Difference between revisions of "Agents Of Empire/Turns/1/House Aramin"

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=Turn 1=
=Turn 1=
Previous turn: [[Agents Of Empire/Turns/Introduction/House Aramin|Introduction]]


==House Actions==
==House Actions==
* In the shipping phase, we have nothing to ship, unless one of our characters wants to go someplace.
* In the shipping phase, we have nothing to ship, unless one of our characters wants to go someplace.
* In the fighting phase, we have no one to fight against.
* In the fighting phase, we have no one to fight against.
* In the exploration phase, we have no exploration units yet.
* In the exploration phase, Rick Starfarer explores hex O12 (rank 3 terrain, for 3 movement points).
* In the production phase, we produce 3 units of Unsorted Crystals from our Extensive stand of vegetation.
* In the production phase, we produce 1 unit of Unsorted Crystals from our Basic crystal garden.
* In the processing phase, we turn 3 units of Unsorted Crystals into 1 unit of Fancy Crystals. Assuming we have a Simple factory, this will take three turns.
* In the processing phase, we do nothing because we don't have 3 units of raw materials yet.
* In the research phase, we begin researching the mysterious illness among the colonists. This will take three turns.
* In the research phase, we begin researching the mysterious illness among the colonists. This will take three turns.
* In the building phase, we construct a squad of airbuggies, flat-bottomed hovercraft with turbines on the rear for propulsion and steering (Trained Exploration units, rank 2). Rick Starfarer assists with the design and construction of the airbuggies, using his Great Survival skill, reducing the cost from 5 to 4. If Jude Farlight also assists with his Great Engineering or Vehicles, that is further reduced to 3.
* In the building phase, Jude Farlight oversees the upgrade of our Basic crystal garden to a Large crystal farm (rank 2), reducing the cost from 7 Mc to 5 Mc with his Great Engineering. Meanwhile, Reig helps upgrade the Farlight Institute of Crystal Biotechnology from Basic to Advanced, reducing the cost from 3 Mc to 2 Mc with his Good Academics. Total cost: 7 Mc.
* In the landing phase, we don't have any ships in motion, unless a character wanted to go somewhere.
* In the landing phase, we don't have any ships in motion, unless a character wanted to go somewhere.
* In the trading phase, we have no commodities to sell (because all our crystals are being sorted) and we presumably don't buy anything.
* In the trading phase, we have no commodities to sell (because all our crystals are being sorted) and we presumably don't buy anything.
* In the politics phase, uh, I dunno. Do we have any politics to make?
* In the politics phase, uh, I dunno. Do we have any politics to make?


So here is where I ask: how will our House advantages/disadvantages affect those things above, and also how will character actions affect stuff?
==Character Actions==
 
Rick Starfarer: Dropped from space into the heavy jungles of O12.<br>
Jude Farlight:  Upgrades the basic crystal garden to the Large 'Farlight Towers Crystal Farm And Emporium'.<br>
Reig:  Upgrades the (Basic) Farlight Institute of Crystal Biotechnology to Advanced.  Their new slogan:  'Promoting Harmony Through Harmonics'.
 
==Results==
Production occurs successfully; the colony now has one unit of Unsorted Crystals. The upgrades also occur successfully, increasing the crystal garden to rank 2 and the research institution to rank 2.
 
Your research institution reports that the illness among the colonists seems to be of highly unstable (ie, fast-mutating) composition, probably why it's been so difficult to treat. The institution also reports that they've found no comparable diseases or similar low-level lifeforms on-planet. You can have them continue researching and/or supplement with character actions.
 
Jude and Reig lend their expertise and leadership to the building upgrades, finding more efficient and effective ways to get things done and under budget.


==Character Actions==
Rick leaps from a dropship into O12, and tangles with the local wildlife (in particular, the swimming-pool-sized pitcher plant that breaks his fall) but emerges unscathed. As part of his survey of the hex, he comes across an ancient crystal forest: though the trees are long-dead, the crystals they have left behind are plentiful, enough for 3 units of Unsorted Crystals. However, there is currently no path connecting this hex to the main colony, so the crystals will have to be moved using a ship action.
 
The [[House_Aramin#Colony_Possessions|colony possessions page]] has been updated. Please let me know if it seems incorrect.
 
==Next==
 
Next turn: [[Agents Of Empire/Turns/2/House Aramin|Turn 2]]


[[Category:AgentsOfEmpire]]
[[Category:AgentsOfEmpire]]

Latest revision as of 13:12, 14 June 2011

Turn 1

Previous turn: Introduction

House Actions

  • In the shipping phase, we have nothing to ship, unless one of our characters wants to go someplace.
  • In the fighting phase, we have no one to fight against.
  • In the exploration phase, Rick Starfarer explores hex O12 (rank 3 terrain, for 3 movement points).
  • In the production phase, we produce 1 unit of Unsorted Crystals from our Basic crystal garden.
  • In the processing phase, we do nothing because we don't have 3 units of raw materials yet.
  • In the research phase, we begin researching the mysterious illness among the colonists. This will take three turns.
  • In the building phase, Jude Farlight oversees the upgrade of our Basic crystal garden to a Large crystal farm (rank 2), reducing the cost from 7 Mc to 5 Mc with his Great Engineering. Meanwhile, Reig helps upgrade the Farlight Institute of Crystal Biotechnology from Basic to Advanced, reducing the cost from 3 Mc to 2 Mc with his Good Academics. Total cost: 7 Mc.
  • In the landing phase, we don't have any ships in motion, unless a character wanted to go somewhere.
  • In the trading phase, we have no commodities to sell (because all our crystals are being sorted) and we presumably don't buy anything.
  • In the politics phase, uh, I dunno. Do we have any politics to make?

Character Actions

Rick Starfarer: Dropped from space into the heavy jungles of O12.
Jude Farlight: Upgrades the basic crystal garden to the Large 'Farlight Towers Crystal Farm And Emporium'.
Reig: Upgrades the (Basic) Farlight Institute of Crystal Biotechnology to Advanced. Their new slogan: 'Promoting Harmony Through Harmonics'.

Results

Production occurs successfully; the colony now has one unit of Unsorted Crystals. The upgrades also occur successfully, increasing the crystal garden to rank 2 and the research institution to rank 2.

Your research institution reports that the illness among the colonists seems to be of highly unstable (ie, fast-mutating) composition, probably why it's been so difficult to treat. The institution also reports that they've found no comparable diseases or similar low-level lifeforms on-planet. You can have them continue researching and/or supplement with character actions.

Jude and Reig lend their expertise and leadership to the building upgrades, finding more efficient and effective ways to get things done and under budget.

Rick leaps from a dropship into O12, and tangles with the local wildlife (in particular, the swimming-pool-sized pitcher plant that breaks his fall) but emerges unscathed. As part of his survey of the hex, he comes across an ancient crystal forest: though the trees are long-dead, the crystals they have left behind are plentiful, enough for 3 units of Unsorted Crystals. However, there is currently no path connecting this hex to the main colony, so the crystals will have to be moved using a ship action.

The colony possessions page has been updated. Please let me know if it seems incorrect.

Next

Next turn: Turn 2