Agents Of Empire/Turns/1/House Aramin
From RPG Wiki
< Agents Of Empire | Turns
Jump to navigationJump to search
Turn 1
House Actions
Jota's proposal:
- 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, we have no exploration units yet.
- In the production phase, we produce 1 unit of Unsorted Crystals (assuming our stand of vegetation produces one unit per turn).
- In the processing phase, we turn 1 unit of Unsorted Crystals into 1 unit of Fancy Crystals. Assuming we have a Simple factory, this will take three turns.
- In the research phase, our research facility is still incomplete.
- In the building phase, we finish building our research facility (presumably Basic, rank 1, cost 3 to complete) and begin constructing a squad of airbuggies, flat-bottomed hovercraft with turbines on the rear for propulsion and steering (Trained Exploration units, rank 2, cost 5). Total cost: 8. Also, Rick Starfarer assists with the design and construction of the airbuggies, using his Good Vehicles skill.
- 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 don't buy anything.
- 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?