: I'd like to train up a team that can win matches without Seve's direct intervention. They'll be trained in Athletics and Weapons: Exotic (Astro-Mallet), so perhaps they could be turned into a cheap military unit later on.]
Results
The Fightin' Fighters recuperate, while the Yowling Yoshis turn out to outrank the droids, and use their new armaments to destroy the droids with no major casualties (save a few more buildings in the colony).
The mine produces, and Bram and Seve train the heck out of their loyal colonists. The Lewison Clarks are now rank 2, and Seve creates a professional-grade team of astro-polists.
Next
Next turn: Turn 4