Um, why? Those have a good chance of bringing us into conflict or a relationship with the corsairs. That would only be a draw on our ressources or potential trouble with the houses. Something we really can't use. It would be something else if the Corsairs decided to take up the mantle of the Hispania for real and actually become a House.
Because in my experience players love empire building, especially in regards to criminal networks/intrigue. I am continually surprised by how you people decide on the straight and narrow here. (That isn`t meant negatively, you infact manage to avoid quite a few complication (but also options) this way - it just surprises me).
TBH, with the wealth they have the Corsairs could get out of the scarcity situation they have if only they try. They could try for a true Hispania House by leveraging the artifact trade for wealth and buying tools and tech for setting up orbital farms and the like.
Technically they don't even need to do any of that. If they have the tools and know-how to casually build spacecraft and -stations, then they have the tools and know-how to build things like hydro/aeroponic farms easily.
Tradition can be a powerful factor and in this case it is pretty much directly opposed to such developments (especially since they currently are quite happy with their situation). That said they, like any other polity, are capable of change.
Because in my experience players love empire building, especially in regards to criminal networks/intrigue. I am continually surprised by how you people decide on the straight and narrow here. (That isn`t meant negatively, you infact manage to avoid quite a few complication (but also options) this way - it just surprises me).
Because there is very little benefit for not going with houses/legal corporations.
What we need to be self sufficient are in order:
1. Resources (raw materials that are present in system) and can be exploited by mining corporations better than pirates
2. Manpower to do things, again pirates don't really have much free manpower
3. Industry to use said resources and Houses remain better alternative here as well
4. Money to fund our operations, while criminal organizations can provide this there is serious risk involved and we can get funding legal way without as much problems as criminals bring. Besides with backing of authorities we can easily use corporations as middleman for trading in exchange for cut of profit and get better deals on things we need like mining and processing/production.
Because in my experience players love empire building, especially in regards to criminal networks/intrigue. I am continually surprised by how you people decide on the straight and narrow here. (That isn`t meant negatively, you infact manage to avoid quite a few complication (but also options) this way - it just surprises me).
Tradition can be a powerful factor and in this case it is pretty much directly opposed to such developments (especially since they currently are quite happy with their situation). That said they, like any other polity, are capable of change.
Yeah... I assume that'll change when whatever polity can just spin up the eezo drives on their capital ships and drop a fleet on Corsica.
It'll probably go the way of the barbary states. Start off as rich pirates and then some tech advancement happens and a House battlefleet is sieging their system.
IIRC the location of the Corsair homeworld is already known within the Bounty Hunters' Guild, so theoretically there's nothing stopping them from simply selling that information, and have a fleet drop in some time later.
IIRC the location of the Corsair homeworld is already known within the Bounty Hunters' Guild, so theoretically there's nothing stopping them from simply selling that information, and have a fleet drop in some time later.
I think the main problem is the normal FTL. The jumpholes are a bit difficult to navigate with bigger ships and can probably be artificially destabilised. And directly moving battleships takes too long. I don't think they've got years time to move a fleet. Max conventional FTL was 10c after all.
I was not aware that ships in FL could go FTL at all without the Lanes or gates. I guess that's what Cruise Speed is? Can anyone cite it, because that's completely new to me.
Considering that jump gates are limited by energy requirements I guess there's a good chance that Eezo FTL will actually obsolete Jumpgates. (Unless the jumpgates don't really literally lead to the next system.)
Considering we've got access to an alien jumpgate we might be able to reverse engineer them anyway. Ageira apparently blackboxes the fuck out of their tech, but considering they managed to reverse engineer Dharm Kvosh tech there's a good chance we've got a better chance with the alien jump gate.
I guess the most limiting factor with Eezo is that it's expensive. Jumpgates and Trade lanes kinda have an advantage in that regard.
Pretty sure that distance between the systems with jumpgates can vary greatly. Just like how jump holes can deposit you halfway across the Sirius Sector. (i.e. Omicron Theta to Omicron Alpha)
I think the main problem is the normal FTL. The jumpholes are a bit difficult to navigate with bigger ships and can probably be artificially destabilised. And directly moving battleships takes too long. I don't think they've got years time to move a fleet. Max conventional FTL was 10c after all.
I was not aware that ships in FL could go FTL at all without the Lanes or gates. I guess that's what Cruise Speed is? Can anyone cite it, because that's completely new to me.
