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.
Well there's the absolute bare minimum of hardening which is the 50% rather than auto destroyed like what originally happened. This has neither cost nor penalty. If you manage to build a storm nullifier before the next Storm Turn there'd only be a 25% chance for such buildings to be lost.
The actual "Storm Hardened" trait has a cost and a penalty tied to it. Like a Storm Hardened Basic Housing has a -1 pop capacity, setting it back down to 1 from 2. And the Greenhouses would also drop to 2 Food per turn from 3 (1 + water purifier mod + kobold pets mod).
So you can basically chose to need to rebuild every five turns or lose the performance. You could of course also do some extra research to remove the performance penalty.
I'd be very surprised if the storms even matter to the quest after another 10 turns.
As an aside: you guys could spend 2 Minerals to build another autofabber, but it would cost -1 Energy any turn it was used. This can be done as an Industrial or Personal action. An Exploration or Personal Action could also be doing an asteroid harvest run with the colony ship for 1d10 Minerals. If you get a Tier 1 Shuttle built, it can be given a permanent assignment like doing asteroid mining without needing future actions assigned to it. You're not stuck with the industrial and space capacities you brought with you is what I'm saying. This quest has a "space opera" tag after all.
Similarly; a Military, Exploration, or Personal action could be to do another scavenging/hunting run to obtain +2 Food (1 +1 from Kobold Pets.)
Scheduled vote count started by Logos01 on Apr 22, 2024 at 10:28 AM, finished with 39 posts and 6 votes.
[X] Plan: Build it better.
-[X] Industry
--[X] Rebuild the structures we lost in an hardened way, with hardened tunnels during storm season. Set up some batteries and a basic warehouse(2 autofabbers) Increase production to keep up with pace of consumption and later building.
-[X] Military
--[X] Set up workshop classes for practical skills.
-[X] Exploration
--[X] Map further out in concentric circles. Look for deposits, and such. Rank them in vulnerability to storms and needed mitigation measures.
-[X] Research
--[X] Look up orbital shuttles, start designing and storing an defense network for later use (i.e prep it for when it's needed), and finally, vehicles. Build curricula for groups, including adults who may want to increase their skills. And.. building a secured mostly underground building that can resist the storms.
-[X] Diplomacy
--[X] Set up community spaces, keeping in mind the weather (1 autofabber)
-[X] Personal
--[X] Work on the research goals.
[X] Plan: No Bicycles Allowed.
-[X] Industry
--[X] Rebuild the structures we lost, the Greenhouse and Hab Complexes, then set up some batteries for energy storage, 2 autofabbers.
-[X] Military
--[X] Set up workshops and classes for people to learn practical skills like wilderness survival, first aid, how to use a gun, etc.
-[X] Exploration
--[X] Start a survey to produce detailed maps of the planet, and watch for areas that might be useful for further expansion.
-[X] Research
--[X] Research orbital shuttles and long-range all-terrain vehicles to transport both resources and people.
-[X] Diplomacy
--[X] Set up a few community spaces for people to enjoy their free time and socialize more, a park, library, canteen, etc, 1 autofabber.
-[X] Personal
--[X] Host a feast/party for the colony, to celebrate our progress so far and encourage people to look towards the future. (How do I encourage people to procreate in a way that doesn't sound creepy AF???)
Military Assets:
-- Basic Reservist Militia.
-- Basic Watch Drones.
- Colonization Basics.
Can build Tier 0 "Basic" basic facilities with autofabber action.
- Defense Basics.
Can build basic military gear, both personal and semi-autonomous drones.
- Energy Production Tier 1
Can design specialty Tier 1 facilities for power production. Most will require a Basic Autofactory.
- Ecological Architecture.
Can perform special actions to modify buildings to better perform or integrate better with local environment. (Example: "Storm Hardening").
- Kobold Veterancy Archives.
Eliminates potential unskilled labor penalties. Grants +1 bonus to tasks requiring extreme skill (combat rolls, medical performance, etc.,)
Tier 0:
- Basic Autofab: -1 Energy Prod. Allows 1 Autofab Action/turn. Cost: 1 Autofab Action. 2 Minerals.
- Basic Militia Gear. Allows 1 pop to perform military actions. Cost: 1 Autofab Action. 1 Minerals.
