Agents Of Empire/Colony Possessions
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Overview
Possessions of the colony worlds.
General
Statistics
- Wealth: 92
- Fame: 57
- Influence: 41
Discoveries/Inventions
- A recipe for building a short-range teleporter at the cost of 5 mc or 1 Fancy Crystal + 1mc
- A recipe for using Fancy Crystals to substitute for 5 mega-credits of the cost of
producersmining regions (can be done multiple times) A recipe for creating (on Elvis only) 4 rank-1 military units for 1 mega-credit each, or 2 rank-2 military units for 4 mega-credits each, or a combination(used)- A recipe for adding 'food' as a possible raw material type to any mining region that has dark underwater cave networks for 3Mc.
- A methodology for more efficient collection of raw materials when stashes are found in the wild, allowing for an extra unit to be collected each time.
- A methodology for doing water samples on Boumfadour, allowing regions to be explored in 3 turns rather than 6 for levels I and II.
- Environmental Harmony I: Any region that produces Kelp may also produce Food
- A methodology for ground units to evade and attack flying units: this initially reduces the zone bonus of the flying unit by 3, while each additional round the technique is used against the same enemy, the reduction decreases (by 2, by 1, and then by 0).
- Wormhole Control I: A basic introduction to wormholes
- Identify Potential Wormhole Location: An energy field disruption detector (a rank-1 useful device) mounted on a ship can detect nearby (in-system) areas that have the natural potential to support a wormhole, and (with further scanning and analysis) deduce where the other end of the wormhole is
- Open Wormhole: Three transmission towers (rank-1 useful devices) positioned correctly can cause a wormhole to come into existence in an area with the natural potential for one. The other end of the wormhole is wherever it naturally leads to.
- Close Wormhole: Three powerful transmission towers (rank-2 useful devices) positioned correctly can disrupt a currently-open wormhole, causing it to close.
- Tap Wormhole Potential: After the closure of a natural wormhole, the natural potential can be tapped for energy. Tapping the energy requires a powerful transmission tower (a rank-2 useful device) and batteries to store the energy (a rank-2 useful device, one or more required).
- Disrupt Wormhole: Three transmission towers (rank-1 useful devices) or one powerful tower (rank-2 useful device) can be used to disrupt a wormhole for a single turn.
- Block Wormhole Transmission: One transmission tower (rank-1 useful device) can be used to block other tranmissions sent to control a wormhole. The effectiveness of this blocking is variable.
- Environmental Defense I: Three units of Chemicals can be spent in an ocean or sargasso sea region to enrage the sea creatures in the area against outsiders, creating two rank-1 ground units which last for a single turn. This can be done multiple times in a region.
- HyperPlasmic Cactus: This takes four exploration points to seed in a region containing hyperidot, after which that region can also produce Food as a resource.
- Basic intra-system teleportation: Completely-artificial (ie, not using binary birds) teleportation has been developed at last, concurrent with expanding the range to between colony planets. The basic model of teleportation requires a sending station (a rank-2 useful device which takes up one unit of cargo) and a receiving station (a rank-1 useful device which takes up one unit of cargo). Sending stations can send one unit's worth of material a turn, and/or an arbitrary amount of individual people. Sending stations can also act as receiving stations. This initial research allows the construction of one sending station for two units of rank-2 goods, and one receiving station for one unit of rank-1 goods, but future stations will have to be built using the normal methods.
- Wormhole Harmonics: Examination of the mystical rites details in the submarine island on Boumfadour suggest a careful study has been made of the vibrations emanating from the wormhole. This enables earlier detection of changes occurring to the wormhole, and allows for the detection of new wormholes before they open (both effects require a single transmission tower).
- Environmental Harmony II: Advanced but precision-requiring harvesting methods allow one mining region per planet to produce an additional unit of resources per rank each turn.
A modification to the structure of the Riju Tri-Lateral Industrial Complex, enabling it to process an additional three goods into a component each turn, as long as the produced component is organic/biological in nature. Enacting this modification requires a unit of Rainbow Reagent and can be done one time.(used)- Bilocation: Improbable advances in teleportation technology allow temporary duplication! A precision resonator (a rank-2 useful device) can project a field allowing a subject to be duplicated. Once duplicated, each duplicate leads an independent life until the resonating field collapses, at which point one duplicate vanishes (apparently at random, though there is speculation it might be possible to control with proper control of how the field collapses).
