B5 alt-history quest. Rag-tag splinter colony of telepaths sent from 2170 to 2070 and left to an off-network new homeworld and left to fend for themselves. You are their leader.
In 2155, the Centauri changed the fate of humanity as a whole forever by introducing humanity to the galaxy.
In 2161, the Metasensory Regulatory Agency was disbanded in lieu of the openly authoritarian and not-so-secretly supremacist Psi Corps.
In 2170 ... in another time, the Telepath Underground would become large enough to start undermining the Psi Corps' authority. This, too, happened in this time. Only a small collection, made up of second sons and daughters of the original Kith would clandestinely pay to be smuggled out of Earth space by a Centauri cargo freighter, with the intention of establishing themselves as a remote colony made up of telepaths and their families who simply wanted to be free.
Unbeknownst to those colonists, a certain ... interested party ... decided to nudge their path through a hyperspatial tachyon conduit, not only casting them a century back in time, but forever breaking their course of events from what had once been a truly stagnant path.
So -- you are James Alexander, the twenty-seven year old son by artificial surrogacy of the original leader of the Kith, and by dint of being the strongest telepath of the community-- at a rating of P8 -- the leader of a small rag-tag refugee band of human telepath refugees, cast before not only the founding of the Earth Alliance, but before the first telepaths were born on Earth. Your colony ship had sufficient databases along with basic tools and supplies to allow you to live independently, and so you have begun to settle down to build a future for yourself in these wholly uncharted waters.
Year: 2070
Economy:
- Expenses: Null
- Income: Null
Military Assets:
Null
Colonies:
- Kithhame
-- Population: 250, mostly young adults.
-- Planetary status: Marginally habitable. Indigenous wildlife obviously alien but at times oddly familiar.
-- Colonization status: One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
-- Economic status: 3 "lightly pre-owned" Centauri-make autofabbers.
Votes by plan, please:
Each turn is 1 year.
1 Action in each category, only write-ins for now while the dust settles and interest is shown.
Industry:
(Agricultural, economic, and residential leadership actions go here.)
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Military:
(Militia, naval, wartime, and such go here.)
[]
Exploration:
(Scouting, mapping, resource survey type actions go here.)
[]
Research:
(Pulling schematics for practical application out of the colony ship's AI, discovering new techniques, biotech, and so on.)
[]
Diplomacy:
(Internal or external diplomatic actions. Building community, negotiating trade deals, and so on.)
[]
Personal:
(Things you do yourself.)
[]
An example plan might look like this:
[] Plan: Example
- [] Industry:
-- [] Use one autofabber to build hydroponic grow-houses, and a second to build housing so we're not all so cramped.
- [] Military:
-- [] Use one autofabber to build infantry gear to hunt large wildlife and secure the area of the colony.
- [] Exploration:
-- [] Search for viable mineral resource deposits in the area of the colony.
- [] Research:
-- [] Review the tech database for best-practices in colony-building.
- [] Diplomacy:
-- [] Talk to the various other family heads and figure out what they think is most important.
- [] Personal
-- [] Work with a few of the better clairvoyant teeps to feel out the minds of the new world, to check if we're alone.
This is the timeline I'm using for knowing what overall is happening in canon.
The Technology database has basically everything to make a world functional as of 2170 (humanity was making its first jump engines and could use tachyonic comms and sensors, but didn't have PPG weaponry or many of the things canon EA possesses. Think somewhere like Mass Effect pre-contact humanity and you're in the right area.) -- but that's not the same as your people knowing how to actually do all those things. You'll have to figure it all out as you go.
Kithhame is off-network; you are disconnected from the galactic society as things stand.
You're on an unknown world with a small community of rag-tag colonists. They are all telepaths so ideas and understanding can be shared directly amongst one another -- but even your colony ship is basically a converted freighter of Centauri make. You have no real mining equipment, enough food and medical supplies to last you through the year and no real need to worry about power for the time being -- while the ship is fairly cramped for a crew the size of yours, the "emergency" fuel accumulators for the on-board fusion reactor are in good repair and will last for at least a decade. (Your people being telepaths were able to ensure you got the best deals possible -- and sometimes a little better than -- from the Centauri you "negotiated" the ship from.)
Good luck with this. I know we clashed a bit, but I appreciated the level of detail you put into your plans.
