3001-3002 Industry Turn
Evenstar
Triple Jump Unlocked
- Location
- Canada
- Pronouns
- She/Her
Klaxes Directorate
Year 3001-3002 Industry Turn
Clawpair Orbital:
Tier I Colony (Town)
Clawpair Construction Projects:
1 Action Available
Tier I Projects:
[ ][Clawpair] Build a Manufacturing Plant
The factories built in the last year are a good start, but true orbital shipyards are going to require more components than that. Continue the expansion program.
Cost: 50 Raw Materials, 10 Modules, 1 Action
Adds Manufacturing: 20 Raw Materials -> 10 Modules
[ ][Clawpair] Expand Reclamation Programs
Our current recycling programs for orbital boosters have only a 50% reclamation rate. We can do better.
Cost: 1 Action
Adds Renewable Resource Extraction: 5/Year
[ ][Clawpair] Build a Junkyard
Now that the recovered scrap is being made into modules, the storage problem is less pressing. Still, more space is always nice to have.
Cost: 25 Raw Materials, 1 Action
Adds 100 Raw Material Storage.
[ ][Clawpair] A City in the Sky
Clawpair Orbital has been growing over the last few decades, but it's still a large town at best. If it's to become the Klaxes' gateway to the stars, radical expansions are in order.
Cost: 1000 Raw Materials, max contribution 200/year. 1 Action to contribute this year.
Raises Clawpair Orbital's Renewable Resource Production Cap, grants an additional Construction action each year, and unlocks Tier II Industry projects.
Klaxis Prime:
Tier V Colony (Jewel of Space)
5 Actions Available
Tier I Projects:
[ ][Klaxis] Build a Manufacturing Plant
We're a society of scientists. High tech parts are always going to be in high demand.
Cost: 50 Raw Materials, 10 Modules, 1 Action
Adds Manufacturing: 20 Raw Materials -> 10 Modules
[ ][Klaxis] Plant a Kelp Farm
Many of our plastics can be produced sustainably through the cultivation of certain species of kelp. Order additional planting for the coming year.
Cost: 1 Action
Adds Renewable Resource Extraction: 5/Year
[ ][Klaxis] Dig a Mine
You cannot run a rocket program without steel, and our rate of iron ore extraction is currently far less than it could be. You can correct this issue.
Cost: 50 Raw Materials, 1 Action
Adds Nonrenewable Resource Extraction: 50/Year
[ ][Klaxis] Build a Silo
We have plenty of storage right now, but if we plan to expand our operations additional ore silo or two wouldn't go amiss.
Cost: 25 Raw Materials, 1 Action
Adds 100 Raw Material Storage.
Tier II Projects:
[ ][Klaxis] Build a Large Manufacturing Plant
You're going to make this planet have the most computers in the entire galaxy.
Cost: 100 Raw Materials, 15 Modules, 2 Actions
Adds Manufacturing: 40 Raw Materials -> 20 Modules
[ ][Klaxis] Build a Recycling Center
Depite the additional recycling center built last year, reclamation rates are still mediocre. Build a second one!
Cost: 25 Modules, 2 Actions
Adds Renewable Resource Extraction: 10/Year
[ ][Klaxis] Dig a Strip Mine
We need more. More iron hull plates, more copper wires, more lead shielding. Our current ore production won't suffice. Order the construction of a large strip mine.
Cost: 75 Raw Materials, 2 Actions
Adds Nonrenewable Resource Extraction: 100/Year
[ ][Klaxis] Build a Fuel Refinery
Our future fleets are going to need a lot more reaction mass. Let's build more refineries sooner, rather than later.
Cost: 100 Raw Materials, 10 Modules, 2 Actions
Adds Manufacturing: 40 Raw Materials -> 10 Reaction Mass
[ ][Klaxis] Build a Warehouse Complex
One or two silos won't be enough to hold all the rocks you plan to dig up. Commission a whole new mineral warehousing center.
Cost: 50 Raw Materials, 2 Actions
Adds 250 Raw Material Storage.
[ ][Klaxis] Build a Secure Warehouse
It's well enough to shove rocks into a warehouse and leave them be, but delicate components need better handling. Build a secured warehouse to store high technology under close watch.
Cost: 50 Raw Materials, 2 Actions
Adds 50 Module Storage.
[ ][Klaxis] Build a Fuel Silo
The volatile Reaction Mass used to power the Warp Drive needs careful handling and storage. Build a facility that knows how not to twist its tail.
Cost: 50 Raw Materials, 10 Modules, 2 Actions
Adds 50 Reaction Mass Storage.
Tier III Projects:
[ ][Klaxis] Build a Manufacturing Sector
High technology is the rule of the day, and that means a strong manufacturing base. Build a truly gargantuan factory to churn out components at a breathtaking rate.