- The Lengthy and Glorious Epic History of House Prime (Condensed Version): This popular volume can be found in spaceport bookstores everywhere.
- Applied Terraforming Techniques: Looking at the terraformer grants some insights into region-building, reducing the cost of building a region rank by 3 mega-credits.
- A cure for ORPitis: This disease tragically only affects people who are old, rich, powerful, or all three, making it difficult for them to get any sympathy. Thankfully the colony's research institutions have come to their rescue, developing a cure.
- A brief work on military economics with regard to fighter ship pricing: Demand has a natural tendency to drop off, especially for more expensive items, but by careful fomenting of war and a cunning advertising campaign, this can be compensated for.
- The outlines of a complete marketing campaign for Seve's campaign for emperor: Useful for future expansion, though that would probably have to be directed against a specific opponent
- An initial study of the plant in the observatory: Its relation to other plants and its lifecycle, but no clear understanding of its purpose.
- Further study of the plant, revealing it appears to be looking for some cross-dimensional energies, apparently causing it to bloom as an identification that the energies exist.
- A basic general analysis of psychic powers
- Some informed speculation about other connections to wormholes
- An extended survey of the history of Hrobaj, with a focus on the design and construction and purpose of VERITAS-0001.
Cargo Ships
- Titanicus (rank-1 cargo ship): on Elvis
- The Space Whale (rank-1 cargo ship): on Elvis
- The StarFar Reigspress (rank-1 cargo ship): on Elvis
- The Mighty Mammoth (rank-1 cargo ship): on Elvis
- Victoria Dulcis (rank-2 cargo ship): on Elvis
- Expediator (rank-1 cargo ship): on Elvis
Fighter Ships
- The Reiglight Revenge (rank-2 fighter ship): on Elvis
- Utahraptor (rank-2 fighter ship): on Arroyo
- Old Betsy (rank-2 fighter ship): the Core
- The Ex-Terminated (rank-2 fighter ship): on Hrobaj
- Stegosaurus (rank-2 fighter ship): on Hrobaj
- Allosaurus (rank-2 fighter ship): on Vefna
- An Energy Field Disruption Detector
- Sevosaurus (rank-2 fighter ship): on Grazene
- The Foreign Legion (rank-2 military)
- Duct Tape's Revenge (rank-0 fighter ship): on Hrobaj
- Reprogrammed Gwyne military drones (rank-1 military)
- The Fate[sic] Accompli (rank-2 fighter ship): on Vefna
Deceased Fighter Ships
Thunderchild (rank-1 fighter ship): on Arroyo(perished to save Arroyo)The Duct Tape Special (rank-1 fighter ship): on Boumfadour(made the ultimate sacrifice)Pteranodon (rank-2 fighter ship): on Arroyo(lived a short but glorious life)Velociraptor (rank-2 fighter ship): on Arroyo(lived a short but glorious life)Tyrannosaur (rank-2 fighter ship): on Arroyo(a LITTLE exploded)Dromiceiomimus (rank-2 fighter ship): on Arroyo(perished to save Arroyo)Triceratops (rank-2 fighter ship): on Arroyo(perished to save Arroyo)The Space Siren (rank-2 fighter ship): on Vefna(sold)Magellanic Maiden (rank-2 fighter ship): on Vefna(sold)
Diplomats
- Lord McKinley Hereford Basinbloke VII (rank-1 diplomat)
Misc
- A sample of Charlie moss from the tunnels under L8 (Elvis).
Arroyo
Resources
- 4 units Hyperidot (rank-0)
- 0 units HyperPlasma (rank-0; 1 turn of food)
- 0 units Native Art (rank-0)
- 1 unit Max-EnerG HyperJuice (rank-3; 4 turns of food)
- 1 unit Dalekanium (rank-3)
- 1 unit Leviathan Larva (rank-3, Food: 1)
Bonanza Region
- Terrain: arroyos, scree fields, oasis grass
- Exploration: II
- Type: Mining II (hyperidot, native art, hyperplasma)
Adventures
- A concealed Gwyne bunker/pleasure palace among the grasslands.
