Our deputy’s name is ... The name of your player-character.
Our colony’s name is ... The name of your colony. Changeable at any time.
Our Star Galleon is the ... The name of your centuries-old dustbucket. I mean spaceship. Changeable at any time.
Our sponsor is the ... The name of your 'sponsor', probably a mega-conglomerate.
Our population of ... feels ..., and conditions appear ... Population, Happiness and Stability, respectively.
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be at least Cordial towards colonies.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
The production quota set by our sponsor is (LAX, MANAGEABLE, EXTORTIONATE): so we give 10/33/50% of our production to our sponsor. We are paid ... Funds as employees of the company.
The production quota that the megacorp has placed upon you like the assholes they are. The three levels are Lax, Manageable, and Extortionate, which take 10%, 33%, and 50% of your production each turn. However, each level also gives you more money (which the megacorp can decide is based on population or goods produced). By default, the tax is at LAX level, and the payroll is by population.
We are of the ... planet type. The 'type' is a generic categorization of your world. Terrestrials resemble Earth. Rocks have no atmosphere. Gas Giants are basically only atmosphere. Ice worlds are made of ice. It's possible to have no 'type'.
We are of the ... planet class. If your world is 'Terrestrial' type, you get subdivided into a 'class'.
Our colonists are ... Your colonists receive two 'traits' which are dynamic and can change at any time. They are based on the seven virtues and seven sins, though the sins can have good effects and the virtues can have bad ones. For the full list, see below.
We have ... Funds. Funds are your 'credits'. There are way too many currency systems to represent individually, so they've been abstracted into a single one. They can be used to buy goods and invest in domestic projects and facilitate trade. Among other things. Use your imagination!
-Storehouse-
Resource Stockpile Production Used Net Gain
For the full resource list, see below. Production is income from all sources, and 'used' or 'consumption' is all expenses, including your sponsor's tithe. The net gain is what's left. ...If anything.
-Granary-
Nutrients are made from energy and organic minerals. Water is recycled over and over. Ez pz.
-Arsenal-
The Arsenal has all the various tools you need to kill all the horrible things that might want to hurt you in this scary galaxy.
-Energy Index-
We have 4 fusion cores producing 40 energy at the cost of 8 Helium-3 / month. Every colony has some fusion reactors, which generate energy (10 per). Like the reactors on ships, these cost He-3, at a rate of 1/5.
We have 40 energy available to allocate. 0 of this is in reserve. We have 3 supercapacitors, meaning we can store 15 energy for later use. What you have available and what you could save in reserve. Saving energy in reserve is a good idea so you can quickly respond to emergencies in the future.
We have - minerals available to allocate. This is how many Organic Minerals are ready to be mixed with energy to make Nutrients.
We have - base value of water. This is the 'base value' of water your planet has. Ocean Worlds have the most. Obviously. For most planets, this represents endless recycling of the same water supply. For ocean worlds this just represents the energy needed for water treatment. If you're short on water, have someone give you some. That water will add to your stockpile and will not subtract from theirs, if they are Ocean. Note however, that just because a world has a lot of water, doesn't mean its necessarily drinkable.
Amino-Synthesizers: With 1 mineral and 1 energy per turn we can produce 1 nutrient per turn. Our population consumes ... per turn.
Pretty simple really. 1 mineral and 1 energy makes 1 food which feeds 10,000 people.
Water Treatment: We have - water available to recycle. Our population consumes ... per turn.
If you have 40 water, you need 10 energy to completely recycle that, and 1 unit of water will work for 10,000 people. So if you have 400,000 people, you need 10 energy to keep that water cycle going. 1 unit of energy recycles 4 units of water.
Colliders: We do not have colliders. We thus cannot synthesize antimatter. Colliders let you produce antimatter, a few painstaking anti-atoms at a time. Antimatter's sole purpose is in OP-as-**** weapons. 1 energy invested in colliders gives you 0.01 antimatter to your stockpile. A generous ratio really, all things considered.
-Industry Index-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example.
Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.
-Security Nexus-
There are X in our armed forces. Organized as follows:
This will follow with a nice outline of how many assholes are in your army and stuff. Example:
Redheaded Viking Force
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars, loyal.)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training, Loyalty.)
-Starship-
:StarshipName:
Atmospheric layer at 100% condition.
The atmospheric layer of a starship drains with usage (IE exposure to space). Keep it above 51% or your fuel efficiency will suffer, and the hull could receive penetrations.
No hull penetrations.
The nervous mainframe will report to you if there is any penetrations in the hull. Try to avoid these as they lock off sections of the ship until they are corrected.
Navigation in good repair.
Navigation console important, because everything looks the same in space.
Observatory in good repair.
Observatory has telescopes and RADAR so you can figure out what's what in space. Exposed and unarmoured, it can get badly damaged.
Hydro-Electric vitals system working fine.
If this is broken, good chance something else is too.
Armament: 6 trillion lasers
What your rustbucket sports to defend itself. Usually pretty modest.
Will consume Methanol in sub-light. Needs 60 methanol every three turns.
Although colony ships get used as much as warlords' do, if not more, I don't want you to micro-manage your ship in the same way. So you only have to worry about their consumption every three turns or so. That said, it can be expensive. Some colony ships do not need this at all.
Will consume Dark Matter for FTL. Needs 30 Materia Obscura every two turns.
See above. All ships need this, though.