Terraforming Terror 2.0
Well you've gone and done it now.
Well you've gone and done it now. One too many times you boasted to your fellow mages that you could single handedly 'tame that blasted desert,' and now they are making you put your money where your mouth is, whether you like it or not. They sealed you in a pod, aimed the launch tube at the nearest desert, and sent you on your not so merry way. With little more than the clothes on your back, your favorite wand, and a trusted animal companion, your goal is to terraform the dry soil into something useable. Grow and harvest devilstrand for the fold, and corn for the local tribes. This will be no simple task, as the Arcane Fold has already attemtped to terraform the deserts of this world, to devestating effect. Mana storms rip through the area, the ground heaves, and the heavens themselves punish the earth with metorites. Good luck.
(Note: Choose a desert tile to start this scenario)
Your faction will be a New Arrivals.
Start with 1 colonist.
Your people will be between 17 and 23 years old.
Arrive in drop pods.
Player starting characters have a 100% chance to start with trait: Geomancer
Player starting characters have a 100% chance to start with trait: Too smart
Start with research: Tree sowing
Start with research: Pemmican
Start with research: Cultivation
Start with research: Smithing
Start with research: Devilstrand
Incident created:
-Mana storm
-Ambrosia sprout
-Meteorite impact
-Earthquake
-Mana surge
-Meteorite shower
-Heat wave
-Flashstorm
-Wanderer join (traitor)
Incident(s) disabled:
-Journey offer
Start with:
-Packaged survival meal x20
-Wand of Lightning
-Cloth Wizard Hat
-Cloth Mage Robe
-Mage Spell: Summon Minion
-Component x12
-Silver x100
-Random pet x1
Natural goodwill of faction arcane fold is set to 0.
Ship startup sequence is disabled.
Additional win conditions:
-Sell 2000x Devilstrand to faction Arcane fold
-Sell 1500x Corn