This is in the Codex section on the front page. This doesn't sound like cruise drive
Faster than Light Travel in the Sirius sector has two distinct forms. The first, traditional, variant is based on the engines and technologies utilised by the Sleeper Ships and is highly energy intensive, which limits it to capital or specialist ships. It is also severely limited in speed, with most common variants never topping more than 10c, making it only suitable for exploration missions.
The second variant is based on JumpGates (and Jumpholes which utilise the same effect).
Regarding the discussion of possible Citadel-Sirius interactions and particularly the discussion of Eezo-FTL and Jump-FTL, I think I'll take this moment to toot my own horn and link three -particular - posts of mine that I wrote back when SharkGlue was writing his own ME/FL fic, as I had, not long before Sharky started writing, finished playing through the FL game myself. Rather serendipitous coincidence, there. Anyway, I'm not saying my posts are 100% accurate, and there might be something I missed, but I think they are pretty good analysis and prediction posts (Also, if anyone in this thread has not read SharkGlue's fic yet, I highly recommend it. It started out a little wonky, but then the first several chapters were rewritten, and the fic got really good). Anyway, I link those posts partly specifically because of the Eezo/Jump contrasts. In particular, I feel for ya Beyogi, but unless Eezo-FTL really does completely and 100% obsolete JumpGate tech (which, while it did not in SharkGlue's fic, we do not know for sure yet if it will or will not here, depends on how the GameMaster writes it), then Ageira is very unlikely to lose their monopoly, as they've played their cards pretty well. Sad, but then, a lot of things in FL are...
Oh, and also
[X] Plan Kelenas
Good, solid plan; further building up our self-sufficiency, and avoiding pissing anyone off or making problematic commitments yet.
Regarding the discussion of possible Citadel-Sirius interactions and particularly the discussion of Eezo-FTL and Jump-FTL, I think I'll take this moment to toot my own horn and link three -particular - posts of mine that I wrote back when SharkGlue was writing his own ME/FL fic, as I had, not long before Sharky started writing, finished playing through the FL game myself. Rather serendipitous coincidence, there. Anyway, I'm not saying my posts are 100% accurate, and there might be something I missed, but I think they are pretty good analysis and prediction posts (Also, if anyone in this thread has not read SharkGlue's fic yet, I highly recommend it. It started out a little wonky, but then the first several chapters were rewritten, and the fic got really good). Anyway, I link those posts partly specifically because of the Eezo/Jump contrasts. In particular, I feel for ya Beyogi, but unless Eezo-FTL really does completely and 100% obsolete JumpGate tech (which, while it did not in SharkGlue's fic, we do not know for sure yet if it will or will not here, depends on how the GameMaster writes it), then Ageira is very unlikely to lose their monopoly, as they've played their cards pretty well. Sad, but then, a lot of things in FL are...
Jump gates will stay, they are faster, don't require Eezo to work, don't use up your limited FTL time and are most likely more fuel efficient for short travel.
As for criminals, Corsairs could be made into respectable faction if sufficient force is backing attempt, Outcasts can be dealt with by putting a fleet in orbit of Malta.
I think the main problem is the normal FTL. The jumpholes are a bit difficult to navigate with bigger ships and can probably be artificially destabilised. And directly moving battleships takes too long. I don't think they've got years time to move a fleet. Max conventional FTL was 10c after all.
I was not aware that ships in FL could go FTL at all without the Lanes or gates. I guess that's what Cruise Speed is? Can anyone cite it, because that's completely new to me.
The FTL ability is more or less made up by me to rationalise the fact that none Jumpgate travel between systems seems possible in the Sirius systems (I think it is for example mentioned in relationship to the early California/Manhattan trade as well as the whole building JumpGates thing) which would without FTL take years (or mean that those system would be extremely close to each other). I may change the number a bit since it is truly slow but nothing to drastic since it is meant to be the big disadvantage compared to MassEffect.
In regards to Corsairs and why there hasn`t been any military expedition against them. As Beyogi said, JumpHole travel gets more difficult/risky the bigger the tonnage which means battleships or heavy cruisers generally try to avoid such an action if possible. Any serious military expedition would also have to establish a supply route through various, only sparsely explored system (which allows for guerilla tactics) before it could attack Kreta or Malta, something that would be quite costly and would likely allow other threats/competitors to capitalise on that temporary weaknesses (and any losses such an action would incur).