- Basic Hab Complexes. +1 Pop Cap. Cost: 1 Autofab Action.
- Basic Greenhouses. +1 Food Prod. Cost: 1 Autofab Action.
- Basic Mines: +1 Minerals Prod. Cost: 1 Autofab Action.
- Basic Lumber Camp: Reduces non-pop food costs by up to 1 per turn. Cost: 1 Autofab Action.
- Wind/Solar Farm: +1 Energy Prod. Cost: 2 Minerals. Up to 1 Autofab Action (build multiple with 1 action.) (Cannot be Storm Hardened.)
- Syngas Reactor: +1-3 Energy/-1-3 Food Prod. Cost: 2 Minerals. 1 Autofab Action.
- Basic Autofactory: -2 Energy Prod. Allows 3 Autofab Actions OR 1 Autofactory Action. Cost: 2 Autofab Action. 5 Minerals.
- Gunshuttle. -1 Energy Prod. Allows 1 Orbital Operation /turn. Cost: 2 Autofab Actions. 10 Minerals. 10% chance of shuttle loss each Operation.
Industry:
-- Rebuild the structures we lost in an hardened way, with hardened tunnels during storm season. Set up some batteries and a basic warehouse(2 autofabbers) Increase production to keep up with pace of consumption and later building.
The colony's previous research into ecologically viable building and applying that to better surviving the storms resulted in the initial attempts at rebuilding to get frozen as the Namikazes produced a design that was viable thanks to the Centauri autofabs having higher precision than Earth's equivalents. By deploying a structural plastic 'mesh' that standard concrete could then be poured into, the product would be a form of "plascrete" that was by all measures more than up to the task of withstanding the penta-annual storms.
A series of bunkers designed to ensure that your people would be able to ride out the worst of the storms was then built in the place of the previous Hab Complex and Greenhouse. These new "Storm Hardened" facilities were more cramped due to the extensively reinforced walls and need to ensure that during the worst storms a colonist would not need to go to the surface for any purpose, but they got the job done. Even if it was a bit weird to see a greenhouse with 10 centimeter thick roofing made of transparent armaplas.
You may have gone a little overboard with ensuring the colony's "doomsday prepping" when it came to the storage capacities however -- especially as you wound up dipping into the autofab time that was supposed to have been allocated to building communal areas for the Families to still be able to intermingle without having to leave the colony.
Still, all in all it did work out. You were confident the echoing emptiness of the warehouse block would be replaced with cramped passageways and stuffed to the brim shelving any day now.
Military:
-- Set up workshop classes for practical skills.
Combined with Research and Personal Action.
Exploration:
-- Map further out in concentric circles. Look for deposits, and such. Rank them in vulnerability to storms and needed mitigation measures.
The new arts of loaning skills between members of the colony (see Research Action) is put to the test in a practical exercise as the scouts are sent out with the best available ecological and geological understanding that they can hold onto for the trip. The results are a significant gain over what might have been found otherwise. Not only were two additional viable minerals deposits found, but a hillside bog was discovered to have a native flora that strongly resembled peat on Earth, but with a twist -- an analysis of the biology of the plant was shown to have developed a survival mechanism in response to the penta-annual planetary storms in the form of undergoing hypergrowth when its ponds are struck by lightning. With a bit of management and the right equipment, this could be a massive boon to the colony's need for biomass.
-- Results:
2 New Minerals Deposits found. 1 "Storm Peat" Deposit found. (KVA resulted in increased yield.)
Research:
-- Look up orbital shuttles, start designing and storing an defense network for later use (i.e prep it for when it's needed), and finally, vehicles. Build curricula for groups, including adults who may want to increase their skills. And.. building a secured mostly underground building that can resist the storms.
There are ... a number ... of orbital shuttle designs in the database. Unfortunately, almost all of them require fusion reactors -- albeit small ones -- in order to operate. To say nothing of the onboard computers and the like that would be required to make them viable. That doesn't stop the youngest Namikaze from coming at things from a slightly different angle, however. While it would be limited in function and scale, the old Lunar Colony shuttle designs were kept in the historical databases. With just a "little tweaking", he promised, the colony's bilpro synthesizer could be scaled up to provide enough delta-v to make for an interplanetary shuttle.
