Colonies of Nibiru IX- GM Returns!

OP is back, and it's time to return to the Colonies of Nibiru. Unfortunately, it's really late in the game, and there isn't any room for more.
Previous threads: archive.4plebs.org/tg/search/subject/colonies of nibiru/type/op/
Turn update incoming, see map for alterations.

Other urls found in this thread:

pastebin.com/wruKXDXd
pastebin.com/gQ7X4Wh4
pastebin.com/AZhsfE21
pastebin.com/vTabg3DK
youtube.com/watch?v=mEizJ-TWua0
pastebin.com/QdHdCdW4
pastebin.com/EFkp51KD
pastebin.com/aFvBKvLH
pastebin.com/H3KPzy5j
youtube.com/watch?v=RdNuchx1OGA
client02.chat.mibbit.com/?channel=#Nation&server=irc.mibbit.net
pastebin.com/Z1jzCWnQ
pastebin.com/a1Uhq8w1
youtube.com/watch?v=oDD1tW59Mjg
twitter.com/NSFWRedditImage

[Railgun]
Labs show a bit of progress [8/12], and anti-espionage research progresses wonderfully [5/12]. Railgun expands the lands of its employer [+4 hex], and starts rocketry upgrades [3/6].

[Mad Medicine]
The experiment is back in its cage, after a long journey home [Resource: Doppelganger Abomination], and though there isn't any progress on the farm or waterproofing technologies, the corporation starts improving its domestication techniques [1/6].

[New Albion]
New Albion proves no help to Railgun, but leyline equipment is nearly installed [4/6]. The work on more powerful energy weapons sees no progress, though rearming starts [2/5], and New Albion expands once again [+6 hex].

[The Circle]
The Circle expands [+4 hex; 4th die!] but there is barely any progress on the new town [1/6], or the Weather Paradigm [4/25].

[Free Society]
The Free Society expands its lands [+4 hex], and the basics of chemistry are soon mastered [Chem I]! The Superfactory also sees some progress [9/25], and further cybernetics research barely starts [1/8].

[Machina]
Machina's Clockwork designs are improved once again; there's nothing more to be done [Constructs V]. Retrofits are complete, and forging improvements slow to a crawl [7/8]. However, upgrades to the actual forge are complete [Forge III]!

[Odab]
Another militia group is trained [+.6], and the research labs start to be upgraded [1/6]. There isn't any progress on the anti-air defenses, and better infantry training techniques are in the works [2/10].

[New Dominion]
>You should only have 4 die!
Power Armor improvements are nearly done [6/8], though there isn't any progress on the military reserves. Construction of New Sara begins [1/10].

[AFSOC]
A massive tragedy occurs at the airfield; faulty wiring in the prototype causes it to explode on the runway [Progress @ zero, -10 pop]. However, better aircraft are in the works [1/10]. Work continues [5/10]. The design for the Close Air Support Gunship is spectacular [Air Support II]! However, building one is another matter entirely. Again, it explodes on the runway.

[Taach Okaan]
Energy weapons research completes [Energy Weapons IV], and better engineering technologies are in the works [4/6].

[Afairika]
No progress on the first DANMAKU fighters, but the second completes [+5.6 {Fast}{Bombard: 2}]. Better Portals are being created [1/6], and the dock nears completion [3/4].

Rolled 78, 93, 32, 70 = 273 (4d100)

Stats: pastebin.com/wruKXDXd

WE HAVE IT! Now we can resume our project... not with this one though, start over while we try to make the abomination useful. Civilize it, educate it, and then strap guns to its arms.

1 Civilize the Doppelganger Abomination turning it into a loyal soldier of the corporation, improve upon its intelligence if needed
-Resources altered: [Doppelganger Abomination]
-Units: [Professional Xenobiologist], [Mad AI]
-Techs: [Domestication I] [Genetic Engineering II], [DNA manipulation I], [Genetics V], [Science II]
-Eccentricities: [Completely Mad]
2 Upgrade a farm using the latest farming knowhow. [Farm I --> II] [5/6]
-Techs: [Agriculture II], [Domestication I]
-Eccentricities: [Completely Mad] [Determined]
3 Second try, bring in one of the doppelgangers, turn it human, and then make it stronger, faster, smarter, and clinically immortal! Just try not to let it get loose this time. [0/8]
-Techs: [Domestication I], [Medicine II], [Slime Research II], [Genetic Engineering II], [Science II], [Genetics V]
-Resources Altered: Caged Doppelgangers: 1
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
4 Improve our ability to control the creatures of this planet [Domestication I ---> II][1/6]
-Resources studied: [Captive White Elephants], [Winged Elephants], [Wampus Pack]
-Techs: [Science II]
-Buildings: [Labs II]

