Agents Of Empire/Turns/1/House Advantage

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Turn 1

House Actions

Shipping: nothing yet.

Exploration:, the First Hrobaj Cadet Scouts move from I14 to explore I13.

Production: nothing yet, because our fish-farms are offline.

Processing: none.

Research: begin research on creating markets for unprocessed, slightly radioactive krill slurry.

Building: we produce one rank-2 explorer at I14, spending 2 Mc.

Landing: no ships dispatched, none to land.

Trade:

Politics: Elaine schmoozes locals (see below).

Character Actions

Elaine is going to work on the local native population, to bring them onside and in support of Advantage. Mostly assessing the local situation, sniffing for potential conflicts, emphasizing how dreadfully nice we are, and carefully skirting issues like sovereignty.

Jathries is going to go and investigate the breakdown in the food-producing facility.

Results

The explorer unit is built successfully. The Tomorrow Institute's research begins; it will take two more turns to complete.

The First Hrobaj Cadet Scouts investigate hex I13 and discover an unusual formation: in a region perhaps a mile square, the grass has grown unusually tall and thick here, and in unusually intricate and twisting rows -- in short, a natural corn maze. [This adventure site can be investigated further with a character action.]

Elaine engages in face time, trust falls, and psychological profiling with the local population, and gains Local Rapport for the colony: spend to either calm unrest or negate a bad result involving the native population within ten hexes of I14.

Jathries investigates the food-producing facility and fixes the cause of the problem, bringing it back online starting next turn. He also arranges for heightened security on the aquaculture operation and (to a lesser extent) for the colony in general.

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