Agents Of Empire/Turns/7/House Aramin
From RPG Wiki
< Agents Of Empire | Turns
Jump to navigationJump to search
Turn 7 - House Aramin
Previous turn: Turn 6
House Actions
- Shipping: The StarFar Reigspress picks up our 2 units of Energy Weapons and 1 unit of Ndoggahyde plus Prime's 1 unit of Ndoggahyde (and also replenishes its crew), then departs for the Core, with Jude on board. We also request that the VefnaShip pick up the promised unit of Hyperidot and then continue to Hrobaj, after permitting any local colonists who might want to help replenish its crew to board as well.
- Fighting: [None]
- Exploration: The StarLight Survey Squad explores hexes N9 and M10. Rick investigates the tunnels under L8. The homesteaders claim and explore L12 and L13.
- Production: We produce 2 units of Unsorted Crystals from the Donbique Rule Crystal Farm in L10. We produce 1 unit of Metals from the Alshu Cup mine in N11. We produce 1 unit of Unsorted Crystals from the Starfarer Crystal Garden And Wilderness Preserve in P12.
- Processing: We process 2 units of Unsorted Crystals and 1 unit of Frozen Gas into 1 unit of Superconductive Crystal Cryptography Circuits (a rank-2 refined commodity), then 2 units of Unsorted Crystals and 1 unit of Industrial Kelp into 1 unit of Ndoggahyde (also a rank-2 refined commodity).
- Research: Possible next topics:
- We investigate why someone might have wanted to build a pumping station on our planet.
- How to build processing plants more efficiently.
- Look into using ship-board cargo transporters to mark cargo runs faster, so we don't have to wait so many turns for a round trip.
- Research tele-presence doppelgangers, so we can interact with stuff on other planets without being physically present.
- Building: [None]
- Landing: The StarFar Reigspress arrives at the Core and unloads its cargo. The VefnaShip arrives at Hrobaj.
- Trading: We sell 2 units of Energy Weapons and 1 unit of Ndoggahyde for a total of 15Mc on the Imperial markets. We also sell Prime's 1 unit of Ndoggahyde on their behalf for 5 Mc (which we immediately transfer to their account). We then transfer 5Mc to Intrepid to pay for the Foreign Legion and 1Mc to Advantage for the unit of Food (Indecent Squid) that they are providing for the Canterina pack.
- Politics: Reig and Jude do awesome moon rescue stuff. While waiting for Jude to show up, Reig investigates exactly what kind of political entity we've created on Vefna, and whether it's best to set them up as their own new House (like Intrepid was) or just make Raix really happy with us. We also reply to Iavo:
- The H14, I14, J13, H15, I15 is probably the best choice because of the terrain types.
- There may be some danger as these hexes have not yet been explored (but if they'd like, we're willing to begin doing the surveys for them: just let us know).
- Any sites of special interest (ruins, wonders of biology, pumping stations, etc.) remain the property of the colony. If they do find any such sites, we are perfectly willing to exchange that hex for a replacement if they would like (or they're free to build their retreat around them).
Character Actions
- Jude Farlight: MOON RESCUE:
WHEELROCKETMAN - Rick Starfarer: Rick equips himself with the best space diving equipment available. Including a laser harpoon gun. On to L8!
- Reig: MOON RESCUE: EXTREMELY SHORT STORMTROOPER
Results
Next
Next turn: Turn 8