Webdip Simulator 3.0 Official Game has Begun!!
Ships Log Week 1 – Recap
After takeoff captain brainbomb died in an electrical surge. Shortly after it was discovered that a Power Surge orgininated from a Hacker named Yavuz, a Russian KGB agent hidden within the ship. In the process a Spritual leader named Miriam offered her services and she was declined. She died in a cyborg attack when the crew mistakenly tried to put the fires out in the cafeteria and 2 cyborgs went berserk from being hacked. After these events a young hacker joined the crew to help find the Russian. Albert Reed a 15 year old felon from California tracked the Hacker to the Engine room and a hostage situation ensued. The hostage situation was not resolved however Yavuz did not kill the hostages. After his account on World of Warcraft 46 Revenge of the Noobs kept getting raided Yavuz grew angry. He activated a cloaking device and escaped as the ship docked at Europa Station. (Presumably)
Current Ship Status
Fuel: 18/20
Morale: 9/10
Structural Stability: 9/20
Reserve Fuel: 0/10
Missles: 0/20
Nukes: 1/1
Population: 365/1000(possible)
(population counts as a 3)
June 15, 2080, Europa; moon of Jupiter
Emissary Roland:
Greetings travelers, welcome to Europa Colony, It appears your destination was to be a Class M Planet called Gliese 2341x. Your current Space X credit stash is 24,000. That should be suffieicent to purchase experts, and some repairs.
DIAGNOSTICS
Current Crew: 348 civilians
(##GM NOTES: This week you will make multiple critical decisions. First you may repair your ship, purchase upgrades and experts. You also will choose your next destination, as well as choose your experts. )
*********Events that happen at Europa:
240 additional civilians wish to join the ship at a cost of 12 credits per person.
17 domestic animals, 10 dogs, 7 cats are being requested to join with their owners.
Russian agent Yavuz has escaped, he is armed with a personnel cloaking device.
Experts:
1. Zax – Alien. Empath, gender unknown. Zax is an expert in telepathy and has a profound knowledge of how to translate languages. Zax will not work with Militaristic or Religious Factions. Would likely be best fit to working with Evolutionary or Reclaimer path. Zax’s home planet succumbed to conquest by an Alien race of insectoid creatures known as the Musk. Will work for 300 Credits per phase if an area of the ship is set aside for he and his family to be a meditation zone where they will not be disturbed. Boosts Evolutionary hybridization by 1 phase less.
2. Christian – A dutch Engineer. His specialty is repairs, vehicles, and weaponry. Would work best with a Military Faction and will not work well with Evolutionary factions. Christian has his own modified blaster pistol and is very effective in combat if necessary. 700 Credits per phase and if added to the ship he will join his Machine Lab automatically as a ship upgrade allowing the creation of small vehicles. Boosts structural ship integrity by 2.
3. Lady Diana – She calls herself the Oracle. She abhors violence and believes she has found a way to travel through black holes. She works best with Religious or Evolutionary factions. She would not work well for Scientific or Reclaimer factions however. 400 Credits per phase, and Opium to help induce her visions. She boosts ship morale by 3.
4. Michael Cooksey – A Lawyer and expert on interstellar trade. Would work well with commerce, and helps boosts economic gains per phase by 15%. He will work for 500 credits per phase and his own luxury suite. He was a wanted Felon on earth. He has bounties on him from the North African league, and from the Israeli Coalition. It is alleged that he falsified documents and committed perjury. He will not work with Scientific factions. Cooksey has a reputation and
5. ZDR 2345 – A highly advanced semi-gelatinous lifeform that can assume any form and alter its shape. It likes to impersonate people as jokes. Expertise is in posing as Alien and Human life forms. Excellent for Military Espionage, Infiltration, and Commerce Factions. Abhors Evolutionary factions and finds them disturbing. Also wanted by the North Koreans for committing a high level assassination. Will work for 2000 Food up front, and 100 additional food after initial hire per phase. Will be a body double for the captain in intense situations if need be. Also has a profound knowledge of Alien habits.
(Keep in mind as the game goes on you will find other experts, you do not necessarily have to hire 3 here, or any for that matter)
1. Items available for Purchase at Europa Station
Ship Repairs : Fully Repair ship for 8000 Credits
Refueling : 2000 Credits
Drone Fighters (6) : 3000 Credits
Cyborgs (4): 2000 Credits
Malwarebytes Anti Hack Computer Upgrade: 500 Credits
Advanced Recycler: 7000 Credits
Planetary Terraformer: 50,000 Credits
Shields II: 20,000 Credits
Missles (20): 5000 Credits
Nukes (3): 10,000
2. Do you have any Items or weapons you wish to sell?
3. Science
Tech Level 1
Choose any 2 this phase (+1 bonus for Reclaimer Path). Once you research 4 Tech level 1 advancements you unlock Tier 2 Technologies.