Cost: 200 Raw Materials, 50 Modules, 3 Actions
Adds Manufacturing: 80 Raw Materials -> 40 Modules
[ ][Klaxis] Commit to Sustainability
Going green will pay off for us in the long run. Expand the kelp farms! Subsidize solar power! Organize more recycling programs!
Cost: 200 Raw Materials, 50 Modules, 3 Actions
Adds Renewable Resource Extraction: 25/Year
[ ][Klaxis] Subsidize Fossil Fuels
Petroleum is the backbone of Klaxis Prime's economy. If you want a resource boom, dedicate a sizeable subsidy to oilfield development.
Cost: 200 Raw Materials, 25 Modules, 3 Actions
Adds Nonrenewable Resource Extraction: 250/Year
[ ][Klaxis] Construct an Orbital Launchpad
We're never going to be able to manufacture everything in orbit that we need to have up there. Gravity is just too convenient. Therefore: more rockets.
Cost: 200 Raw Materials, 25 Modules, 3 Actions
Increases Yearly Offworld Export Cap by 10 Size
Tier IV Projects:
[ ][Klaxis] Construct a Heroic Monument [WORLD UNIQUE]
By their works, you shall know them. Construct a monument to one of the leaders of your people, cementing them forever in history as a hero of the species.
Cost: 50 Raw Materials, 4 Actions
Promotes a chosen Specialist to a Hero Unit.
Tier V Projects:
[ ][Klaxis] Construct the Jumpdrive Monument [EMPIRE UNIQUE]
The journey to the stars is at last underway. Ensure that the great heroes of this age - the first Klaxes to orbit an alien star - are properly remembered.
Cost: 100 Raw Materials, 5 Actions
Promotes all members of the original crew of the Carcina to Hero Units.
[ ][Klaxis] Construct the Directorate Labsphere [EMPIRE UNIQUE]
The heart of the Directorate is the Science Board: an assembly of the most qualified scientists in a hundred fields, gathered from the most prestigious labs into a single carefully-designed decision structure. It is the government that has guided us to a unified world, that has led us into orbit, and now will journey to the stars.
Yet, there is no single laboratory complex where these great minds may collaborate. Their fields are too disjoint, their subjects of study too scattered. The world conspires against their assembly: the most convenient path would be to let them each lead their own lab.
To hell with convenience. We will bring the science to them. We will build a city of labs, a great glass sphere deep beneath the oceans, and there the Directors will create the future of our species.
Cost: 1000 Raw Materials, 500 Modules. Max contribution 200 Raw Materials and 100 Modules/Year. 5 actions/contribution.
Generates 1 additional General Research action per turn, and increases the chance of Rare techs being drawn.
Year 3001-3002 Industry Turn
Clawpair Orbital:
Tier I Colony (Town)
Clawpair Construction Projects:
1 Action Available
Tier I Projects:
[ ][Clawpair] Build a Manufacturing Plant
The factories built in the last year are a good start, but true orbital shipyards are going to require more components than that. Continue the expansion program.
Cost: 50 Raw Materials, 10 Modules, 1 Action
Adds Manufacturing: 20 Raw Materials -> 10 Modules
[ ][Clawpair] Expand Reclamation Programs
Our current recycling programs for orbital boosters have only a 50% reclamation rate. We can do better.
Cost: 1 Action
Adds Renewable Resource Extraction: 5/Year
[ ][Clawpair] Build a Junkyard
Now that the recovered scrap is being made into modules, the storage problem is less pressing. Still, more space is always nice to have.
Cost: 25 Raw Materials, 1 Action
Adds 100 Raw Material Storage.
[ ][Clawpair] A City in the Sky
Clawpair Orbital has been growing over the last few decades, but it's still a large town at best. If it's to become the Klaxes' gateway to the stars, radical expansions are in order.
Cost: 1000 Raw Materials, max contribution 200/year. 1 Action to contribute this year.
Raises Clawpair Orbital's Renewable Resource Production Cap, grants an additional Construction action each year, and unlocks Tier II Industry projects.
Klaxis Prime:
Tier V Colony (Jewel of Space)
5 Actions Available
Tier I Projects:
[ ][Klaxis] Build a Manufacturing Plant
We're a society of scientists. High tech parts are always going to be in high demand.
Cost: 50 Raw Materials, 10 Modules, 1 Action
Adds Manufacturing: 20 Raw Materials -> 10 Modules
[ ][Klaxis] Plant a Kelp Farm
Many of our plastics can be produced sustainably through the cultivation of certain species of kelp. Order additional planting for the coming year.
Cost: 1 Action
Adds Renewable Resource Extraction: 5/Year
[ ][Klaxis] Dig a Mine
You cannot run a rocket program without steel, and our rate of iron ore extraction is currently far less than it could be. You can correct this issue.
Cost: 50 Raw Materials, 1 Action
Adds Nonrenewable Resource Extraction: 50/Year
[ ][Klaxis] Build a Silo
We have plenty of storage right now, but if we plan to expand our operations additional ore silo or two wouldn't go amiss.
