[X] Plan: Build it better.

On the social side: I would suggest implementing daycare for kids above let's say 2 years so that the mothers can get back to work during the day or make more kids. Agrarian societies with modern medicine had mothers making 5-6 kids per generation. The main reason teeps got persecuted was because they were a minority that was capable of violating the sanctity of your mind. I think this could justify pushing for big families for a while.

On the personal actions side: I think we should continue improving relations with the community but also allocate time daily on training our abilities through meditation and practice of known psi disciplines. Even if our rating can't be increased, we could create a lineage of progressively more competent leaders. We just have to push our boundaries daily and pass all that we know to our inheritor through the in story method of sharing skills.
 
--[X] Rebuild the structures we lost in an hardened way, with hardened tunnels during storm season. Set up some batteries and the storm satellites. (2 autofabbers) Increase production to keep up with pace of consumption.
You'd need an autofactory to make the solar satellites. 5 minerals to build, 2 Energy/turn to run.

Autofabber is like a rapid prototyper or "desktop factory". Good for processing simple materials or manufacturing small runs of complex stuff.

Autofactory is a full building unto itself. The power/weather-control satellite is a significantly more complicated and large scale object.
 
I was afraid of that. I'll modify the plan to drop that and I guess improve production so we can build an auto factory soon. And build up energy...
 
so we need a factory in order to create a satelite so that the weather does not kill us

technically we could build in such a way, but yes. I'm thinking factory next turn (build up resources this turn), but I also want to start pushing to move our essentials to a more secured bunker like partially-below ground stuff.

Esp. if we do something like build a fusion plant.

ETA: Modified. It adds in some research into partially-underground things, and I feel this turn is probably maxed on research. It changes the satellites into solar/wind generators for power, as well. It might only last us a few years, but it can stopgap until we can get something better in place.
 
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So doing a wind/solar farm will cost 2 Minerals and yield +1 Energy/turn (and increase Energy storage cap by 1). You /can/ build multiple in a turn with a single autofabber, but the minerals cost is high. They'd also be vulnerable to storms.

A syngas powerplant also costs 2 Minerals and can yield between 1 and 3 Energy per turn, but costs an equal amount of Food to the power produced. Building a Lumber Farm will, thanks to the Kobold pets perk, let you ignore 2 Food from the cost of an associated syngas plant. The Lumber Farm doesn't cost minerals but does require an autofab for the tooling and structures. The powerplants can be built storm proof but the lumber farms are literally just trees and a logging house for lumberjacks to work out of.

A Basic Warehouse would cost 2 Minerals and increases all three storage caps by 10.

Right now your greenhouses produce +2 Food per turn.

A basic fusion plant would yield +2 Energy and cost 2 Minerals, but require an autofactory to make.

Sending the colony ship on an asteroid run would yield 1d10 Minerals and be a Personal action.
 
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Bleh. Syngas sounds better but we have food concerns. Solar and Wind run right into the fact we'd replace them after each storm if we can't store them during. I'm very torn here. The costs don't make any really .. great.
 
Bleh. Syngas sounds better but we have food concerns. Solar and Wind run right into the fact we'd replace them after each storm if we can't store them during. I'm very torn here. The costs don't make any really .. great.
It's Tier 0 stuff. None of it is great, but it's all simple to make. There /are/ better options but your colonists aren't professional engineers or scientists.

so we need a factory in order to create a satelite so that the weather does not kill us

The storm dissipator schematic requires the factory, yes, and would produce +2 Energy/turn for 5 minerals, but mitigate the storm year penalty -- no -1 penalty. The chance for building loss would still exist but just be smaller.

The weather won't kill you either way; you'll always have warning thanks to the weather satellites.
 
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All this talk about the storm reminds me of a game i'm playing...

But back on track, that what we make is held together with spit and tape, and would break was a given since we are surviving, and what we can make is limited.

Wait till we have an autofactory, or just more advanced building tech, and the storm will just mop in the corner in frustrtion.


A question how long till earth reaches space? or the Earth-Minbari war (or the human genocide as i call it) starts? if we are suposed to know
 
about.. 76 year to E-M war.

