[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
 
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
 
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)

Actually a nice turn...
But this one roll was really not welcome.
 
Last edited:
E: Oh hey an update! @redzonejoe which of these costs can we afford without a schedule change or with only a little shuffling?

Current Influence
Culture 3
Economy 7
Science 2
Military 12

Output Updated
Culture +7
Economy +5
Science +3
Military +1

Beginning of turn 3.1, updated to reflect the entertainment complex we're building, this is our current influence.

Our goal is 25 culture, 20 economy, and 10 science.

Our secondary goal, if the above cannot be met, is simply 25 culture and 5 economy.

Resource: current +Turn 4 income+T5+T6

Culture: 3+7+7+7=24
Economy: 7+5+5+5=22
Science: 2+3+3+3=11

Trade 2 econ for 1 culture, primary goal met on turn 6, both hab and reactor#3 built.

This is where we are now, before this vote. Please note that we've received no known influence for any of these Dragon parts so far, but that they'll possibly be given to us at the end of turn 3.

Since the most expensive options are winning, I'll calculate what happens then.
-2 culture, -6 economy

Culture: 1+7+7+7=22
Economy: 1+5+5+5=16
Science = unchanged

Cannot meet either goal for turn 6, all buildings pushed back to turn 7.

Can possibly build hab on turn 6 at great cost to economy, not worth.

Unknown future expenses and income not calculated.

In short, @George, @Ekans Ekans Ekans, and anybody who still cares about me doing this: these expensive options pretty much cost us a full turn on our build schedule.

Even the cheaper -1 culture still holds us back.

It's impossible to predict what other expenses or income we might receive, but now you know.
 
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[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
 
[X] Have another go at it (-1 Culture, gives another check to undo damage done)
[X] No thank you (nothing else)
Not really sure on the VIP visit, so since there's a strong yes majority I'll vote no in the hopes of evening things out a little and that option becoming possible.
 
Current Influence
Culture 3
Economy 7
Science 2
Military 12

Output Updated
Culture +7
Economy +5
Science +3
Military +1

Beginning of turn 3.1, updated to reflect the entertainment complex we're building, this is our current influence.

Our goal is 25 culture, 20 economy, and 10 science.

Our secondary goal, if the above cannot be met, is simply 25 culture and 5 economy.

Resource: current +Turn 4 income+T5+T6

Culture: 3+7+7+7=24
Economy: 7+5+5+5=22
Science: 2+3+3+3=11

Trade 2 econ for 1 culture, primary goal met on turn 6, both hab and reactor#3 built.

This is where we are now, before this vote. Please note that we've received no known influence for any of these Dragon parts so far, but that they'll possibly be given to us at the end of turn 3.

Since the most expensive options are winning, I'll calculate what happens then.
-2 culture, -6 economy

Culture: 1+7+7+7=22
Economy: 1+5+5+5=16
Science = unchanged

Cannot meet either goal for turn 6, all buildings pushed back to turn 7.

Can possibly build hab on turn 6 at great cost to economy, not worth.

Unknown future expenses and income not calculated.

In short, @George, @Ekans Ekans Ekans, and anybody who still cares about me doing this: these expensive options pretty much cost us a full turn on our build schedule.

Even the cheaper -1 culture still holds us back.

It's impossible to predict what other expenses or income we might receive, but now you know.
I thought we couldn't build two buildings simultaneously? Won't it be easier to simply accept that we can't do the reactor until T7 regardless of our resources, and put our efforts into getting the hab on T6?
 
I thought we couldn't build two buildings simultaneously? Won't it be easier to simply accept that we can't do the reactor until T7 regardless of our resources, and put our efforts into getting the hab on T6?
Why do you think that? I haven't seen anything saying we can't build two buildings, but if thats an actual thing, let me know.
 
Current Influence
Culture 3
Economy 7
Science 2
Military 12

Output Updated
Culture +7
Economy +5
Science +3
Military +1

Beginning of turn 3.1, updated to reflect the entertainment complex we're building, this is our current influence.

Our goal is 25 culture, 20 economy, and 10 science.

Our secondary goal, if the above cannot be met, is simply 25 culture and 5 economy.