Units
- The Lollipop Guild (rank-3 explorers)
Misc
- A Teleportation Receiving Station (the "Mirage")
Cavernous Region
- Terrain: arroyos, xeric shrublands, caverns
- Exploration: III (0/24 to IV)
- Type: Factory II (space shipyard) (The Seve Ballesteros Memorial Shipyard)
Adventures
- An ancient avestruz burial ground
- A crash-landed ancient-empire cargo ship
Units
Yowlin' Yoshis (rank-2 military)(killed in the line of duty)- Fightin' Fighters (rank-3 military)
Misc
- A Pre-Fabricated Squiddio-lectric Sub-Space Transmission Tower
Devil's Region
- Terrain: canyons, devil canyons, oasis
- Exploration: I (5/12 to II)
- Type: Factory I (explorers, ground military units) (the Rick Starfarer Guild For Explorers, Adventurers and Miscellaneous Heroes)
Resources
Units
Misc
Other Regions
Regions 4-10 are unexplored.
Boumfadour
N.B. Due to previous research, exploring regions on Boumfadour takes a base of 3 turns rather than 6 for levels I and II.
Resources
- 1 unit Industrial Kelp (rank-0)
- 2 units Chemicals (rank-0)
- 4 units Food (rank-0)
- 0 units Bottomless Pearls (rank-0)
Island Region
- Terrain: reef, island, sargasso sea
- Exploration: III
- Type: Mining III (chemicals, kelp, food)
Units
- Reprogrammed Gwyne chemical drones (rank-1 military)
Misc
- An artificial island, relic of a philosopher-cult of the ancient empire
- A crashed Gwyne ship
Ocean Region
- Terrain: ocean, deep ocean
- Exploration: I
- Type: Mining I (chemicals, pearls)
Resources
- 3 units Chemicals (rank-0)
Units
- Dalek Blue (rank-2 military)
Whirlpool Region
- Terrain: whirlpool, sargasso sea, deep ocean
- Exploration: II (0/18 to III)
- Type: Natural (pearls, chemicals)
Adventures
- A mysterious area of completely still water, in the middle of the whirlpools.
Units
Storm Region
- Terrain: ocean, deep ocean, permanent storm
- Exploration: I (3/6 to II)
- Type: Natural (chemicals, kelp)
Units
Ecology Region
- Terrain: ocean, deep ocean, island
- Exploration: I
- Type: Research I (ecology, planetary development) (The Boumfadour Institute for Ecology and Planetary Development)
Historical Region
- Terrain: deep ocean, island, jungle
- Exploration: II
- Type: Research II (history, archaeology) (The Boumfadour Institute for History and Archaeology)
Katlian Region
- Terrain: ocean, sargasso sea, island
- Exploration: II
- Type: Research II (military) (Katlian College of Violent Arts and Sciences)
Other Regions
Regions 7-10 are unexplored.
Elvis
Resources
- 2 units Unsorted Crystals (rank-0)
- 2 units Industrial Kelp (rank-0)
- 16 units Chemicals (rank-0)
- 3 units Bottomless Pearls (rank-0)
- 3 units Food (rank-0)
- 3 units Metals (rank-0)
- 9 units Hyperidot (rank-0)
- 5 units Native Art (rank-0)
- 0 units Minerals (rank-0)
- 4 units HyperPlasma (rank-0; 1 food)
- 3 units Frozen Gas (rank-0)
- 2 units Mammoth Byproducts (rank-0; 1 food)
- 5 units Thorium (rank-0)
- 2 units Stylish Dress Clothes (rank-0)
- 1 unit Tactical MRE's (rank-3; 4 food)
- 1 unit Very Large Plunger-Based Weaponry (rank-3)
- 2 units Warp Manifolds (rank-3)
- 1 unit HyperPaint (rank-2)
- 1 unit Subspace Plumbing Conduits (rank-2)
Hau Ndogg Region
- Terrain: meadow, light jungle, lake
- Exploration: III
- Type: Refining III (crystals) (Riju Tri-Lateral Industrial Complex)
- Can refine one additional component/turn, as long as it's organic/biological
Units
- Dalek Red (rank-2 military)
The Green Berets (rank-2 military)(perished in the line of duty)The Elvis Flytraps (rank-2 military)(perished in the line of duty)Dalek Green (rank-2 military)(exterminated)
Misc
- A pair of binary birds with an unusually-large telepathic range (no game effect)
- An unusual network of underwater tunnels, explored by Rick
- A set of pumps in M9 which can shift the lake to N9
- A Teleportation Sending Station (the "Stargate")
Bloos Wade Region
- Terrain: meadow, light jungle, heavy jungle, fire swamp
- Exploration: II
- Type: Mining I (crystals, metal, food)
Adventures
- A mysterious tower and outbuildings in the middle of a fire swamp
Misc
- Iavo's cryptic settlement
- Whenever this region produces raw materials, it produces one additional crystal due to the efforts of homesteaders (legal and Clampett).
