Agents Of Empire/Turns/10/House Intrepid
Turn 10
Previous turn: Turn 9
House Actions
Shipping:
- The Titanicus does *not* ship hyperidot. Instead it travels to some other planet (possibly Vegas) to round up various Astro-Polo teams. (Under flux and I'm going to be offline. Basically whatever is agreed in Scuttlebutt.)
- Thunderchild stays on Vegas.
- (We're going to use that 10-goods shipping deal to offload our stock in turn 12.)
Fighting: The Yowlin' Yoshis are press-ganged into acting as Astro-Polo referees. They prevent any fighting from occurring by any means necessary, up to and including eating any players who commit persistent foul plays.
Exploration: Bram, I have totally lost track of where all our explorin' guys are! Help!
Production: The large warp crystal mine in K14, the Bonanza Mine, produces 2 raw units. The basic hyperidot mine in I13 produces 1 raw unit. Total: +3 raw hyperidot.
Processing: None.
Research:
Building: None.
Landing:
- The Titanicus arrives at wherever is most useful for getting teams to the finals next turn.
Trade:
- We spend --- er, invest -- 5MCr on Astro-Polo promotion.
Politics:
- The Thirteen Thieves play Astro-Polo! Does that count as politics? (Seve is *not* playing, just making sure everyone follows the rules. They're a good team -- maybe +2, dear GM? -- and hopefully they'll roll well.)
- We should have 4 NPC houses, and maybe some more PC houses.
Character Actions
Bram Lincoln Continental (Roger): Hopefully some exploration?
Seve Ballesteros (Iain): Seve watches the polo matches and goes to all the polo parties. He'll also keep any eye out for any shenanigans from Vegas. Investigation isn't his strong suit, so he'll use Socializing. Any big move is likely to happen next turn, during the finals; for now Seve will try to spot suspicious characters and dig up gossip on them.
Results
Next
Next turn: Turn 11