Resource: current +Turn 4 income+T5+T6

Culture: 3+7+7+7=24
Economy: 7+5+5+5=22
Science: 2+3+3+3=11

Trade 2 econ for 1 culture, primary goal met on turn 6, both hab and reactor#3 built.

This is where we are now, before this vote. Please note that we've received no known influence for any of these Dragon parts so far, but that they'll possibly be given to us at the end of turn 3.

Since the most expensive options are winning, I'll calculate what happens then.
-2 culture, -6 economy

Culture: 1+7+7+7=22
Economy: 1+5+5+5=16
Science = unchanged

Cannot meet either goal for turn 6, all buildings pushed back to turn 7.

Can possibly build hab on turn 6 at great cost to economy, not worth.

Unknown future expenses and income not calculated.

In short, @George, @Ekans Ekans Ekans, and anybody who still cares about me doing this: these expensive options pretty much cost us a full turn on our build schedule.

Even the cheaper -1 culture still holds us back.

It's impossible to predict what other expenses or income we might receive, but now you know.
I figure that we're going to take a hit no matter what to sort this out, so we might as well do it right. We always knew that there were going to be unforseen circumstances that would interrupt the schedule. Pushing the build order back a turn is not a crippling loss.
 
I figure that we're going to take a hit no matter what to sort this out, so we might as well do it right. We always knew that there were going to be unforseen circumstances that would interrupt the schedule. Pushing the build order back a turn is not a crippling loss.
I'm not offering personal judgement, just providing the numbers we have available, limited as they are.

This setback could be easily compensated by Dragon bone income, for all I know.

Or we could have similar expenses next turn that pushes it back to turn 8. And then turn 9...

Vote as you think best, but here's some info to help you make your decision.
 
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
 
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
 
Eh, you can build as many buildings as you want in a turn, so long as the requirements are met. If you need to build a Hab before you can build other things, that means that you have to build the Hab before you can build other stuff.
 
Eh, you can build as many buildings as you want in a turn, so long as the requirements are met. If you need to build a Hab before you can build other things, that means that you have to build the Hab before you can build other stuff.
Meaning it takes the full year to build and then the slots open up, right?
 
So the reactor will have to wait till after the Hab is built, but otherwise we can build multiple buildings.

Well that shifts the goals a little bit... But I'm still not seeing much wiggle room, hab turn 7, reactor turn 8 if we throw money at our problems this vote.

Hab turn 6, reactor turn 7 if we don't throw money at our problems. But then of course we have to deal with those problems still.
 
So the reactor will have to wait till after the Hab is built, but otherwise we can build multiple buildings.

Well that shifts the goals a little bit... But I'm still not seeing much wiggle room, hab turn 7, reactor turn 8 if we throw money at our problems this vote.

Hab turn 6, reactor turn 7 if we don't throw money at our problems. But then of course we have to deal with those problems still.
Alright. I'm sticking with Throw Money at the problems in that case. Hopefully we don't keep getting hit with catastrophic turns like this :p
 
Codex Entry: L-Space and Leviathan Gates
L-Space

Layered Space, most commonly known as L-Space, is a complex collection of "layers" of extra-dimensional space, hence the name. These layers are colocated with many different points in three-dimensional space and thus distance travelled in L-Space translates into massive distances travelled in real-space, allowing for FTL travel. The "deeper" the layer the faster one can travel, but there is a distinct cost in that L-Space is inimically hostile to material from real space, and the corrosive and compressive nature of it grows the deeper one goes. Even a few seconds of unprotected exposure to L-Space can result in catastrophic damage to life support functions. The Ngyuen Field offers protection from these effects, but the energy cost of protection beyond the first few layers rises exponentially. Worse yet, the deeper one goes, the easier it is to transition between layers unintentionally, resulting in accidental transition between a barely tolerable layer and a fatal one. The engineering challenges this causes long ago resulted in ultimate speeds plateauing out, as it was often more efficient to use more powerful drives to push ships along faster in a shallower L-Space region than to attempt to go deeper. Combined with the fact that there is a noticeable Lorentz factor multiplier within L-Space and this can result in considerable time dilation benefits for the crew, even if to outside observers their speed is not noticeably increasing.