Alshu Cup Region
- Terrain: meadow, marsh, swamp
- Exploration: I
- Type: Mining I (crystals, metal)
Donbique Rule Region
- Terrain: lake, swamp
- Exploration: II (14/18 to III)
- Type: Refining II (Chemicals): the Happy Fun Oooey-Gooey Slippy Squishy Chemical Magic Playhouse
Units
- The StarLight Survey Scouts (rank-3 explorers)
- Dalek Yellow (rank-2 military)
- The Starfarer Super Sentai (rank-3 explorers)
Tedib Air Region
- Terrain: meadow, light jungle, heavy jungle
- Exploration: II
- Type: Research II (crystals, biotechnology) (The Farlight Institute of Crystal Biotechnology)
Shay Crattlin Region
- Terrain: meadow, light jungle, lake
- Exploration: II
- Type: Research II (advanced physics) (The Hau Ndogg Community College Astro-Polo Stadium (And Secret Underground Advanced Physics Laboratory))
Other Regions
Regions 7-10 are unexplored.
Hrobaj
Resources
- 4 units Thorium (rank-0)
- 3 units Aquaculture (rank-0)
Veritas Region
- Terrain: shallow ocean, prairie, high-rad forest
- Exploration: II (0/18 to III)
- Type: Mining II (thorium, aquaculture)
Units
- Raphael Helsing and his Reef Riders (rank-3 explorers)
Misc
- VERITAS-0001, a very large statue, programmed to dig up a unit of Thorium each turn
Vefna
Resources
- 0 units Frozen Gas (rank-0)
- 1 unit Rations (rank-4; 5 turns of food)
- 4 units Mammoth Byproducts (rank-0; 1 food)
- 1 unit Quantum Containment Gridwork (rank-3)
- 1 unit Neutrino Detectors (rank-3)
- 1 unit Semi-Synthetic Parabolic Conductors (rank-2)
- 1 unit Hyperconductive Capacitors (rank-2)
Pleistocene Region
- Terrain: snowfield, glacier, geysers
- Exploration: II (0/18 to III)
- Type: Mining II (frozen gas, mammoth byproducts)
Units
- The Prisoner Patrol (rank-1 military)
Misc
- A wormhole transmitter
- Some mysterious batteries and equipment
- A teleportation sending station (the "Transporter Pad")
- A Precision Resonator
Mesozoic Region
- Terrain: glacier, icy mountain
- Exploration: I (0/12 to II)
- Type: Factory I (Useful Devices: Advanced Physics)
Adventures
- A series of ice caves, inside a glacier at the base of a mountain.
Units
- A terraformer: This requires one turn to get operational, and then can move one hex per turn. Instead of moving, it can instead turn its current hex into a different terrain type. It can do this transformation up to one more time before running out of fuel.
- A Teleporation Sending Station (the "Fairy Circle")
Siderian Region
- Terrain: snowfield, taiga, ice forest
- Exploration: II (4/18 to III)
- Type: Mercantile II: the Orogen Emporium
Adventures
- A tower made of palace stone, the door cracked open (dubbed the Orogen Craton).
Units
- KANE: Kereal Agent for Neutralization and Exploration (rank-2 explorers)
- Lewison Clarks (rank-4 explorers)
Misc
Postremocene Region
- Terrain: snowfield, glacier
- Exploration: I
- Type: Research I (lobbying, marketing, propaganda) (The Tomorrow Institute of Lobbying, Marketing and Propaganda)
Other Regions
Regions 5-10 are unexplored.