Then there is the political side of things. Most Corsair action is happening in the Border Regions or Independent Worlds and many House governments are not that unhappy about that since it not only gives them a reason to maintain their militaries but also gives them a powerful tool against the big companies/other houses operating there (and weakens the more independence minded factions). The lower Omicrons, where the Corsairs mostly operate, are also viewed by Rheinland as their area of influence which means they are unhappy to see any other House operate there openly - Rheinlands own military however is still rebuilding after the Nomad War and has many internal/external threats to deal with so it doesn't really have the ability for any fancy offensive. Hell, from Rheinlands perspective the Corsairs are currently useful in keeping the Red Hessians (a quite powerful Rheinland criminal group/rebel force) occupied and current policy seems to be to let those two groups exhaust each other (And of course all those big companies are also happy about using corsairs as agents against their competitors.).
If Sirius was even remotely united it would have a far lower criminal presence - however it isn´t which is why you have that many powerful criminal organisations.
The FTL ability is more or less made up by me to rationalise the fact that none Jumpgate travel between systems seems possible in the Sirius systems (I think it is for example mentioned in relationship to the early California/Manhattan trade as well as the whole building JumpGates thing) which would without FTL take years (or mean that those system would be extremely close to each other). I may change the number a bit since it is truly slow but nothing to drastic since it is meant to be the big disadvantage compared to MassEffect.
There are the old jump drives from Freelancer's prequel game, Starlancer. Those are how the sleeper ships made it to the Sirius sector in the first place.
The FTL ability is more or less made up by me to rationalise the fact that none Jumpgate travel between systems seems possible in the Sirius systems (I think it is for example mentioned in relationship to the early California/Manhattan trade as well as the whole building JumpGates thing) which would without FTL take years (or mean that those system would be extremely close to each other). I may change the number a bit since it is truly slow but nothing to drastic since it is meant to be the big disadvantage compared to MassEffect.
In regards to Corsairs and why there hasn`t been any military expedition against them. As Beyogi said, JumpHole travel gets more difficult/risky the bigger the tonnage which means battleships or heavy cruisers generally try to avoid such an action if possible. Any serious military expedition would also have to establish a supply route through various, only sparsely explored system (which allows for guerilla tactics) before it could attack Kreta or Malta, something that would be quite costly and would likely allow other threats/competitors to capitalise on that temporary weaknesses (and any losses such an action would incur).
Then there is the political side of things. Most Corsair action is happening in the Border Regions or Independent Worlds and many House governments are not that unhappy about that since it not only gives them a reason to maintain their militaries but also gives them a powerful tool against the big companies/other houses operating there (and weakens the more independence minded factions). The lower Omicrons, where the Corsairs mostly operate, are also viewed by Rheinland as their area of influence which means they are unhappy to see any other House operate there openly - Rheinlands own military however is still rebuilding after the Nomad War and has many internal/external threats to deal with so it doesn't really have the ability for any fancy offensive. Hell, from Rheinlands perspective the Corsairs are currently useful in keeping the Red Hessians (a quite powerful Rheinland criminal group/rebel force) occupied and current policy seems to be to let those two groups exhaust each other (And of course all those big companies are also happy about using corsairs as agents against their competitors.).
If Sirius was even remotely united it would have a far lower criminal presence - however it isn´t which is why you have that many powerful criminal organisations.
IIRC the design document backstory for Freelancer had Liberty reverse-engineer a slow FTL engine from alien artifacts and use that to contact the other Houses. Jumpgates are infinitely more effective than the engine due to a whole host of reasons, but it's still an FTL engine.
That's essentially non-canon as it didn't appear in the game itself, though.
Turn 3: Expansion
Date: 06/812 AS
You have 6 Action Points that you can spend anyway you wish at 1 point per action. You can also add 1 Focus Point (giving a + 20 Bonus) to a chosen action, representing DSX focusing on that action.
(Survey actions, especially in the Terminus sector will also have a chance of unveiling new Jumphole connections/unlocking new systems)
Sirius Sector:
You may be hundreds of light-years removed from the Sirius sector with the goal of exploring a completely new part of space but that doesn`t mean you can ignore what happens in the Sirius sector.
[] Kappa 4:
The discovery of Dom'Kavash ruins on Kappa 4 has certainly derailed your initial plans, even though you should have probably expected something like that considering that the only reason you are in the system is the massive Alien JumpGate. After making certain that the ruins seem as inactive as the rest of their kind you contacted Orillion, commander of the Order, and discussed how to proceed further. They quickly arrived at a compromise that was satisfactory for both sites, the Order would control the actual excavation and as well as any directly connected research (while also reporting their findings to Trent) while DSX would have complete freedom in regards to the use of any inert, non dangerous artefacts.