Because of the Leviathan Gates (see below) most commercial craft have a top speed of approximately 10c, with most military craft topping out at 50-100c and high end scout ships intended to find new worlds having speeds of 200-300c, which for their crews are often supplemented by being able to achieve time dilation ratios of 30-60 times slower than non-relativistic observers.

One noted peculiarity of the Ngyuen Field is that during operation it produces strong interference fields that disrupt and damage the operation of electronic systems. Operation of the FTL system often has to be accomplished by organic operators working with analog controls, especially on more powerful engines, which is also considered one of the fundamental engineering challenges for L-Space drives. Improvements in engine design and shielding over the centuries have reduced this somewhat, but the frontiers remain almost exclusively within the purview of more baseline humans, transhuman and posthuman elements of human society often settling in within a single system after it reaches maturity, only rarely leaving their homes.

There are other phenomenon related to L-Space, but they are poorly understood.

Leviathan Gates

A technological masterpiece and the centrepiece of humanity's widespread expansion to the stars, the Leviathan Gates are colossal feats of engineering, with a minimum ring diameter of approximately 20 km. Originally designed using the unsurpassed computational powers of the Sol system, the Gates use esoteric physics, exotic matter, and gravity manipulation on a stellar scale to produce stable tunnels through the depths of L-Space. While theoretically a ship can transit through these tunnels without a Ngyuen Field, this is not recommended as at there can be minor leakage into the tunnels resulting in damage to unshielded objects. These tunnels can allow a ship to reach velocities of 100,000c, and while transit is not instantaneous, the velocity of the ship travelling through the tunnels has very little to do with ultimate transit time due to a number of peculiarities with the methods used to form the tunnels. Entering or exiting at relativistic velocities is possible but not recommended, especially if the gate is a particularly busy one.

Because of the design and peculiarities of the physics involved, while a gate can only generate a single outbound lane, it need not maintain it for the entire duration of the trip, and multiple inbound tunnels can be passively maintained until the completion of transition.

Demolition of a gate usually requires methods as exotic as construction. Destruction of an outbound gate has no effect on ships in transit, but destruction of the receiving gate causes all inbound tunnels to collapse. Any ships unfortunate enough to be caught in such conditions will suffer one of several fates. If they are lucky they will revert back to real space or shallow L-Space and be within range of a system with slower means. If they are unlucky they will be instantly destroyed by falling into the depths of L-Space. If they are particularly unlucky they will revert to an immediately survivable region but not have the supplies to make the journey and thus face a slow death by resource expenditure. Tales are told of such ghost ships being found drifting into systems, their crews slowly succumbing to a journey that they couldn't quite make, only the sarcophagus their ship became finishing the trip after they had all passed on.

Other Technology and Phenomenon

L-Space FTL drives tend to have a reversion envelop of approximately one light minute and a random orientation, so the transition is not recommended to be done within any region well occupied by objects, and for many ships they will be moving at a considerable fraction of the speed of light. Within most occupied systems, transitioning within 1AU of anything "important" is often frowned upon. There are however rumours of more precise secondary drives for military craft that can allow for more esoteric actions, like stealth drives that allow a ship to loiter half in real space and half in L-Space, or "skip drives" that have extremely short transition periods through L-Space, allowing for rapid relocation of ships within a system.

Other species encountered by humanity will have their own L-Space drives, and while many of them are more efficient than human drives, the only evidence of the development of anything resembling Leviathan Gates comes from xenoarchaeological finds of artifacts that may or may not have once served similar functions. What became of these species is as of yet unknown. The military and economic advantages of the Leviathan Gates have made humanity one of the dominant species in the galaxy, although there are many pockets where the short supply lines and superior technology makes successful military ventures impossible.
 
Very interesting.

So we have gates, which are absolutely necessary to tie intergalactic empire together, since without them the ships can only get in acceptable time between smaller star clusters.

We know why there were so many base level humans on Dandriss...

And that something had to have happened in L-space, to deactivate all incoming possibilities to our Gate, probably deactivating all gates.
A storm that collapses the tunnels?
 
Just looked it up - basically, in Star Trek terms, Terran ships travel between Warp 4 and 5 - enough to settle quite a bit of space, bat far less than what they got using the gates. A sector vs a big chunk of a galaxy.
 
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