Cost: 25 Raw Materials, 1 Action
Adds 100 Raw Material Storage.
Tier II Projects:
[ ][Klaxis] Build a Large Manufacturing Plant
You're going to make this planet have the most computers in the entire galaxy.
Cost: 100 Raw Materials, 15 Modules, 2 Actions
Adds Manufacturing: 40 Raw Materials -> 20 Modules
[ ][Klaxis] Build a Recycling Center
Depite the additional recycling center built last year, reclamation rates are still mediocre. Build a second one!
Cost: 25 Modules, 2 Actions
Adds Renewable Resource Extraction: 10/Year
[ ][Klaxis] Dig a Strip Mine
We need more. More iron hull plates, more copper wires, more lead shielding. Our current ore production won't suffice. Order the construction of a large strip mine.
Cost: 75 Raw Materials, 2 Actions
Adds Nonrenewable Resource Extraction: 100/Year
[ ][Klaxis] Build a Fuel Refinery
Our future fleets are going to need a lot more reaction mass. Let's build more refineries sooner, rather than later.
Cost: 100 Raw Materials, 10 Modules, 2 Actions
Adds Manufacturing: 40 Raw Materials -> 10 Reaction Mass
[ ][Klaxis] Build a Warehouse Complex
One or two silos won't be enough to hold all the rocks you plan to dig up. Commission a whole new mineral warehousing center.
Cost: 50 Raw Materials, 2 Actions
Adds 250 Raw Material Storage.
[ ][Klaxis] Build a Secure Warehouse
It's well enough to shove rocks into a warehouse and leave them be, but delicate components need better handling. Build a secured warehouse to store high technology under close watch.
Cost: 50 Raw Materials, 2 Actions
Adds 50 Module Storage.
[ ][Klaxis] Build a Fuel Silo
The volatile Reaction Mass used to power the Warp Drive needs careful handling and storage. Build a facility that knows how not to twist its tail.
Cost: 50 Raw Materials, 10 Modules, 2 Actions
Adds 50 Reaction Mass Storage.
Tier III Projects:
[ ][Klaxis] Build a Manufacturing Sector
High technology is the rule of the day, and that means a strong manufacturing base. Build a truly gargantuan factory to churn out components at a breathtaking rate.
Cost: 200 Raw Materials, 50 Modules, 3 Actions
Adds Manufacturing: 80 Raw Materials -> 40 Modules
[ ][Klaxis] Commit to Sustainability
Going green will pay off for us in the long run. Expand the kelp farms! Subsidize solar power! Organize more recycling programs!
Cost: 200 Raw Materials, 50 Modules, 3 Actions
Adds Renewable Resource Extraction: 25/Year
[ ][Klaxis] Subsidize Fossil Fuels
Petroleum is the backbone of Klaxis Prime's economy. If you want a resource boom, dedicate a sizeable subsidy to oilfield development.
Cost: 200 Raw Materials, 25 Modules, 3 Actions
Adds Nonrenewable Resource Extraction: 250/Year
[ ][Klaxis] Construct an Orbital Launchpad
We're never going to be able to manufacture everything in orbit that we need to have up there. Gravity is just too convenient. Therefore: more rockets.
Cost: 200 Raw Materials, 25 Modules, 3 Actions
Increases Yearly Offworld Export Cap by 10 Size
Tier IV Projects:
[ ][Klaxis] Construct a Heroic Monument [WORLD UNIQUE]
By their works, you shall know them. Construct a monument to one of the leaders of your people, cementing them forever in history as a hero of the species.
Cost: 50 Raw Materials, 4 Actions
Promotes a chosen Specialist to a Hero Unit.
Tier V Projects:
[ ][Klaxis] Construct the Jumpdrive Monument [EMPIRE UNIQUE]
The journey to the stars is at last underway. Ensure that the great heroes of this age - the first Klaxes to orbit an alien star - are properly remembered.
Cost: 100 Raw Materials, 5 Actions
Promotes all members of the original crew of the Carcina to Hero Units.
[ ][Klaxis] Construct the Directorate Labsphere [EMPIRE UNIQUE]
The heart of the Directorate is the Science Board: an assembly of the most qualified scientists in a hundred fields, gathered from the most prestigious labs into a single carefully-designed decision structure. It is the government that has guided us to a unified world, that has led us into orbit, and now will journey to the stars.
Yet, there is no single laboratory complex where these great minds may collaborate. Their fields are too disjoint, their subjects of study too scattered. The world conspires against their assembly: the most convenient path would be to let them each lead their own lab.
To hell with convenience. We will bring the science to them. We will build a city of labs, a great glass sphere deep beneath the oceans, and there the Directors will create the future of our species.
Cost: 1000 Raw Materials, 500 Modules. Max contribution 200 Raw Materials and 100 Modules/Year. 5 actions/contribution.
Generates 1 additional General Research action per turn, and increases the chance of Rare techs being drawn.