Survivors of Spamville
RimWorld is an upcoming sci-fi colony simulator produced by independent developer Tynan Sylvester. It follows three survivors of a space-ship crash as they try to survive on an unknown world.
Drago: You are a empathatic Urbworld Entrepeneur. You grew up an urchin on the streets of some urban megapoilis, and rose your way up to a respectable station through guile. You're a compulsory thief, an ignoble trait, but one that kept you fed when you lived on nothing but scraps. Your life on the streets taught you how to hold your own in a fight, and your experience in business has given you insight into how people work and into the basics of modern technology.
Turt: You grew up a lowly slave on a backwater medieval world. Your master later sold you to a passing slaver ship, who then sold you to some asteroid in the middle of nowhere. Years of hard labor have made you wise in physical matters, such as mining and construction, but leave you lacking when pondering the more techincal fields. Your life on the deep-space mining asteroid has given you a tolerance for radiation. A life of isolation and abuse has left your psyche fractured, with your only friends being your multiple personalities.
Grif: You were born from war. Part of a space empire's navy's R&D, you were grown in a testtube. Trained and created specifically for combat, you are deadly at range and in melee combat. Your nature as a living weapon, however, leaves you useless in social tasks. Even the merest social interaction is vexing to you. You rose to the ranks of Comissar in a batallion through your methodical ways. Also you stink and are lecherous.
Holmeshire Rivas: You were born into nobility on some backwater planet. You were raised to understand all the working of court and rulership, and you never had to demean yourself with manual labor. Until, that is, slavers raided your homeland and took you off world. You were eventually sold to a mining outfit, where you spent years working deep in space on mineral rich asteroids. There you slowly learning the secrets of earth and building, as well as becoming strong. You have a bit of a temper, and killed a couple of your fellow miners in a drunken brawl. You were aboard the ship when it crashed. You made it to an escape pod, but launched just as the ship broke apart. You drifted for a week in orbit around Planet before crashing to the surface.
Zed Underwood: You grown as a soldier, like Grif, though you didn't have the same talent in warfare as he did. You were designed to be a technician - you worked under Grif as a Scientist in the navy, working with arcane technologies. You face the same problems in social interaction as Grif does, and your work with higher-level technologies has left you scarred, both physically and mentally.
Beowulf Todd: You're a strange man - covered head to foot in fur like a Wookie due to a genetic disorder. You grew up poor on the streets of a city-world, fighting just to survive. To better your lot in life, you joined the Navy, and became a soldier. You had a particular talent with the maintenance of arms, and always kept your squad's gear in top shape.
(Unclaimed) Sellers: You grew up on on the rough streets of the city, and the brawls you had there prepared you for your true calling - killing. You worked as an assassin for years, honing your skills, before being captured by slavers. Now you've been bought by Spamville. You're good at one thing and one thing only - killing. You have no talent with normal manual labor, nor social graces, nor any talent with numbers. In one particularly lucrative contact, you went to kill an alien crime lord on a toxic world. The contractor bought you cybernetic implants, putting CO2 scrubbers in your respiratory system.
(Unclaimed) Best: You were born a slave and climbed the social ladder to become a military officer. You were enslaved again on a suicide mission by SCD Shipping. Now you are free once more. Your battalion took a special drug that made you numb to all pain. You have a special talent for mathematics.
Our survivors land on Planet. Drago, being the most charismatic of the three, declares himself leader and sets about dictating what needs to be done to Turt and Grif. Turt, used to taking orders, does what Drago says without question. When Drago shares that he managed to grab some scans of the planet before the ship blew apart, Grif gives his own solemn acquiescence to Drago's command as well. Apparently the region they landed in had quite a few geothermal vents. Drago, being a contractor for an interstellar engergy conglomerate, is able to show Turt how to make a generator out of the metal from their escape pods. With power, they can set up shelters in the rockfaces and power a nutrient converter. They might just survive after all.
Drago orders Turt to begin digging shelters into the cliff-face as the next day begins. Then he and Grif begin scavenging their surrounding area for supplies - they find some native fauna that should be fine to eat, as well as scrap metal that crashed from their ship. Their cave-shelters begin to take shape.
Drago and Grif finish collecting everything useful in the local area.They begin a small potato farm from seeds that survived the crash from their ship. Hopefully they can grow enough food to keep the three of them alive. Turt finishes digging some bedrooms, and the survivors make themselves proper quarters. Even turt, a slave, is given a good room.
The survivors set about connecting their rooms to the generator, powering their small home. Grif, knowing how raiders and slavers wander this part of space freely, suggests building some defenses. The survivors put together a small turret near the door of their new home.
