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Dark Drop Settlements

During the middle interstellar period of human space travel, the logistical struggles of maintaining vast integalactic empires began to cause many colony worlds to fail en masse. The richest of these worlds simply moved to other nearby populated planets, with everyone else left to fend for themselves. One of the solutions they invented were dark drops, in which ships full of middle-class workers, tradesmen and farmers were evacuated into statis pods on massive automated liferaft ships. These ships were designed to scan for habitable worlds and "seed" them with colonists and the basic supplies they needed to survive. It was a under engineered, desperate and rough-shod approach to saving their worlds, and many of the seed planets failed before they even started. Errors in the AI caused non-viable pairings of colonists to be deployed. Some colonies waited for critical supplies that never came. But some... some survived. Some flourished into new worlds. Will you build one of them? Your faction will be a New Arrivals. Start with 5 people, chosen from 10. Your people will be between 25 and 45 years old. Arrive in drop pods. Player starting characters have a 80% chance to start with trait: Kind Player starting characters have a 75% chance to start with trait: Fast learner Player starting characters have a 75% chance to start with trait: Great memory Player starting characters have a 45% chance to start with trait: Tough All characters have a 50% chance to start with trait: Fast walker All characters have a 50% chance to start with trait: Quick sleeper All characters have a 75% chance to start with trait: Industrious All characters have a 25% chance to start with trait: Undergrounder All characters have a 50% chance to start with trait: Super-immune Player starting characters have a 60% chance to start with trait: Pretty Start with research: Tree sowing Start with research: Beer brewing Start with research: Carpet making Start with research: Pemmican Start with research: Recurve bow Start with research: Greatbow Start with research: Battery Start with research: Biofuel refining Start with research: Watermill generator Start with research: Solar panel Start with research: Hydroponics Start with research: Tube television Start with research: Firefoam Start with research: IEDs Start with research: Geothermal power Start with research: Sterile materials Start with research: Machining Start with research: Gunsmithing Start with research: Medicine production Start with research: Fabrication Start with research: Plate armor Start with research: Long blades The stat "food poison chance" will be universally multiplied by 25%. The stat "plant harvest yield" will be universally multiplied by 150%. The stat "aiming time" will be universally multiplied by 25%. The stat "foraged food amount" will be universally multiplied by 125%. The stat "global work speed" will be universally multiplied by 250%. The stat "cooking speed" will be universally multiplied by 82%. The stat "carrying capacity" will be universally multiplied by 250%. The stat "leather amount" will be universally multiplied by 150%. The stat "meat amount" will be universally multiplied by 150%. Start with: -Steel x5000 -Cloth x1000 -Wood x1500 -Packaged survival meal x500 -Medicine x150 -Component x150 -Gold x150 -Silver x1000 -Recon armor x10 -Recon helmet x10 -Chain shotgun x10 -Charge rifle x5 -Heavy fur bedroll x10 -Sheep x6 -Muffalo x2