So, after some considerations, we have the power as is, so let's focus on getting up minerals to build with. I've edited the plan.
 
The Minbar don't explore as much , although I admit I do want to pivot to that kind of thing if it's feasible within 10 turns. (We're still off network, after all.)

ETA: Acting in the spirit of the colony, though, I don't think we *want* outside contact until we can defend against Psi-Corps, after all.
 
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more than the Psi corps, Earth, remember that Earth has a chronic illnes regarding independence.
Especially Clark but the colony does not know about him.

Psi-corps is something we need to worry about, but it is not like they can showcase their power by crushing us, that would scare a lot of people, given that we grow enough, they have a private army, The black omeg squdron and maybe a warship or two.

So long as the cost of "subduing us" outweights the benefits of doing so, we should be safe.

So our main problem would be EarthGov
 
about.. 76 year to E-M war.

So, after some considerations, we have the power as is, so let's focus on getting up minerals to build with. I've edited the plan.

so that means 75 turns at most until a clony wipe event comes...

Let's hope we are prepared for tht

I know it's confusing but your ship left Earth in 2170, and landed in 2070. So Earth-Minbari war is 175 years away. Your ship was cast back in time by forces and methods not understood by your people. Just that a massive tachyon surge and gravity sheer in hyperspace threw you off-beacon and dumped you out, impossibly, into realspace above Kithhame.

OOCly this was meddling by a First One who was sick of the Vorlon's time loop.
 
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well that resolves lot of my questions.
Still we need to build defenses to prevent EarthGov from annexing us, or just being pushed by PsiCorps to subdue us.

Let's hope that the Human-Minbari war does not reach us
 
thanks for the chapter and for writing. wouldn't it be better/safer to build underground? would still need surface buildings though sorry if this sounds confusing
 
i always wanted a house built underground much easier to keep cool or heated year round safer from strong storms as long as the entrance if higher than water levels can get
 
I want to look into that. Because I would like to move stuff underground, a bit.

i always wanted a house built underground much easier to keep cool or heated year round safer from strong storms as long as the entrance if higher than water levels can get

So as it stands, anything you guys rebuild now will have a chance to be destroyed in the storm turn.

Anything you build, now that you know about the need for the basic storm hardening, will have a 50% chance to survive the storms.

By adding 1 Minerals or Food (to represent structural plastics processed from biomatter) to the build cost will make them "Storm Hardened" as a trait, giving a -1 penalty to performance but reducing the chance of destruction to 10%. Future research actions can mitigate that -1 penalty. "Storm Hardened" also applies to orbital bombardment should that ever become a thing, as you'll be building in reinforced concrete and reinforced stormproof glass as well as with underground bunkers.

A single Storm Nullifier satellite will reduce the 50% chance to 25%, and the 10% to 0. It will also eliminate the -1 performance penalty buildings have on the Storm Turn. (Storm Hardened buildings ignore the Storm Turn -1 penalty but don't get a +1 from the Storm Nullifier.)
 
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So as it stands, anything you guys rebuild now will have a chance to be destroyed in the storm turn.

Anything you build, now that you know about the need for the basic storm hardening, will have a 50% chance to survive the storms.

By adding 1 Minerals or Food (to represent structural plastics processed from biomatter) to the build cost will make them "Storm Hardened" as a trait, giving a -1 penalty to performance but reducing the chance of destruction to 10%. Future research actions can mitigate that -1 penalty. "Storm Hardened" also applies to orbital bombardment should that ever become a thing, as you'll be building in reinforced concrete and reinforced stormproof glass as well as with underground bunkers.

A single Storm Nullifier satellite will reduce the 50% chance to 25%, and the 10% to 0. It will also eliminate the -1 performance penalty buildings have on the Storm Turn. (Storm Hardened buildings ignore the Storm Turn -1 penalty but don't get a +1 from the Storm Nullifier.)
Oh, I thought that was automatically included in whatever we want to build now, please treat my vote for rebuilding homes and greenhouse as if I added Storm Hardened to it.
 
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