The group finally builds a room with a nutrient converter. Eating raw potatoes was getting really dull.
Lights are installed inside the caves. Life seems a little brighter. Turt begins to dig new halls, and a storage room. The survivors have been stockpiling everything outside - they decide to move it inside where animals and the like can't steal their food.
Around noon, a large crashing is heard. Apparently not all of your ship's escape pods were destroyed! Grif goes out to investigate, and brings back a survivor - a girl, one of the mining outfit that Turt was enslaved too. As soon as she's in a bed, her wounds dressed, another crash is heard - this time a scientist from the ship.
As a Terran Week flies past, the survivors - now numbering five total, realize that they're going to be stuck here for a long time. Drago decides that this unintentional colony needs a name - Spamville.
Picture after one week:
Look at me go!
Unless I'm not important enough, I can call the Scientist.
I shall conduct science.
Also Rimworld is cool.
The colonists repurpose one of their bedrooms into a medical war/confinement room. Turt begins digging new rooms for their new arrivals, as well as a dining room, so that the colonists need not dine on the dirty ground. Another escape pod falls from orbit. While Grif brings him back to he med bay, he spots a lone raider, moving to attack their little settlement. Grif shoots him dead handily. The man is buried and his pistol taken.
Turt finishes digging bedrooms for the new guests. Drago tries to explain what happened to their ship, and their current situation, hoping that these other survivors would help around the compound. They prove rather shell-shocked and uncooperative.
(Unclaimed) Rivas, the miner, and (Unclaimed) Todd, another military officer, decides to join and help around the colony. Their help is welcome
--End Cycle 1
Cycle 2, Day 1:
Zed Underwood decides to join and help. A scientist at heart, he notes that Planet, as the colonists have been calling their home, is really a moon orbiting a Gas Giant, with an orbital period of 10 days. He suggests building some large batteries to store the excess power made by the generator, so that in case the generator fails they can keep power running while they repair the generator.
- - - Updated - - -
sorry Zed claimed it in skype
Originally Posted by Sir Beowulf
You can be todd, though! :D
I suppose I'll be Todd...
blah. No science for me.
Zed begins to take the role of a secondary leader for the colony, and says that he can construct a comm station that will let them communicate with passing ships. The colony could trade with passing trading ships, giving excess food or supplies for weapons, metal, or medicine. Several members say that they should try to contact the next ship and get off this rock, but Drago convinces them that would be a bad idea; most traders case only about their pocket, and would enslave the colony given the chance.
Zed also orders construction of a lab, where he can build more technical machines, and improve the infrastructure around the compound.
Around mid-day, a cargo-container crashes from orbit. The ship's food-rations! The colonists go out to collect the food, which should help sustain them for another cycle, at least.
Construction of the Comm Room is finished. Early in the morning, two raiders drop down from orbit. Drago orders another turret built outside the doors of the compound, and Grif and Drago keep their pistols handy for when the raiders make their advance.
Late in the evening, the raiders begin their approach. Grif and Drago wait patiently for them to enter the line of fire...
And handily slaughter them when they do. The poor saps came around the corner right into the line of fire, only armed with a couple pistols.. Pistols that can now be used to better defend the colony.
Work on the research room nears completion, and Zed begins to fabricate the supplies need for the hydroponic production of food. With that, the colony can grow more than enough foor inside the compound. They won't have need to brave the dangerous surface to survive!
The electrical needs of the colony are becomming dangerously high for their single generator, and Zed can only optimize power flow so by so much. He tells Drago of the problem, and they build a series of solar arrays outside to keep the compound running.
The Comm Systems detect a freighter from the Griever Lubricant Company mid-afternoon. Drago opens communications and barters for some medicine and supplies, offering some excess food. The Griever Lubricant Company is a weapons manufacturer, but the colony has enough arms for its needs right now, and buying the expensive, destructive weapons they offer would cause more harm than good. (I can see it now - I arm Drago with a rocket launcher, he accidentally the compound walls!)
Turt and Holmeshire set to work digging more space for another battery room, this time near the solar collectors.
Grif and Beowulf begin practicing with their arms, to prepare for the next raider attack.
With little else to do, Drago sets the colony to work improving the colony. Since the beginning, the hallways and floors were just rough, hewn stone. After two and a half cycles, it's time to begin cleaning and maintaining the compound so they're living in a healthy environment. He also orders Turt and Holmeshire to begin smothing the stone hallways and floors, so people won't trip over stray bolders.
Another trading vessel comes by, another weapons dealer - Code Guru Inc. Drago sells some food and buys an M-16 rifle. Our Warden, Grif, is now equiped as befits his station.