One of those tweaks, mind you, included retrofiting the cockpit to have shock absorbers. But it wouldn't need fusion reactors to get you to interplanetary range.
In the meantime, in a rare moment of synchronicity that nobody could really put a focus on, all of your people decided to come together to start working on making the skillsharing telepathic techniques you were relying on more effective. To accomplish this, not only did everyone pitch in to assemble a fitness course and marksmanship exercises, but some of your old MRA teep "hardening" training was included. The recent near-misses with possible loss of life had made you more concerned about loss of the skills and knowledge your people had won in the recent years, or had brought with you from Old Earth. It was the Grays, of all people, who finally proposed a solution for this problem: the kobolds.
As it turned out, the Grays had been attempting to plumb the depth of the kobold hive-minds in terms of how much of their own history they really understood and remembered. And what they discovered as a result of this was that to a certain extent much of the memory of incidents was not stored in any one kobolds' mind, but in the network itself. And while the hives could not understand information that a human mind allowed into that network, a different human could later on retrieve it. Thanks to this, and the closeness that your people had come to share with the animals as a result of intermingling, your people could literally "pick up" not just task specific memories, but also shards of mindset and styles of thought. This would allow even the most uneducated member of the colony -- as long as they had a kobold nearby whose hive had the relevant expertise in its network -- to act as a proper expert in a given function while "holding" the mind-imprint.
-- Results:
Gained: Gunshuttle Design. Tier 0. Not for the faint of heart. Despite name, not militarized. "Look at me. You are the bullet now."
Gained: Kobold Veterancy Archives. Eliminates possible skill penalties, tasks requiring expertise/veterency get +1 bonus.
Diplomacy:
-- Set up community spaces, keeping in mind the weather (1 autofabber)
Given the need for safe warehousing being greater than the perceived need for communal spaces, and the Hab Complexes having these already, in the end this plan was not exactly perfectly carried out even though people did give it their best go. A series of open tents and handmade wooden tables and games were created without access to the autofabber that was allocated to warehousing.
All in all, the various families decided they rather liked the idea of having a get-together to enjoy the weather once a month or so to just keep up with each other, and avoid becoming too insular. Not to mention that getting out into the sun and watching the sky on a clear and pleasant warm day really made it sink in how Kithhame was everyone's "forever home" -- in a way that made some of the dread from The Storm wear off.
And if you turn a blind eye to the occassional poker game where "favors" are traded between consenting adults under a beautiful starlit sky ... it's mostly because you're distracted by Mira. In a good way.
Result:
-- Colonial unity strengthened. Open-air bazaars chosen for monthly inter-family meetings/bar-b-q/excuse-to-get-drunk. Stoner Family much happier now that some minor trade -- if only for handmade tchotchkies and luxury foods -- has allowed them to start angling for profit.
Personal:
-- Work on the research goals.
See Research Action above.
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.)
[]
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.)
[]
hm. Looks like we overspent in industry. I think we should focus on production (food and minerals) there. I'm still contemplating Military, but I think we can probably avoid that atm.
I do like the idea of using kobolds as a hive network, though.
hm. Looks like we overspent in industry. I think we should focus on production (food and minerals) there. I'm still contemplating Military, but I think we can probably avoid that atm.
I do like the idea of using kobolds as a hive network, though.
Bad accounting on Minerals Expenses there. Your reserves are 1 Minerals now.
I've also added some spoilered sections -- especially on "Designs" -- that should help you guys make plans.
The way "Orbital Operations" will work, by the by, is that launching stuff into orbit is 1 action, and so is Asteroid Mining. Each time you do an Asteroid Mining action you get 1d10 Minerals. (This counts as an expert action so it now gets +1 from KVA.)
The colony ship doesn't require energy to launch, nor does a Standard Shuttle. But a Gunshuttle will require 1 Energy to synthesize the propellant for the operation. A Standard or Gunshuttle can be left on "autopilot" when built, and will just automatically do an Orbital Operation of the assigned type each turn without taking a category/action from you guys. (Basically it's a building by any other name.)
Do note: If you set up a mine in the Storm Peat Bog, you guys will get +2 Energy, and -2 Food Cost (Cost is for applying the Storm Hardening modifier or running the Syngas Reactor) (+1 base, +1 Kobold Pets). The only thing "Food Cost" reducers /cannot/ be spent on is feeding your pops.