Rolled 97, 54 = 151 (2d100)

>[Railgun HQ]
>Defenses (Capital):1
>buildings:Labs IV
>Military: 1 militia
>Eccentricity:
>[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.
Hold:rocketry upgrades [3/6

1. Continue upgrading Labs V 8/12. We need the greatest labs the world has ever seen.
+engineering II
[Science II]

2. The war has ended for now. But none of these people can be trusted. Research [Anti-espionage V] 5/12.
[Soldiers]:
[Completely Mad]:
Labs IV
Engineering II
[Science II]

>Biggest air force around
>Now with Air Support II tech!

Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 56
Population: 372 (+8/turn)
Food: 503 (+11/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine III
Defenses: 1.5 (First Nest)
1 (Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
1 [Scout Drone (+1.4)[Flight][Infiltrate] (-2 food/turn)]
1 [Electro-drone [Anti-Espionage][+1][-1 food/turn]
1 [Hunter Drone [+2][Fast]{-2 food/turn}
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism II] [Engineering I] [Sharpened Pincers III] [Enriched Diet II] [Scouting I] [Spiracles II] [Flight II] [Espionage I] [Tunneling II] [Electro-sensitivity II] [Speed II] [Mimicry I] [Intelligence II] [Armor I]
Resources: 17 Ore (+2/turn)
[Captive Menehune: 5]
[Wood: 2]
[Strange Metal (Small)]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

Rolled 13, 28, 48, 99, 7, 98, 47, 48, 23, 33 = 444 (10d100)

Territory actually 61

Turn 1:
1. Continue selectively breeding drones for stronger poison. 3/7
+Selective Breeding II
+Mutations
+Intelligence II
2. Begin setting up a mine upon the Strange Metal so we may gather more of it.
+Tunneling II
+Engineering I
3. As well begin setting up a small outpost in the are so we have a place close to the strange metal to stockpile resources gathered.
+Tunneling II
+Engineering I
4. Continue breeding project for stronger and larger wings. 1/7
+Selective Breeding II
+Mutations
+Intelligence II
5. Begin experimenting with the dosage of the strange metal in food to increase a drone's carapace strength.
+Enriched Diet II
+Intelligence II
+Armor I

Turn 2:
Same as above.

Rolled 10, 61, 72, 78 = 221 (4d100)

Nation Name: The Circle
Nation Race: Human-plant hybrids
Color: Orange
Fluff: pastebin.com/gQ7X4Wh4
>Don't fill out
Settlements:
Cille Bhrighde an Ear
Territory: 20
Pop: 32 (+2/turn)
Food: 32 (+2/turn)
Currency: 35 (+5/turn)
Defenses (Cille Bhrighde an Ear): 1
Structures: High Seat of Druids
Power-plant I, Farm II, Lumberyard I, Quarry I
Lab I
Defenses:
Military:
1 Militia
Tech:
Agriculture I, Bioengineering II, Foraging I, Medicine I, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Empathy I, Bio Fuel I (+1 Power/turn), Green Economy II (+2 Currency/turn), Land-based ecosystems I, Eco-Friendly Energy (+1 Power/turn)
Resources:
Power: 20 (+3/turn) Wood: 11 (+1/turn) Stone: 11 (+1/turn), Professional Xenobiologist
Eccentricities:
pastebin.com/AZhsfE21
[Plant Hippies]
[Plants]

4 turns in reserve

1. Now it's time to go back to the GMO Crops - less chemicals, bigger yield [1/4]
>Tech
Plant Hippies
Lab I
Agriculture I, Bioengineering II, Xenobiology I, Conservation I, Genetics I, Genetic Engineering I
2. Continue working on the settlement [1/6]
>Town
Engineering I, Conservation I, Scouting II, Efficiency II
3. Continue work on the Weather Paradigm [4/25]
>Wonder
Agriculture I, Bioengineering II, Engineering I, Xenobiology II, Conservation I, Taming I, Genetics I, Genetic Engineering I, Scouting II, Efficiency II, Material Science I, Green Economy II, Land-based ecosystems I
4. Keep going south, for the greener pastures
>Purple color, any hex will do if I'm back to +5 per expansion

Add 14 Currency to action 2
Add 3 Currency to action 3

Also, a question:
Is it possible to beam a tech to all nations in the same time or it need to be send to every single one of them separately?