The question thus is how you plan to plan to handle the artefacts.
[] Option 1: Do nothing
Getting involved in the artefact trade is distraction you cannot currently afford. Luckily storing the artefacts in secured warehouses on Kappa 4 is a simple enough solution that is unlikely to upset anyone.
Cost: Minimal, Result: Stockpile of artefacts, no problems
A few weeks after your discussion with Orillion a small fleet of Order ships arrive in Omircron Kappa, carrying the scientific crew, a small security team, as well as their equipment. Led by your old friend, Professor Sinclair, they quickly establish a base on Kappa 4 and begin exploring and cataloguing the ruins there.
Their preliminary reports seem to corroborate your initial findings, the Dom'Kavash ruins are reasonably intact and seem to date to the later end of the their presence in the Sirius sector, strengthening the theory that this gate was built at the very end of their empire. So far no active artefacts have been found and Sinclair had her engineers blast several large caverns into the ice which now serve as warehouses.
---
The duties of a commander have kept you busy most of the spring and summer and so it is only towards to end of first half of the year that you find time for a more informal meeting with your old friend. After an semi-formal dinner with the rest of the directorate you invite Sinclair for a bottle or two of Sidewinder Fang, one of the few things you personally made sure your new base would be stocked with.
"There you go Professor", you say as you toss her a bottle.
"Thank you Trent, it seems like it's been forever since I had one of those -" Sinclair answers as she deftly opens the bottle and savors the Bretonnian ale, "- ah, that is so much better than the Liberty stuff they serve on Toledo."
"I will drink to that" you agree with her as join her, "Speaking of Toledo, how is the rebuilding coming along? Last time I was there they still hadn't managed to finish cleaning up the rubble from the Nomad attack."
"Oh, it is mostly completed. The infrastructure and factories are repaired and are producing and most of the staff has returned again though Orion seems to go for a more decentral approach this time, spreading the bases all over the planet. But I have to admit that I haven't spent that much there either, the Sphere has keeping me more than busy."
"Oh, any interesting finds so far?"
She laughs at that "Oh yeah, hundreds of them in fact, Dom'Kavash technology is clearly even more advanced than we initially suspected and the Sphere is full of it. In fact most of the stuff we have found so far is so advanced that we have no idea what the hell it does or if it even does anything at all, never mind reproducing it. It will takes us decades, if not centuries, to come even close to understanding that place. "
"Well, I can think of nobody better than you and Quintaine to actually succeed with that, after all it was you two who managed to decipher the Proteus Tome in the first place despite everybody saying it was impossible."
"You always were an optimist Trent…"
Result: Order research base established on Kappa 4, starting to stockpile artefacts
[] Asteroid Mining:
Besides diamonds you explorers also found other valuable ores located in the inner asteroid field which however require a more complicated infrastructure to excavate and process. Luckily your friends in the IMG and Daumann are more than capable of providing you with the necessary equipment to get a small mining operation started.
Cost: Medium, Result: Small mining operation established
Getting the necessary equipment proves just as costly as you feared but in the end your friends in the IMG and Daumann deliver. With their help you manage to establish a number of small smelters in the inner asteroid belt to refine the rough ore mined by the mining ships which the IMG provided for you. The majority of refined metals are then transported to Freeport 9, from where it gets shipped to your contacts in the IMG and Daumann or sold directly in the grey market of the Zoner movement.
Result: Small mining operation in Omicron Kappa
[] Ice Mining:
The outer asteroid fields may lack any large deposit of valuable ores but a secure source for water and oxygen would be very useful indeed, both for trading with other space stations as well as when it comes to maintaining and expanding your own base.
Cost: Medium, Chance of success: 70%, Result: Small mining operation established (small chance for a more "valuable" gas to be exploited)
Bonus: IMG +10
-> 68
Mining the asteroids requires even more specialist equipment and the necessity of transporting everything through multiple wormholes complicates the matter even further but luckily you employ several ex-IMG members experienced in precisely that kind of operation and with their guidance everything goes relatively smoothly. You now command several ice-miners, comparatively big ships who refine the raw ice asteroids into usable substances, primarily water and oxygen which is then used to supply your base or traded on Freeport 9.
Result: Small ice-mining operation established, independent supply of water air secured, better relationship with Freeport 9
Terminus Sector:
The new, unexplored frontier.
[] Explore Alpha01:
Your new home has also been only minimally explored, something that you should probably change now that you are here.