Note: If you guys had gone the Kobold Workers route instead you would still have the "Kobolds" category and could assign an "autofab" like action per Kobolds Pop you had. The Pets route gets you tech development options and the +1 output bonus instead.
Oh, right. Take the day to discuss stuff, guys -- I'm aiming for next turn to Friday.
The kobold archivies while usefull there is something slightly scary, if we cn store, mental shards, what is to stop someone to store his Mind/essence/(however you wan to call it) and when someone pulls this, use sid person as a way to revive himself?
I would like QM to just say this can't happen, and yes i have seen to many horror movies
The kobold archivies while usefull there is something slightly scary, if we cn store, mental shards, what is to stop someone to store his Mind/essence/(however you wan to call it) and when someone pulls this, use sid person as a way to revive himself?
I would like QM to just say this can't happen, and yes i have seen to many horror movies
It's only impressions and static echoes of a way of thinking. The kobold hive-minds are too fragile and limited to hold an entire human mind. They can't even "run" the impressions themselves -- they can only archive. The mental impressions are accessible, but not active on their own.
Anyone who attempted to upload themselves into a kobold hivemind would be committing a very spacemagical form of suicide with no possibility of revival therein.
Stuff like that is how they get the 50% survival rate at all. If you're that worried about using them and their survival of storms, build a Storm Nullifier and reduce the chance to 25%, and bank up Minerals to rebuild once every 5 turns.
Note: Wind/Solar is low-yield, high minerals cost, but you can basically run 10 Wind/Solar for 20 Minerals on a single Autofab action.
Well. I see the very obvious hint we should build the autofactory so we can build the fusion reactor, but we'll need to increase production for that first.
So I'm thinking we should do that for Industry. Focus on the mines, build some vehicles.
Military, I think we should work on caches and training. There's not much call to do more but maintenance actions here. Maybe disaster relief training?
Education: start schools. Just.. start schools. Research should be probably just.. why not let the families decide? See what they find. Also, examine the autofabber status.
Diplomacy: Maybe make some festivals and such. More internal cohesion, maybe even build a tavern next turn.
For research if nothing else maybe how to build deep underground structures preferably in a way that people find comfortable?.
Edit - its more a long term thing but maybe work to expand down instead of out as much as we can.
Well. I see the very obvious hint we should build the autofactory so we can build the fusion reactor, but we'll need to increase production for that first.
So I'm thinking we should do that for Industry. Focus on the mines, build some vehicles.
Military, I think we should work on caches and training. There's not much call to do more but maintenance actions here. Maybe disaster relief training?
Education: start schools. Just.. start schools. Research should be probably just.. why not let the families decide? See what they find. Also, examine the autofabber status.
Diplomacy: Maybe make some festivals and such. More internal cohesion, maybe even build a tavern next turn.
.... am I not communicating well that you can pick up 1d10 Minerals via an Asteroid Mining Orbital Action with the colony ship as a Personal Action? <_<
You can do a Hunting/Foraging action under your Military and get +3 Food ( 1 base, +1 Kobold Pets, +1 KVA). You could get +6 in the same turn if you repeated that with your Exploration action.
.... am I not communicating well that you can pick up 1d10 Minerals via an Asteroid Mining Orbital Action with the colony ship as a Personal Action? <_<
You can do a Hunting/Foraging action under your Military and get +3 Food ( 1 base, +1 Kobold Pets, +1 KVA). You could get +6 in the same turn if you repeated that with your Exploration action.
I mean, that's.. good to know, but isn't the colony ship the sole source of power for the entire colony? >_> I guess what I'm worried about is sinking the colony out of power if something goes wrong.
I agree on the production thing, we need more minerals and problably food too, minerals to build things and then use food to mke them storm-proof.
For education... Yes schools are good, and being able to pull archives from the kobolds should make this easy.
Military HUNT
For Diplomacy, research ways to keep the morale high?
Research i would say to find more about artificial gesttion, iron wombs? (is that how they are called?) to enhnce population growth when we are ready
Exploration we don't need more atm, there is just so much that can be found out with our current tools, and whathever those things are usefull to us, so send them hunting or asteroid mining
And personal action asteroid mining if we can't send the explorers, if we can then something else. Warning ahead this is not serious(get a harem muhahahaha)
Anyone who attempted to upload themselves into a kobold hivemind would be committing a very spacemagical form of suicide with no possibility of revival therein.