Also on the topic of the quest itself I am not very familiar with the Babylon timeline. So I would suggest working to build up the colony. What are the bottlenecks at the moment?
And yeah we clashed a little but I honestly -- in part -- began this quest so I could better see things from the hot-seat as it were. I realized after the last bit that I honestly had no real idea what it was like being a quest moderator so I had no right to criticize your choices. And that inspired me to make a quest so I could not be that guy. (The guy who complains about things he has utterly no clue what he's talking about.)
I still love the idea of your quest and I very much hope it remains successful.
Also on the topic of the quest itself I am not very familiar with the Babylon timeline. So I would suggest working to build up the colony. What are the bottlenecks at the moment?
You're on an unknown world with a small community of rag-tag colonists. They are all telepaths so ideas and understanding can be shared directly amongst one another -- but even your colony ship is basically a converted freighter of Centauri make. You have no real mining equipment, enough food and medical supplies to last you through the year and no real need to worry about power for the time being -- while the ship is fairly cramped for a crew the size of yours, the "emergency" fuel accumulators for the on-board fusion reactor are in good repair and will last for at least a decade. (Your people being telepaths were able to ensure you got the best deals possible -- and sometimes a little better than -- from the Centauri you "negotiated" the ship from.)
So you might for example spend the exploration surveying for edible plants and animals, or on mines to build up machinery; you might research (by digging out of the tech database) "Colony Building For Dummies" or something more specific. Or you could research "Tachyon Beacons" and hope there's a friendly-enough race that could find your prototype's broadcasts in time to help you out. You might have the autofabber build hydroponic equipment or housing prebuilds as your industry action. You might spend your military action having one of the autofabbers make hunting guns to hunt potentially dangerous wildlife (or food). You might spend the Diplomatic action getting to know your colonists and see if there's anyone with particularly useful skills amongst them or what they want and hope for.
Especially early on before things are really "settled" I plan on being generous with people's actions. Rather than giving hard-coded options I'm free-forming that part. This represents, in part, the inexperience of James -- he has no real idea what he's doing, neither do I, so as he "learns" (and so do I) the Quest will be more clear and there'll be more input along these lines.
Your people are small collection of runaway/renegades who fled a fascist thought police entity (the Psi Corps literally has "Psi Cops" who wear full-on Nazi-esque uniforms and are the strongest possible human telepaths [at P12]). The first off-world colony was Armstrong City, founded in 1999. Humans started colonizing Mars shortly after the Centauri introduced themselves and left a jumpgate -- basically like Mass Relays, but hyperspace and quantium-40 instead of eezo. Without a local jump-gate in the Kithhame system, you won't be able to do any FTL exploration beyond your system without the use of Explorer Ships, which can map hyperspace to create a beacon network. And so on.
Technology-wise Earth of 2170 in B5 wasn't much different than Mass Effect's Earth as of 2150 -- there were minor differences, such as the development of "bilpro" weapons (binary liquid propellant) and tachyonic sensors/comms, but in contrast FTL very much depended on the existing Beacon network. (And of course no eezo).
tl;dr -- feeling things out is a big part of where the Quest is right now. Both IC and OOC.
You get an action per category. Sorry if I didn't make that clear. You'll need to write-in what kind of action to take in each category.
An example plan might look like this:
[] Plan: Example
- [] Industry:
-- [] Use one autofabber to build hydroponic grow-houses, and a second to build housing so we're not all so cramped.
- [] Military:
-- [] Use one autofabber to build infantry gear to hunt large wildlife and secure the area of the colony.
- [] Exploration:
-- [] Search for viable mineral resource deposits in the area of the colony.
- [] Research:
-- [] Review the tech database for best-practices in colony-building.
- [] Diplomacy:
-- [] Talk to the various other family heads and figure out what they think is most important.
- [] Personal
-- [] Work with a few of the better clairvoyant teeps to feel out the minds of the new world, to check if we're alone.
I'm looking for plan-votes, so pop something for each category and give it a name. I edited my last post with an example of what that would look like. Basically each turn you get 6 actions to take, as long as each fits into the correct category.
Eventually there'll be things like budgets and reactions but those will grow as we settle in for the ride. Right now you've just listed a single industry action and nothing for the other five categories.