Chance of success: 70%, Result: Alpha01 surveyed
Bonus: IMG +20, Homebase +10
-> 120
As if to make up for their somewhat unsatisfactory job last time your explorers do a superb job this time and manage to map the complete system, assisted by one of your junior technicians coming up with a way to utilise your already present satellites to search for possible wormhole locations.
The inner asteroid field is even more resource rich than than one in Omicron Kappa with scans indicating large deposits of heavy and rare metals although it seems to lack massive diamond deposits of Kappa. Your people also report the presence of several pockets of highly radioactive materials which are used in the construction of several of your more powerful weapons and in the running of large scale energy plants.
The inner planets are also all rich in resources though their proximity to the local star makes mining them a precarious endeavour. However a closer examination of the toxic atmosphere of the outermost of them shows the presence of several gases utilised in terraforming processes which become useful if you ever plan to terraform the moon.
In regards to middle part of the system, soil analysis smaller planet have unveiled the presence of several alien microscopic organisms which might be of interest to some of the bigger Sirius corporations like Samura or Cryer. The super planet meanwhile seems rich in resources though its high gravity will likely make getting them a challenge, it also harbours another Dom'Kavash ruin though it is far smaller than the ones found on Kappa 4.
Closer examination of the moon doesn`unveil any ruins but confirms the possibility of terraforming within a relatively short timeframe.
You also discover two new jumpholes, one of them in outer asteroid field (roughly on the opposite site to your base) and one of them in the inner asteroid field.
The system on the other side of the alien Jump gate, unimaginable named Alpha01, is even less explored than the Omicron Kappa system but preliminary scans suggest it's rich in minerals.
Inner system:
3 planets (resource rich, 2 with toxic atmosphere (1 of which has gases useful for terraforming), asteroid field (resource rich, radioactive materials)
Middle system:
2 planets, one a supermassive planet orbited by a single moon. (resource rich, ruins, alien microorganisms). The moon has a nearly breathable atmosphere and might be a candidate for terraforming
Outer system:
2 Gas giants (possible H-fuel production) with assorted moons and asteroids rings (resource poor), alien Jump Gate located in the orbit of of the gas giants. Also big asteroid field (resource rich, common ores) present.
Result: Alpha01 explored, 2 Jump-holes discovered
[] Explore Alpha02:
The Alpha02 jumphole is located in the same outer asteroid field that also houses your base, though it is quite some distance away. It is so far the only connection you have to other system and links into the Alpha02 system where the Order team found the possible alien, possible human abandoned mining base.
Chance of success: 70% Result: Alpha02 surveyed
-> 87
With the exploration of the system progressing as planned you choose to get some first hand experience of the alien ruins initially discovered by the Order. The ruins are located on a medium sized asteroid and if you can believe your scans their resemblances to a human mining post is truly uncanny.
You land on a provisory landing pad near the ruins, which are currently covered by a big dome erected by your scientists to allow them to work without having to wear massive spacesuits, and are greeted by the leading scientist, a relatively young ex-Zoner named Aaron.
"Welcome to Pandora, commander. It's an honor to finally meet you"
You have suppress a smile at his less than perfect attempt of a salute, "At ease, there is no need to be formal. I just wanted to see the ruins for myself though I had hoped you could give a me quick update on the situation"
The scientist looks a bit disappointed, "I have prepared a tour for you but if you want I give a quick summary now"
"That would be ideal" you say as you make your way towards the alien mining station.
"Well, as the initial survey suspected this is clearly not a Dom'Kavash or Nomad ruin - " seeing your quizzical look he quickly explains, " for one, its architecture is clearly different from any known Dom'Kavash or Nomad building and it is also far newer than any of their ruins"
"Is that so?"
"Yeah, as far as we can determine this station here was built ten to eleven years ago, mostly with local resources. The architecture is similar to a human zero-g stations with similar dimensions and mounted rails on the sides. But before you ask, no I don't think that this station was built by humans either. The distances involved are in my eyes the best indicator here, we have measured everything here and it simply doesn't fit with any known human measurement system but clearly follows a certain logic."
"So we are dealing with humanoid aliens?"
"Well that is what the evidence suggests so far though it is of course far too early to make any definite statements."