I think artificial pop growth is something we should avoid until it becomes something ICly acceptable. I suspect, strongly, it's not acceptable now for multiple reasons. *looks at MRA and PsiCorps*
I mean, that's.. good to know, but isn't the colony ship the sole source of power for the entire colony? >_> I guess what I'm worried about is sinking the colony out of power if something goes wrong.
You built reserve batteries that can keep the colony powered for long enough to do a single Asteroid Mining run per turn without Energy Production.
Further: if you build a Basic Mine in the Storm Peat Bog you'll have the power needed to make it a non-issue. Especially if you also build a Syngas Reactor to consume the Storm Peat Bog's -2 Food Cost (you'd have +4 Energy total that way, and permanently detaching the Colony Ship would set you down to -2 Energy.)
I think artificial pop growth is something we should avoid until it becomes something ICly acceptable. I suspect, strongly, it's not acceptable now for multiple reasons. *looks at MRA and PsiCorps*
The Ironhearts, Alexanders, and Namikazes would support voluntary iron womb nurseries on the basis of the fact that 250 people cannot support a technology base long-term.
The Grays and Runningdeers are the biggest opponents to the idea -- the Grays because of concerns of how the vatborn would be treated, the Runningdeers because they feel the colony should be closer to nature, not further.
Err. The Psi Corps itself doesn't go in for ectogenic tech (growing fetuses to birth in machines). They do however do forced and dubious-consent breeding.
You built reserve batteries that can keep the colony powered for long enough to do a single Asteroid Mining run per turn without Energy Production.
Further: if you build a Basic Mine in the Storm Peat Bog you'll have the power needed to make it a non-issue. Especially if you also build a Syngas Reactor to consume the Storm Peat Bog's -2 Food Cost (you'd have +4 Energy total that way, and permanently detaching the Colony Ship would set you down to -2 Energy.)
Ah, got it. I was actually thinking about he Peat Bog next turn to decrease food cost in any situation. So then,yeah, I'd rather mine with that. We could potentially get an autofactory next turn if we're lucky then. Thanks for clarifying!
It's been few years since i saw B5 and yes i forgot about that, but the iron wombs could also save a childs life should the gestation of it cuse medical problems for the mother, and my idea is not to start using them now, it is to have, maybe 1 or 2 in cse they are needed.
Err. The Psi Corps itself doesn't go in for ectogenic tech (growing fetuses to birth in machines). They do however do forced and dubious-consent breeding.
i would prefer if we designed our colony to look like it came out of a solar punk art image.
alternative ways to launch smaller satellites like laser propulsion, spin launches, or even build a space elevator are something that i want us to eventually work towards
This is just to have the ides orgnized, not an actual plan
Plan Resource gathering (need work, not an actual plan)
Industry:
(Agricultural, economic, and residential leadership actions go here.)
[] build another mine/more greenhouses in preparation for a Syngas plant and autofactory
Military:
(Militia, naval, wartime, and such go here.)
[] Hunt, no threats at the moment
Exploration:
(Scouting, mapping, resource survey type actions go here.)
[] steroid mining or more hunting There is a limit to what we can benefit from explortion atm
Research:
(Pulling schematics for practical application out of the colony ship's AI, discovering new techniques, biotech, and so on.)
[] Iron wombs? Health research?
Diplomacy:
(Internal or external diplomatic actions. Building community, negotiating trade deals, and so on.)
[] Research how to keep morale up?
Personal:
(Things you do yourself.)
[] Asteroid mining Get a harem talk bout what each family thinks we need
i would prefer if we designed our colony to look like it came out of a solar punk art image.
alternative ways to launch smaller satellites like laser propulsion, spin launches, or even build a space elevator are something that i want us to eventually work towards
Hmm. Well, normally, I'd say no, but who knows what the Minbar and Centauri do? But Babylon 5 grounds it's tech even if it doesn't ground it's storyline. Sort-of.
ETA: This is me saying: hey, let's at least look. Maybe we can get minimal orbital lift without needing the colony ship ,etc.