Work on smoothing the hallways of the compound continues. The job is almost complete by days end. Zed is nearing completion on his hydroponic technology - Dargo is anxious for him to finish and make something useful, because food supplies are decreasing.
A traveller enters the region, some noble lord calling himself "Mammoth". Grif mentions that they could easily subdue him, and either brainwash him to join the colony or sell him to slavers, but Turt and Holmeshire, being former slaves, convince him that it wouldn't be a good or just thing to do.
Zed finishes his work on hydroponics technology, yielding blueprints of a more efficient way of growing food. Drago tasks Turt and Holmesshire to making a growing room.
Zed then turns his attention to creating coolant for Spamville's turrets, allowing them to fire longer without overheating.
Turt and Holmeshire dig out a new room next to the storeroom. New Hydroponics tables are placed there, along with a powerful sunlamp. The compound is now entirely self-sufficient in and of itself.
As Spamville begins to take shape as a proper settlement, Dargo officiates some titles. Drago is its Governor. Grif is named Guard Captain, with Beowulf acting as a Guard under him. Zed is named Chief Researcher, while Turt and Holmeshire share the titles of Chief Foremen.
Guard Captain Grif mentions to Drago that he needs a barracks, an armory, a place to store the colony's weapons. Turt and Holmeshire get to work immediately.
Meanwhile, Zed finishes his new coolant. His next project is making Spamville's nutrient processor more efficient.
As the day draws to a close, an SCD Shipping ship comes into comm range. SCD Shipping handles "Human Resources" - a euphemism for slave trading. Turt discovered the ship before Drago did, and, in an effort to free more men from the bondage of slavery, sold a large bulk of the colony's food supplies and all of its medicine to buy the two slaves on board the passing ship. An assassin and a military man.
Drago, furious upon finding out that Turt gave away so much of Spamville's supplies, has him throne and locked in the medical ward. Drago welcomes the two freed slaves to the colony - he can't very well send them back.
The assassin finds a place in the Guard, and the other freedman finds a place working with Holmeshire. Turt stays locked up in the med ward.
Zed finished his work on making their food supplies last longer - a welcome development with two more mouths to feed. He begins working on synthesizing carpets, to make their environs more comfortable. He finishes it in a matter of hours. He then works on making some blasting charges, for mining, or defense.
A single raider comes and tries to attack Spamville.. The Milita and Guard make quick work of him, before he even has a chance to throw one of his frag grenades. Grenades are worth a lot of money...
As the cycle comes to a close, Holmeshire builds new bedrooms for the newest additions to the colony. Grif's barracks begins to take shape, and turt keeps whining in his improvised cell.
Another cargo pod falls from orbit, another food shipment. You can never have too much food.
Zed finishes his Blasting Charges, and then begins work on a new type of mining pick that will speed up mining in the future.
As the second cycle comes an end, things look up for Spamville
I see being a guard has its positives.
I get to grow weed!
Drago let Turt out of jail, having served enough time as punishment. He then sets him to work building redundant power systems, at Zed's suggestion. A power surge can knock the main grid offline, and drain the batteries of all power. Should that occur, the compound can rely on a backup supply.
Construction begins on a meetinghall, a place for the colonist to voice their concerns and complaints formally. As the colony grows, the more chaotic things get.
A slave trader comes into range, another SCD Shipping ship. This time, Drago talked with the former slaves of Spamville, and was swayed by their unanimous desire to free those in chains. Spamville's granaries were overflowing -- Drogo gave the ship plenty of food along with their frag grenades to the ship in exchange for the two slaves - a male courtesean and an ex-marine.
The compound is further expanded, and more solar panels are built. A beautification effort is made by the colony. Another slave ship passes by, and more slaves are bought. All is peaceful
Day 1: As massive improvements to the compound are made, the metal reserves are starting to dwindle. An edict is made and mining operations go into full. While a large group of colonists are out mining a metal formation, a herd of the local wildlife goes insane and attacks! Drago, Grif and Zed manage to kill them, but not before Drago takes a nasty wound.
Day 3: Work on an ambitious project begins. To help defend against raider attacks, Drogo uses the rest of the colony's metal to build a massive cluster of turrets, powered by a thermal vent. Costly, but deadly should any raider be fool enough to approach it.
Population of Spamville: 12
Grif, Captain of the Guard
Holmeshire Rivas, Miner
Beowulf Todd, Guard
Zed Underwood, Scientist
(Unclaimed) Settler, Assassin
(Unclaimed) Best, Guard
(Unclaimed) Brock, Citizen
(Unclaimed) Bond, Guard
(Unclaimed) Guerrero, Guard
(Unclaimed) Bender, Citizen