Arvaxine Populate (AVP) - Round 6
Leader: Edrajek, President
Stats:
DIP 2
MIL 8
ECO 4
FAI 2
INT 6
Bookkeeping:
Regions Controlled: 1 (54) for now...
Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59)
DIs: Laborers (filled)
Fortresses: 1 (R54, "The Cage")
Regions with Belief in The Way of Returning: R54 (Majority)
Ground Units: 3
Space Units: 3
Treasure: 3
List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening
Actions:
ECO - Colonize Region 72 - 2d6+4 (+1 Treasure, +1 Seek Aid, Dust Hardening) TN 12
Region 72 does not appear to be inhabited, but there may yet be value to be found in it. Perhaps it holds resources, or even a lost underground bunker for the Arvax to assimilate. And even if it is nothing but sand, it'll be the Populate's sand.
MIL - Attack Region 59 - 3 Ground Units led by Leader, 3 Space Units led by Subcommander, Transport by Space, Overwhelming Tempo
When all is said and done, the WTU may remain an autonomous enclave within our borders, truly, we do not wish them any ill will. But they must understand, they are not here to supervise us. No, we are here to supervise them.
MIL - Raise Unit (Ground)
It's a wonder what one fortress can do for the local military industrial complex.
FAI Seek Aid - Colonize Region 72 - 2d6+2 TN 10
I would say "godspeed colonists", but there are no gods in the Way or Returning, and travelling fast is pointless when all things come in due time.
ECO - Raise Treasure
Non-Actions:
TBD