User:Alothin/Colonization
Phase 1: Scouting
Empirical may train and equip a planetary survey team for X EU.
Hire an Empirical recon team for 15 EU/week. They can survey one planet per week. Additional teams may be hired for the same price, either to survey additional planets, or to refine the first team's findings.
Weekly, produce a 1d4 roll. For each point, one planetary modification is randomly selected via 1d100. The list of planetary modifications may be expanded later, with the staff's permission. If a planetary modification is selected multiple times, it stacks unless otherwise specified in the modifier description. If the roll produces a number for which there is no modification, that roll produces no change in the planet. For each additional team hired to refine the findings of the first team, the rolls for modification may be changed by a total of 10 points spread across all rolls -- not 10 points per roll.
01 - 09: Moon: The planet has one moon. Roll 1d20+15 to determine how often it is full. 10 - 15 Mineral Rich: Colony automatically produces an additional 1d10 EU production roll per day. 20 - 24: Rarity: Roll twice more for planet modifiers. 25 - 30: Crystal Core: The planet has significant deposits of psionically-useful crystals. All psions have an effective 1.1x PL multiplier when within the planet's atmosphere. 45 - 50: Syzygy: The celestial alignment of this colony is magically significant. All mages have an effective 1.1x PL multiplier when within the planet's atmosphere. 51 - 60: Moon: The planet has one moon. Roll 1d20+15 to determine how often it is full. 65 - 70: Mineral Ultra-rich: Colony automatically produces an additional 2d10 EU production roll per day. 71 - 80: Moon: The planet has one moon. Roll 1d20+15 to determine how often it is full. 85 - 90 Spiritual Nexus: The planet, for some reason, is rich with spiritual energies, which may be drawn upon. All ki wielders have an effective 1.1x PL multiplier when within the planet's atmosphere. 95 - 100: Natural Energy Sink: All power wielders are at an effective 0.5x PL multiplier. All power wielders gain an additional 1% gain rate, 2% gain cap. Multiples decrease the multiplier by 0.1x, and increase the gain rate by +1%. At 0.3x, mortals cannot survive. At 0.0x, the planet is quarantined, and colonization is not permitted. Empirical will refund their survey costs for that week.
It is up to the client to decide whether they like the planet. If they do, they may colonize it. If not, it is added to Empirical's records, and future (less picky) clients may skip this phase by simply selecting a known uncolonized planet. Clients have six months to come up with the funding for colonization, otherwise, the planet is fair game for Empirical to offer to others to colonize.