Turn 30
Colony: This picture is large and may require a small amount scrolling to view unless you have a large monitor.
The
shuttle lands and it's
workers load up the cargo. You trade away
5 plumpet wood sheets for
100 yollars, Lobsterwolf DNA for
300 yollars and
15 cabbages for
75 yollars. You also pay
50 yollars shipping.
You hold out on trading the smoked
alien native meat and the
sprout DNA because if you can prove they are
edible you will recieve more
payment.You order a
basic clone to eat some of the
smoked meat and another
basic clone to eat some of a sprout
sprout. Then you tell the idle
worker clone to organise the
basic clones into putting
vines into the
cloning module.After using your
crafty science skills(basic laser) to open the box you discover that it contains a
smaller box of
microchips, some
batteries and a large amount of
paper work that you briefly read over. From what you read you would say that the
paperwork is a
report detailing the
effectivness of some
product, most of the tables detail how well the
'subject' managed to remove
substances off of
different surfaces. How Boring. You guess the
owners might want it back so you put an
advertisment up for
50 yollars. You don't detail anything about the
fang on the
lid so that you can ask anyone who tries to claim it if it has any
distinguishing features, clearly the best
plan you have ever had.
And finaly you head off to the
river to
gather samples of those
plants and
animals that your clones spotted to (hopefully)
sell to the highest bidder.
You currently have
405 yollars
Colonytech Module brochure:| Name: | Cost: | Description: | | Basic Power Plant | 1000 | This module produces ten units of power and can store up to five. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | | Normal Power Plant | 2000 | This module produces twenty units of power and can store up to ten. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | | Enhanced Power Plant | 3000 | This module produces thirty units of power and can store up to fifteen. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. | | Basic Mining Module | 900 | This Module comes equiped with basic mining equipment to be used by up to five personel or robots. The module can even smelt four ore per turn. | | Normal Mining Module | 2000 | This Module comes equiped with basic mining equipment to be used by up to 8 personel or robots as well as a light vehicle equiped to transport minerals. The module can even smelt eight ore per turn. | | Enhanced Mining Module | 2900 | This Module comes equiped with basic mining equipment to be used by up to 15 personel or robots as well as two light vehicles equiped to transport minerals. The module can even smelt 10 ore per turn. | | Basic Agriculture Module | 1000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for two people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. | | Normal Agriculture Module | 2000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for five people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. | | Basic Cloning Module | 1200 600 | If this Module is supplied with the requied material it can produce a fully formed simple humanoid clone in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. | | Normal Cloning Module | 6000 3400 | If this Module is supplied with the requied material it can produce up to four fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. | | Enhanced Cloning Module | 12000 6600 | If this Module is supplied with the requied material it can produce up to 10 fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. This modules taks up a 4x4 area. | | Education Attachment | 800 | This module can be attached to any cloning module. When attached to a cloning module the cloning module can produce more then just the standard clone (although these non-standard clones will take longer to produce). | | Research and Development Module | 4000 | This module includes equipment that can be used to research new blueprints, upgrades to modules or even impoved versions of existing modules. | | Basic Manufacturing Module | 1800 | If supplied with correct materials this equipment can create up to two objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. | | Normal Manufacturing Module | 3000 | If supplied with correct materials this equipment can create up to four objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. | | Basic Accomodation Module | 800 | This module contains facilities to house four people. | | Normal Accomodation Module | 1400 | This module contains facilities to house seven people. | | Enhanced Accomodation Module | 2000 | This module contains facilities to house 12 people. |
Sofware upgrades:
| Name: | Cost: | Description: | | Cloning Module Genetic modifier | 250 | This upgrade allows the cloning module to be used to modify the DNA of any species stored within it. | | Cloning Module Xeno Cloning | 300 | This upgrade allows the cloning module to be used to clone non-humans | | Cloning Module Lifeform Analyser | 400 | This upgrade allows the cloning module to analyse animals to determine their growth rate and basic biology. | | Manufacture Module Blueprint creater | 200 | This upgrade allows Blueprints that are researched at a research and development module to be used within the manufacture module. | | Manufacture Module Blueprint modifier | 300 | This upgrade allows blueprints that are stored in the module to be modified. | | Agiculture Module Flora Analyser | 400 | This upgrade allows the agriculture module to analyse plants to determine their growth rate, yield and edibility. |