I won't be annoyed if you just "X" in the example plan I gave. But by all means add thoughts and discussion, rather than just staying silent. All input is welcome.
Well, I'd be remiss not to quest in my favorite setting..
[X] Plan: Begin with that first certain step
- [X] Industry:
-- [X] Use the autofabber for houses and a greenhouse to establish basic needs
- [X] Military:
-- [X] Use one autofabber to build infantry gear to hunt large wildlife and secure the area of the colony. Clear approaches to the colony to establish good sight-lines and use the third autofabber for a watchtower.
- [X] Exploration:
-- [X] Search for viable mineral resource deposits in the area of the colony. Map the nearby area, and make sure we have a good source of water.
- [X] Research:
-- [X] Review the tech database for best-practices in colony-building, focusing on needs and first defenses.
- [X] Diplomacy:
-- [X] Establish a council with the other family heads, and identify a list of priorities.
- [X] Personal
-- [X] Work with a few of the better clairvoyant teeps to check if we're alone, and any imminent dangers.
The sample plan seemed good, and this just focuses on "let's get a clear view around us." There's a lot of long term concerns, and I want to move towards habitability and defenses very soon. (Bandits are a problem here, esp. with the Centauri Republic..)
That said, I don't want to commit to any one course until we have more information.
Adhoc vote count started by Logos01 on Apr 19, 2024 at 10:29 PM, finished with 14 posts and 3 votes.
[X] Plan: Begin with that first certain step
- [X] Industry:
-- [X] Use the autofabber for houses and a greenhouse to establish basic needs
- [X] Military:
-- [X] Use one autofabber to build infantry gear to hunt large wildlife and secure the area of the colony. Clear approaches to the colony to establish good sight-lines and use the third autofabber for a watchtower.
- [X] Exploration:
-- [X] Search for viable mineral resource deposits in the area of the colony. Map the nearby area, and make sure we have a good source of water.
- [X] Research:
-- [X] Review the tech database for best-practices in colony-building, focusing on needs and first defenses.
- [X] Diplomacy:
-- [X] Establish a council with the other family heads, and identify a list of priorities.
- [X] Personal
-- [X] Work with a few of the better clairvoyant teeps to check if we're alone, and any imminent dangers.
Marginally habitable. Indigenous wildlife obviously alien but at times oddly familiar.
1 Basic Minerals deposit found (unexploited)
Colonization status:
One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
1 Basic housing complex.
Economic status:
3 "lightly pre-owned" Centauri-make autofabbers.
1 Basic Greenhouse Farm. Supplies food for ~250 human-years per year.
Diplomacy:
-- Establish a council with the other family heads, and identify a list of priorities.
It was difficult, at first, to decide on what needed doing the most. Everyone had their own ideas. Images flashed amongst the communal "waking dream" of the residents of their shared new home like wildfire, confused and quick with no immediate consensus becoming apparent. To spare yourself the headache, you decided to sit down with the various matriarchs -- the oldest or strongest female telepath of the given family -- of the familiy lineages amongst the community -- this having been the way things were done amongst telepaths for a century, long before either the Psi Corps or even the MRA that preceded them.
There were, in all, six major families so represented. Mira Alexander, Janet Gray, Wanda Runningdeer, Samantha "Mawmaw" Ironheart, Danielle Stoner, and Michio Namikawa. With the exception of "Mawmaw", it was hard to see them as 'matriarchs' -- they were all of them barely any older than you, if not outright younger; while Mawmaw was well into her eighties and more spite and leather than anything else. There were other family names amongst the colonists, of course, but the old habits and genealogies made it clear enough who was related-enough to who to count as part of which family.
Still; with their assistance it was fairly easy to filter through the various thoughts and ambitions of your fellow colonists and sort affairs in order. All in all, delegating to a group that included your wife -- Mira -- was a decision you weren't entirely sure was a genius idea or one that would come back to bite you when you were least prepared for it, but that's life.
Rather than a disorderly and hectic mess, the familiar organization and shared needs with clear direction resulted in a much smoother process of digging into the new world.
Result:
-- Potential morale and unrest problems eliminated for now. People are comfortable with what they know, and the extra voices in the choir singing of harmony helps the colonists work as one towards their shared goals.
Research:
-- Review the tech database for best-practices in colony-building, focusing on needs and first defenses.