…
Alpha02:
Inner system
2 Planet's (resources: medium)
Middle system:
Asteroid Belt (resources: common ores, Pandora station) (Unexplored Jumphole), Gas Giant
Outer System:
Various Asteroid Clusters (resources: Ice, common ores) (Alpha01 Jumphole, Unexplored Jumphole)
Result: Alpha02 explored, BAF ups her military support (meaning more ships for you)
[] Steelworks:
The ores found in Alpha01 so far might not be terrible valuable but if you create the necessary infrastructure they might still be utilised to assist you in future building projects. As it stands you could easily add a small metal processing plant to your asteroid base, allowing you to remain hidden, or utilise your contacts in Daumann to build a small space station for that purposes.
[] Option 1: Asteroid
Result: Small plant providing you with common metals etc., hidden
You also build a small industrial complex inside your asteroid base capable of turning the raw materials gathered in the system into something useable, like for example steel beams. It already cuts down on the amount of materials you need to import to maintain the base and your ships though it will take further development before you are truly independent.
Result: Small Industrial complex capable of producing basic materials.
Reputation: Relatively Unknown
Your organization has so far managed to stay secret though rumours about your presence in the Omicron region have begin to surface.
Ethos: Lawful
The large presence of highly trained military and industrial personnel means that your people tend to follow the rules and avoid ethically questionable actions.
Supply: Well supplied
The support of Daumann and Zoner's mean that your organisation is well supplied with basic resources and construction materials. Your ongoing expansion has greatly increased the amount of materials needed for the smooth running of your operations but at the same time you have managed to secure several new sources of materials which counters this development so far.
Manpower: 5.000
You are reasonably well staffed with many experienced people in non-combat roles, especially space exploration and mining. Your organisation has expanded significantly to deal with the increased need for manpower.
Military:
Level of equipment: Standard
Your military is well equipped and can maintain several ongoing operations
Military forces:
Your military currently consists of a several wings of BAF fighters (each made of 4 squads), a few squads from the IMG and as well as four squads of Order heavy fighters. Over the last six month you got heavily reinforced, giving you a significant taskforce not busy with patrol or security work.
"Ground" Forces:
A battalion of Royal Marines (BAF)
Installations:
Alpha Base: The main base of DSX is located in one of the bigger asteroids, circa ten kilometers in diameter, of the outer asteroid field in the Alpha01 system. The metal heavy composition of the asteroid paired with advanced stealth systems mean that the base is hard to detect for any known sensors.
The base is still undergoing construction but can already house up to five thousand people as well as their associated ships and equipment with the current goal to create enough room to comfortably house ten thousand people. recently a small industrial complex has been added to it, allowing it to produce a small amount of basic materials.
In regards for active defenses it features numerous military grade point defense turrets as well as a lesser number of anti fighter guns.
Mining operations:
Small mining operation (rare metals) in Omicron Kappa
Small mining operation (Ice) in Omicron Kappa
Well, the first question that comes to mind for me is regarding the state the alien base is in. For example, does it look like it was abandoned hastily, with items or machinery left behind, or was it thoroughly stripped of everything of value, such as machinery.
Might be worth to consider turning it into another base of ours, such as a mining and industrial outpost.
Well, the first question that comes to mind for me is regarding the state the alien base is in. For example, does it look like it was abandoned hastily, with items or machinery left behind, or was it thoroughly stripped of everything of value, such as machinery.
Might be worth to consider turning it into another base of ours, such as a mining and industrial outpost.
Ah, forgot to include that in the update. The mining post seems thoroughly stripped of everything that wasn't bolted on - your IMG guys however say that this would be typical for any small scale independent mining operation.
Ah, forgot to include that in the update. The mining post seems thoroughly stripped of everything that wasn't bolted on - your IMG guys however say that this would be typical for any small scale independent mining operation.
Okay, that helps. I'm kinda hoping we'll be able to turn it into an outpost of our own, after it's been studied. (Which I'm guessing would likely mostly be stuff like taking material samples from various places around the station in order to get an idea for how it was built, and studying the architecture and construction in order to get an idea for the proportions of the builders.)
Another question; what else do we need in order to become at least somewhat self-sufficient? Food-production facilities is one of the obvious answers, but anything else?
Another question; what else do we need in order to become at least somewhat self-sufficient? Food-production facilities is one of the obvious answers, but anything else?
To be truly self sufficient you would ned a lot of high-tech production facilities to produce all the things needed to actually run and maintain you bases and fleet. Something like for example replacement parts for a targetting system are quite complex and require complicated production facilities.
Hm... something to keep in mind, then. For the near-future we'll probably want to aim for more basic self-sufficiency, then. Stuff like producing our own food, maybe some basic medical supplies, simple hull parts, and so on.