Colonytech Clone Brochure:
| Name: | Cost: | Description: | | Basic Clone | 200 150 | This clone is only useful for menial labor. | | Worker Clone | 250 180 | This clone can operate basic machinery. (Mining, basic Fabrication or simular tasks) | | Technician Clone | 400 320 | This clone can operate more advanced machinery and take part in research and development if given the right facilities. | | Basic Combat Clone | 400 300 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone is only a variation on the basic clone so it is not as hardy as it's more advanced cousins. | | Normal Combat Clone | 600 400 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone has been geneticaly modified to be more durable to increase it's survivability. | | Clone Uniforms | 100 70 | This pack contains 10 uniforms. These uniforms can have custom colours, patterns and logos. |
Colonytech Arms Brochure:
| Name: | Cost: | Damage: | Description: | | Basic Laser | 250 | 2 | This Basic laser requires no ammunition but has to be charged at a power plant. The laser can hold 25 charges. | | Normal Laser | 520 | 4 | This laser requires no ammunition but has to be charged at a power plant. The laser can hold 30 charges. | | Enhanced Laser | 800 | 6 | This laser requires no ammunition but has to be charged at a power plant. The laser can hold 40 charges. | | Machete | 250 | 2 | This is a simple metal machete. |
Colonytech Tools/misc Brochure:
| Name: | Price: | Description: | | Tool Kit | 200 | Contains a hammer, wrench, blowtorch (with 10 units of fuel), screwdriver and the box itself. | | Barrel | 70 | Can be used to store goods(including liquids) for storage. | | Crate | 50 | Can be used to store goods for storage. | | Grey Metal | 15 | The weakest of metals but also the cheapest. |
Colonytech Blueprints Brochure:
| Name: | Price: | Required Materials: | Description: | | Barrel | 100 | Two of any solid waterproof material. | This blueprint is used to make barrels. | | Crate | 80 | Two of any solid material. | This blueprint is used to make crates. | | Plank | 40 | One of any solid material. | This blueprint is used to make planks. | | Micro Chips | 100 | One unit of silicon and one unit of metal. | This blueprint is used to make twenty Micro chips per use. | | Wires | 100 | One unit of metal. | This blueprint is used to make ten wires per use. | | Batteries | 70 | One unit of metal and one unit of non-conductive material. | This blueprint is used to make three batteries. These batteries can be charged at a power station and hole one power each. | | Basic Electric Engine | 200 | Ten units of metal. | This blueprint is used to make basic engines. These engines use 0.1 power per turn and can either be powered directly from the power grid or from batteries. |
ADS:
Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source. Havensafe is looking to purchase food. Gregs Teeth and Claws is looking to purchase genetic material belonging to animals. Donnie's tool foundry is offering cut price communications equipment as well as hand held mining and logging tools. Marko Clono is offering cheap worker clones for as low as 150 yollars.
*New* Erudition has found a pink box and is looking for the owner. Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.
To place an advertisment of your own will cost 50 yollars.
Night will come in 5 turns.
Power: 4.4 (+1/-0.3)
Inventory:
example item: 0x item (amount gathered in turn/amount used in turn) Selling Price
Misc: 4x Plumpet wood (+6/-6) 5 yl 0x Plumpet Sheet (+1/-5) 20 yl 7x Alien Cabbage (-15) 3 yl 10.5x Smoked Grey Alien Meat (-12) 8 yl
Weapons: 3x Basic Lasers (equipped) 100 yl
Cloning Module Status:
Manufactory Blueprints:
Base components:
| Name: | Cost: | Materials allowed: | Description: | | Fence | 3 | Almost all allowed | This blueprint is a basic fence and can be made with almost all materials. | | Pipe | 3 | Almost all allowed | This blueprint is a basic pipe and can be made with almost all materials. | | Hard Sheet | 6 | Almost all allowed | This blueprint is a basic sheet and can be made with almost all materials. | | Cloth | 2 | Fibers | This blueprint can be used to make a Cloth from a fiberous material. |
Population:
Work: 4x Worker Clones 150 yl
3x Basic Clones 80 yl Combat: 2x Basic Combat Clones 200 yl
Author Notes:
I figured no one would mind if I sold the plumpet wood sheet that got made this turn. This update took so long because I had some stuff going on for the last few days then it took a while to draw purely because i couldn't get the shuttle to look right. I'm still not satisfied with it although i do like the worker in his uniform. And it is a shame the frames aren't bigger because you can barely see the detail I put into the laser the guard has. Not that it really matters much, but I noticed that we can sell our worker clones for 150 yollars, and Marco Clono is offering 150 yollars for their worker clones. Wouldn't it be in that colonies best interest to sell them directly to the colony ship, instead of paying for transfer and advertisement costs?
I guess the people at marko clono are bad at buisness? Actually, I just realised that the colony ship isn't offering any fabrication modules for sale. Is this supposed to happen?
I decided that fabrication modules were a bit of a waste since all they did was give you two tools. (Is there some sort of medical module? Where would animals be analyzed for edibility/other information?)
I added a upgrade to the cloning module for that since now that you bring it up it is a bit weird that you can scan the plants but not the animals. |