More of an ongoing process than anything else, the Namikawas spend much of their time split between watching everyone else and getting their views on what they think is needed, and consulting the ship's AI for best-practices towards setting up in this new world. A number of the more common pitfalls were easily anticipated -- anyone sent out foraging was sent in teams with a Centauri-make bioscanner to ensure wild edibles and animals had no toxins or poisons; and this information was shared to the rest. While the database being of Earth origin did make for an ... interesting ... time working with the Centauri autofabbers, they quickly worked out the data protocols needed to get cross-compatibility for basic tooling and things like processed lumber and common pigments drawn from native flora. Methods of estimating the annual climate cycles by taking soil samples and estimating water-table variability were found and the shelters were adjusted accordingly.
A good thing, too -- you and your peers initially thought that, given the mossy alpine character of the forested area you found yourselves in that you'd have been in for cold winters. Turns out looks were deceiving: on this planet, there were no deciduous plants. You were in a near-tropical zone. Special care was taken to set up a nursing clinic in the colony shelter to run periodic checks for asymptomatic illnesses, and one of the labourers was discovered to have a kind of toe-fungus that could have been quite nasty had it not been caught so early.
Result:
-- The flora on this planet were somewhat deceiving. Your shelters are decently cooled rather than being saunas. Better food storage and warehousing solutions are recommended for the climate. Disease prevention is prioritized, avoiding a potential loss of able workers.
Exploration:
-- Search for viable mineral resource deposits in the area of the colony. Map the nearby area, and make sure we have a good source of water.
Exploration teams are established to make a much more in-depth survey of the local environment. It's a bit eerie, actually, how quiet everything seems to be in the area. Oh, there is wildlife -- much of the larger varieties being some variation of reptilian or avian, rather than mammalian -- but it seems none of the animals you encounter aside from bugs make any kind of noise. There's also a general inexplicable sense of malaise or unease in the air around your scouts.
While the scouts deciding to triple rather than doubling up does impair their progress somewhat, their progress is aided by the use of the colony ship's mapping and wireless telemetry, along with a bit of fabber time borrowed to make some light aerial LIDAR mapping drones.
It's a bit of a trek -- you'd need to establish a vehicle path and trucks to make it practical to work -- but there's a fairly easily accessed minerals deposit only about a hundred klicks east of the landing site; an extinct geothermal vent, with a wide array of useful and less-common mineable resources that should help immensely with getting the tech-base of the shelter kicked off.
Results:
-- The basic area around the shelter is mapped out to the satisfaction of the community for a wide area. While it will require specific effort to set up for proper exploitation, once the mine access and infrastructure is built the colony should not want for any but the truly most exotic of mineral wealth -- at least, not with the community the size it is now. Water is abundant enough, though with the ecology so deceiving filtration and purification is a must. A number of local edibles are registered -- the most interesting of which seems to be a kind of eusocial centipede of all things that produces honey just like bees back on Earth. Though the bioscanners do indicate there are traces of protein in the honey, and little in the way of pollen. It doesn't bear thinking about.
Industry:
-- Use the autofabber for houses and a greenhouse to establish basic needs
Your fellow colonists quickly find that however odd it is to have tropical evergreens, the autofabbers work with the lignocellulose of the branches and trunks just fine. And, well, beach sand is beach sand wherever you go. It takes a bit of ingenuity to get mortar -- the Namikawas resolved this issue via the ship's AI by recommending a basic trawler pull shellfish remains from a nearby river delta; it seems that the scouts' mapping efforts combined with the AI's colonization algorithms showed there would be sufficient lime there to allow a small cement refinery. Thanks to this, the area around the shelter is established with a basic landing and takeoff strip for the ship itself -- mostly to plan that area out should the need to leave arise, and also to ensure the colony's housing and farms don't get in the way of any future use of the ship.
The housing is quite basic. Mostly lumber, simple alum ceramics, particle board, glass, and concrete. Looking like something from almost three centuries ago in the eyes of your people. Still. The Lineages each get their own common compound with a ring of tenement-style apartments and a common area with gardens made from seeds of what your people have already begun to call "Old Earth". This 'rustic' feeling is however offset by the more modern bits and bobs that are found here and there. Lighting, heat pumps, and power -- drawn from the colony ship's fusion reactors -- provided by the use of superconducting cables the fabbers were able to spit out mostly from pine tar. Originally a Markab technology that the Centauri traded to Earth a decade ago.