1. Convert Scrap to Cyborgs: Allows ship to manufacture 4 cyborgs per phase by collecting scrap and space junk. Unlocks Advanced Robotics.
2. Minor Conversion: Allows ship to focus a particle beam on an area of 30 KM in diameter and convert all dead matter in that area to living. Things affected: Zombies, Uninhabitable zones, areas devoid of oxygen and more. Unlocks Major Conversion Tech Level 2.
3. Ionization: Allows the ship to generate Ionized gasses and produce storms. After 2 full phases of focus using Ionization a Planet will develop an atmosphere if it did not already have one. Unlocks Lesser Terraform level 2.
4. Reverse Ionization: Acts as a vacuum, it begins removing harmful gasses from a planet and converting it into fuel. Unlocks Lesser Terraform Tech Level 2.
5. Bio Dome- Allows the ship to become a colony on the surface of a world that is not class M. Once the ship lands it becomes a colony that is self-sustaining regardless of the harshness of
the surface around it. Provides substantial benefits to colleting minerals, fuel, and rare findings hidden on uninhabitable worlds. Unlocks Space Station Tech.
6. Turbo Lasers – Allows massive amounts of damage to anything that enters perimeter. Unlocks the Mark IV Super Laser Tech.
7. Homing Missles – Makes it much harder to miss ;).
8. Rover – Allows the ship to create planetary rovers able to withstand harsh environments and allows them to collect minerals. Unlocks Advanced Harvesters.
9. Falcon Shuttle – Provides the ship with a 4 man Fighter craft that is highly effective in skirmishes and can cloak itself, unlocks Falcon II upgrade stealth fighter Tech Level 2.
10. Counter-Measures – Allows higher success in evasive maneuvers, quick FTL jumps, and against Hacking. Informs origin of hack attempts 65% of the time. Unlocks advanced Anti-Hacking Protocol Tech Level 2.
4. Planet Choices – Destination 1
1. NGC 4349 No 127 b- Class M Planet
Orbit = 43 hour days
Climate = Jungle
Geography = Pangea
Inhabitants = North Koreans, Musk
Minerals = Diamonds, Tiberium
Fuel Cost = -6 Fuel
2. Sweeps-11 Dead Planet
Orbit = 7 hour days
Climate = Dust
Geography = Mountains, Deserts
Inhabitants = None
Minerals = Calcium, Iron, Lead
Other Notes: An unknown Religious faction has settled here but has shunned all future technology after arrival.
Fuel Cost = -4
3. Wise 0855-0714 Class M
Orbit = 36 hour days
Georgraphy = Islands
Climate = Cold! -100 F at night
Minerals = Water, Methane, Warp Crystals
Inhabitants = Home to an alien seafaring race, low tech.
Fuel Cost = -5
4. HATS-18 b – Gas Giant
Size is 54x the size of Earth.
Orbit = 3600 Days per full orbit
Minerals = Uranium, Hydrogren, Methane, Copper
Terrain= ?
Inhabitants=?
Fuel Cost = -9
5. Kepler-953 c- Scanner Failure No Information provided.
Possible space station or satellite array prevents scanning.
Fuel Cost= -3
6. Kepler -1117 b Class M
Orbit = 24 hours per day
Minerals = Salt, Solstice, Tiberium
Inhabitants = North African League
Fuel Cost = -3
Work Allocation Options – A councilor can join a work project to provide a boost but they can be injured on the job, and also cannot do other actions besides proposals and votes while helping build.
Hangar – A hangar can be built with 60 workers, a chainsaw, and 1200 Steel.
Machine Shop – A machine Shop can be built with 60 workers, hand tools, and 800 Steel, 25 Rubber, and help lifting from a cyborg.
Medbay 2 – 100 workers, hand tools, 1000 Steel heals injured councilors and experts at 50% faster rate.
Greenhouses – Produce food boosts each phase and improve health. 20 workers, and an appointed Gardener. Seeds, Topsoil, Manure, and Glass required. Along with 50 wood.
Bar – Allows a tavern to be built on the ship. 300 Steel, 15 workers, Alcohol.
Chapel – Allows a holy site to be built. 300 Steel, 15 workers.