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Copacabana III

dwarf star, the remnants of a once grand supernova, now a popular vacation spot for the richer of travelers. You've been elected to set up a last-ditch effort to keep the ill-fated Interstellar Beacon Route 66 from being replaced by the faster, but not as culturally rich Stargate Chain S-43. The Committee For the Preservation of Earth Cultures, formed after its total industrialization in the late fourty-second century has been working hard to prevent the galaxy from suffering the same fate the once beautiful planet did. They want you to create a saloon at the end of the route. You signed up for the program because you yearned for a quieter life off the Glitterworld, where the difference of great fortune and certain demise isn't so clear. One of your friends has decided to tag along with you and act as an impromptu bodyguard, although he mostly likes to taste whatever's on tap for the most part. With you, you have whatever weapons and supplies you managed to scrounge with your middle-class inheritance, and a trusty Warg to help you set up shop. Fend off Varmints, hold your own against rustlers, and show the galaxy that the frontier ain't worth passing up before its gone. Or perhaps, create a vacation destination that may even shine a light brighter than that burn out lightbulb down the road." -------------------------------------------------------------------------------------------------------------------------------------- Landing on a Rimworld near a giant tourist attraction in the form of a dwarf star, you have been elected by a glitterworld-ran cultural preservation council to create a vacation spot worthy of saving the historical Intersellar Beacon Route 66 from being replaced by a more mundane Stargate System. Your faction will be a New Arrivals. Start with 2 people, chosen from 8. Your people will be between 25 and 55 years old. Player starting characters have a 25% chance to start with trait: Optimist All characters have a 50% chance to start with trait: Careful shooter Player starting characters have a 15% chance to start with smokeleaf dependence. Non-player characters have a 26% chance to start with ambrosia tolerance. Start with research: Brewing Start with research: Carpet making Incident created: -Visitor group Permanent game condition(s): -Climate cycle: A multi-year climate cycle due to an elliptical orbit. Start with: -Warg x1 -Medicine x30 -Cloth duster x2 -Cloth cowboy hat x2 -Armor vest -Autopistol -Charge rifle -Packaged survival meal x30 Map is scattered with: -Wood x600 -Steel x800 -Component x75