Despite the scouts finding a fairly large number of wild edibles in the vicinity of the colony, you decided to override Wanda Runningdeer's suggestion to eat off of the land or use open-air farming as a method of "embracing" Kithhame more fully. The unsettling nature of the forested areas made you feel that it would be too great a morale-hit to the general community to have to scavenge or plant in the open. While you would not forbid the practice, you decided to make more use of the seeds that you had brought with you from Earth. In what was more of a concession to the desire not to have more of an ecological footprint than necessary than anything else, you decided to have some of the cleared area set aside for a more mechanized farming setup; use of greenhouses, hydroponics, and aeroponics that would be almost more suitable for asteroid or artificial habitats than planetary colonies, but no less effective for all the same.
The general optimism of having definitively established creature comforts and a place to call our own has resulted in a number of the ... less vigorously employed ... colonists finding alternative means of passing the time. Enthusiastically. While this was met with smirks and compersion for the most part, nobody at all was surprised by the births that happened over the course of the year.
Results:
-- Housing is generously supplied for the colonists. Food production easily meets the needs of the colony. (1 Basic Unit of housing, for now, is enough to easily house 250 people. 1 Food Unit is ~250 human-years' worth of food. These numbers will be subject to revision in future turns. 10 new children born over the course of the year will not result on food shortages.)
Military:
-- Use one autofabber to build infantry gear to hunt large wildlife and secure the area of the colony. Clear approaches to the colony to establish good sight-lines and use the third autofabber for a watchtower.
While it was necessary to scavenge from the ship's on-board resources to set up the bilpro rifles and personal protective gear and "watch" drones and tower, the decision to do so was widely regarded as quite sensible given the feeling of general uncertainty and low-key dread the forest gave. Nobody was quite willing to say it was out-and-out haunted. There was no sense of hostility. But still; better safe than sorry.
Mostly comprised of a couple dozen regular volunteers and whoever Mira decided was lazy enough that week to need a refresher course -- your wife had been a Sergeant in the MRA back in the day -- the reserve militia also doubled as hunters to gather a more varied diet for the colonists, and to put people's minds at ease with the 'haunted' nature of the forest. At first, the hunting itself did not go spectacularly well. For some reason, the local fauna was almost impossible to spot if you were a hunter. Scouts had little issue, as did laborers, but hunters? Nothing.
Wondering if perhaps their natures as telepaths was making their intention more clear than they'd intended somehow -- even after a century there was much humanity still didn't know about telepathy and psionics in general -- Mira decided to equip a few of the watch drones with bilpro single-shot rifles. Sure enough, the drones were able to find plenty of scaled-deer and semi-flightless owl-turkeys (not that this is what they actually were, but the local wildlife was just close enough to those things.) that made for good eating, that the colony's foodstocks were buffed up.
Needless to say, your wife and the militia devotees took this as incentive to start working ever-harder on concealing their psychic presence.
Results:
-- Watchtower and armed sentinal drones established. The general area is cleared of any possible predators you can find. There is something very strange with the forest.
Personal:
-- Work with a few of the better clairvoyant teeps to check if we're alone, and any imminent dangers.
After several months of putting up with the weirdness, you decide to put your skills to the test. There has to be something out there and it almost certainly is psychically aware. The 'haunted' nature of the forest just doesn't happen without there being something underneath it, and sometime after the hot season (you refuse to call it 'winter' when you can wear shorts) -- you and a few of the more skilled 'clairvoyants' amongst your colonists decide to form a choir and try to get to the bottom of things.
It's a common misconception that telepaths require line-of-sight to interact with the minds of another. While there is truth to this, it's also a matter of degrees. Physical contact makes reading and affecting easier than line of sight, and line-of-sight makes reading easier than a more wide-area reading.
But if all you are doing is trying to get a sense of presence, even if you're doing it through walls of lead or over the area of kilometers -- well, that's clairvoyance. Vague impressions of the presences in an area, utterly useless in an urban setting but invaluable when doing search and rescue for lost hikers in the wilderness, your people put this less practiced skill to use. And you certainly discover something.
There are minds out there. You are in fact not alone on Kithhame.
But ... they are ... small. Frail. Vulnerable. Oh-so-very limited. But also ... connected. Your circle of clairvoyants, escorted by Mira and her men, follow the sense of a fragile web to one of the "knots" or "clusters" even as it obviously tries to avoid your attention and move away as you approach, until you feel a sense of realization and acceptance settle into a small cluster.
The animals you discover are ... not what you expected. Individually, the creatures are barely even qualified to count as pre-sapient. Some kind of hive-mind of reptilian monkeys -- one of your colonists laughingly says they're like kobolds from the games he played as a kid, and the name stuck.
The woods, it turns out, are home to several 'hive-tribes' of the creatures. And herein lie a dilemma: even as a hive, the creatures are astonishingly simple. But once they begin to get to know you and your people, the fear and 'haunted' nature of the forest dies down remarkably.
It seems that simply by being in their presence, their web wants to entangle your people into itself. It's almost laughably easy for your people to completely dominate a small knot of four or five kobolds' minds. Even the weakest teep amongst you -- a low P3 -- can handle two as though they were extensions of herself without a strain. You? You could handle an entire tribe-unit.
You could use the work-force, certainly. But should you? These creatures are incapable -- even collectively -- of working out things like making simple wooden spears or knapping flint. But despite their diminutive stature, they have the necessary manual dexterity and an almost eagerness to submit themselves to even the weakest of your people.
But should you? Even if they want you to -- do you have the right?
Results:
-- Pre-sapient race "forest kobolds" discovered. Individually barely smarter than clever dogs, their small "tribal-unit" hives barely qualify as 'pre-sapient'. Their hives seem to want to submit themselves to you -- is this the most rapid domestication in history? Their anatomical capacity to full human-like manual dexterity would make the colony wildly more successful. Or they could be left alone and perhaps encouraged to develop on their devices, albeit at the pace of natural evolution no one making this decision would live to see its consequences whatever they may be.
There are advocates for both strategies amongst your people. Do you take a more balanced approach, or wholesale buy into one or the other?
---------------------------------------------
Votes by plan, please:
Each turn is 1 year.
1 Action in each category, only write-ins for now while the dust settles and interest is shown.
Kobold Decision:
(Adopt/domesticate the mossy scaleybois? Work to avoid entanglement? Some balance between the two?)
[]
Industry:
(Agricultural, economic, and residential leadership actions go here.)
[]
Military:
(Militia, naval, wartime, and such go here.)
[]
Exploration:
(Scouting, mapping, resource survey type actions go here.)
[]
Research:
(Pulling schematics for practical application out of the colony ship's AI, discovering new techniques, biotech, and so on.)
[]
Diplomacy:
(Internal or external diplomatic actions. Building community, negotiating trade deals, and so on.)
[]
Personal:
(Things you do yourself.)
[]
I would honestly go for the encouraging their development idea.
For industry build the mine any things needed to run it
For research maybe things needed for environmentally friendly mining.
For military maybe something to do training to hide their presence/stealth?.
For exploration would putting a basic survey/gps satellite up work? I.e topographical/visual map of the region.
.... I might have been a tad unclear about something -- the forest kobolds will probably never "develop" any further as far as the Runningdeers or Namikazes can tell. They're probably at the peak of what they'll become as a species. They're not on the cusp of becoming their own civilization. They're more like well-organized raccoons than apes. They closest they come to being pre-sapient is in the same way that ant colonies can solve drastically more complex problems than individual ants can.
This is not an incipient stone age civilization. It's well-coordinated pack animals with opposable thumbs and friendly if cautious dispositions.
Don't take from that statement that I'm implying a "correct" decision -- the decision you guys make here will evolve James et.al. as personalities, and influence the narrative of the quest, but that's true regardless of which direction you guys go.
About the fuel Issue, maybe we can make a biofuel powerplant? or something similar
The faster we do the Biofuel plant, the more fuel we can preserve for the orbital lift
We don't have enough people to do anything to anyone entering the system, for now our best bet regarding any space threat is stealth. so keeping radio emissions to a minimum, which being telepath is something a lot easier (let's hope the Shadows are not nearby)
Minerals there is a vein nearby that we can exploit, Water filtration is something we can make this turn if it is not counted with the food issue
This goes back to the Biofuel plant that i said, even solar power plant would work, or wind turbines.
I recomend going for solar and wind with a biofuel plant for emergencies, i don't know how local fauna may react to pollution, and if anyone has played factorio we know what may happen
About the fuel Issue, maybe we can make a biofuel powerplant? or something similar
The faster we do the Biofuel plant, the more fuel we can preserve for the orbital lift
We don't have enough people to do anything to anyone entering the system, for now our best bet regarding any space threat is stealth. so keeping radio emissions to a minimum, which being telepath is something a lot easier (let's hope the Shadows are not nearby)
The fuel accumulator extracts hydrogen from it's environment and utilizes an energy-neutral method of converting most of it to deuterium, so it can run the fusion reactor.
The accumulator you have has an operational lifespan of ten years before it can expect to break down, and your reactor won't be able to run anymore. It's normally meant to be used in space to collect solar wind, and it mostly operates at just above "break even" levels.
You can't just run a fusion reactor on biofuels. But with the right research and industrial basis you build a better reactor fuel solution, or a different power solution. You /are/ currently limited by the autofabber count you have for what you can do, and they require feedstocks as well -- but for anything that can be done with stone, glass, plastics, or wood you've got plenty around you for now just from clearing out the areas you've worked on.
So you /can/ do biofuels, but it would look like setting up a biomass syngas converter and gas turbine power plant complex, not just feeding biodiesel to the ship's reactor.
I would count a syngas power complex as something the Namikazes found schematics/instructions for in the research action you guys already performed. That'd be enough to get you to Energy +1 Food -1 (converts 1 Food Unit to Energy each turn) and would require 1 Minerals. You could negate the Food cost by building a logging camp but that would require workers and you only have so many.
A next step up in power production would be to tech-tier up to shuttle-scale fusion reactor and locally built aqueous accumulator. A single such reactor would require 3 Minerals and would get you Energy +2 (that is, adds 2/turn, "for free".). You'd need to upgrade your manufacturing setup for that though (you have basic autofabricators. You'd need an autofactory.)
Doing things like upgrading the farms to be wholly automated or the mines would increase their yields at the cost of energy yields. So would moving facilities off of the colony lander. If you guys choose to domesticate the kobolds for example you would get a new pop type that can do menial labor like working the mines or doing logging or hunting, though you'd have to account for their food and housing and quality-of-life type stuff. Without the kobolds you'll need to use automated systems that are very energy intense and take time to make.
As things stand you guys are technically at -2 Energy/turn (1 for the greenhouses and 1 for the hab complex) but the colony reactor lets you ignore this.
I did not mean to run a fusion reactor with biofuel, just the colony, we are only 260 people, we are slowly breaking aprt the ship for materials, how big of a biofuel/solar/wind plant we need to supply energy to less thn 500 people?
The ships reactor is going down, even if we learned how to make and maintain a new one, we would problably build one we know the inner workings than keep using the Centauri, which problably has been altered to not give humans centaury tech, (I'm assuming that all the tech in the computers is human).
So that is why I recomend creating a powerplant or 2 for the colony and another for expansion progress.
Another thing that i though while writting this is that the Reactor has a "life expectancy" of 10 years, but any number of things could lower that, Earthquake, malfunctions, etc.
So having an alternative to the reactor is a good ide in my opinion, maybe we can then use the Autofabs for additional Autofabs and build more?
I think in general we should try for environmentally friendly policies and technologies, I'm a bit concerned about what all those hiveminds are going to think of us if we just go around doing whatever we want.
Autofabs can build autofabs. Needs Minerals input to do so.
Thus far you guys haven't had to cannibalize the ship at all -- not in any way that affects the function of the ship that is. You came with supplies and materials to get basic stuff done, it's just you didn't expect to be somewhere you couldn't trade processed asteroid ore for replacement goods.
I think in general we should try for environmentally friendly policies and technologies, I'm a bit concerned about what all those hiveminds are going to think of us if we just go around doing whatever we want.
Just to be clear -- they wouldn't be able to even understand the concept. The hives aren't smart enough to use tools without a human's guidance. They have bodies that allow it, but even the collective intelligences aren't smart enough to figure that sort of thing out.
It's the /hiveminds/ that are pre-sapient. The individual kobolds are basically as smart as dogs or raccoons.