I accidentally wrote the expenses and incomes in the wrong section. I've edited the post to reflect it.

Incomes are always positive, expenses are always negative, and reserves are always the old reserve adjusted by the net change.

To be clear, your base food expense is -1. There was an additional -4 from the Community Center to reflect biomass usage for the underground parkland and plascrete / transplas.
 
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[X] Plan: Forewarned is forearmed.
- Industry:
--[X] Build a Storm Nullifier Satellite, 1 autofactory, and use the colony ship to get it into orbit. Have the ship mine the system for minerals once it's finished with the satellite.
- Military:
--[X] Have the militia draft up various emergency plans, then practice responding to them. (Fires, storms, medical emergencies, wildlife attacks, etc.)
- Exploration:
-- [X] Explore the ruins, produce dedicated exploration gear to keep everyone safe and whole, 1 autofabber.
- Research:
-- [X] Research the best practices for building and designing long-term inhospitable habitats, then research better medical practices for colonies, keeping in mind the lack of educated personnel, 2 autofabbers to set up clinics/pharmacies/whatever, 2 food for storm-hardened.
- Diplomacy:
-- [X] Set up a public forum in one of the communal spaces to discuss the future of the colony in more formal and certain terms. (Government, economy, law, etc, think long term.)
- Personal:
-- [X] Attend the meetings at the forum, help with exploring the ruins, and then spend some time with Mira and the militia to give advice and suggestions on the plans.
 
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So, Storm Nullifier Satellite for obvious reasons, but we should focus our industry on producing more energy and minerals next turn.

Drafting up emergency plans keeps our militia busy, gives them more experience, and prepares us for any bad rolls or future events. They're not going to be seeing much military action in the coming years, so this makes them a bit more multipurpose, more "National Guard" rather than frontline units.

Exploration is also very straightforward, get me that juicy tech but stay safe, kids.

Humans did not evolve to live underground or in dedicated shelters, and figuring out a way to deal with that is basically what NASA spends a lot of time trying to do, we best hope we can figure out a way to deal with that in case of storms or just life in general.

And medical practices because I'm not even sure if we have a clinic, let alone an actual doctor or a stockpile of common medicines.

A forum for more DEMOCRACY and we keep rolling with the morale/cultural crisis, also preparing for future expansion/growth.
 
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should eventually build a storm hardened hanger of some sort to store the colony ship in while it isn't in use on the planet to protect it from disasters better
 
should eventually build a storm hardened hanger of some sort to store the colony ship in while it isn't in use on the planet to protect it from disasters better
Building Gunshuttles or Standard Shuttles will have the hardening option largely by default as they can be easily timed to be kept in space during the storm month. The same goes for the colony ship.

But you can also build a dedicated hangar for if you wish to keep the ship offline. But a full-on starport has a few more features that you guys haven't actually researched yet. Deuterium fuel synthesis, Launch Catapults, Autoloaders, etc.. You'd only have to do a single action to research starports but it would be another major undertaking for the colony to actually make one.

I.e.; another multiple-stage facility. The first of which would give you more Resource Storage and the ability to allocate Energy per turn to create fusion fuel. The second would allow a second operation per turn for a shuttle at the cost of an additional energy, and the third would grant a hyperspace beacon scanner as well as intrasystem scanning. (It would also grant realtime comms in-system which is a thing your people would expect before even attempting an offworld outpost of any kind.)

The first and second stages can be storm hardened. The third is orbital infrastructure.

I'll also say that having a fully functional starport is ... useful in the case of being discovered by alien races. Even if only because it would give the impression that your people had prior experience with aliens and thus you could bluff that you are a colony in contact with your homeworld.
 
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Oh, also just to clarify, my action to open up a forum would be a permanent structure, intended to host weekly or bi-weekly meetings to discuss what I already mentioned.

Though once all the work of setting up an actual government and organizing our colony is done, it'll probably be more spaced out, maybe every 4 months or so.

Not just a one-time event, in any case.
 
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Research the long-term effects of living underground and how to negate them, then research better medical practices for colonies, keeping in mind the lack of educated personnel, 2 autofabbers to set up clinics/pharmacies/whatever, 2 food for storm-hardened.
Keeping the Research action busy for 2 to 10 years for a "long-term" study seems wasteful, unless the QM wants to handwave it away and just give us a solution. As long as people can go outside in downtime there is no need for this.

We should focus on researching improvements to economy so that we can ramp up production, meaning better extraction of resources like food and minerals.
 
[X] Plan: Psi tech?
- Industry:
--[X] Build a Storm Nullifier Satellite, 1 autofactory, and use the colony ship to get it into orbit. Have the ship mine the system for minerals once it's finished with the satellite.
- Military:
--[X] Have the militia draft up various emergency plans, then practice responding to them. (Fires, storms, medical emergencies, wildlife attacks, etc.)
- Exploration:
-- [X] Explore the ruins, produce dedicated exploration gear to keep everyone safe and whole, 1 autofabber.
- Research:
-- [X] Research remains of workshop we found in alien city last Turn. Try to figure out what could other devices there be used for and how those psi crystals are made(so we dont need to rely on single machine making them) and what else could we use them for in practice. 2 autofabbers build any reconstructed prototypes for testing what they could do or experimental psi crystal using devices.
- Diplomacy:
-- [X] Set up a public forum in one of the communal spaces to discuss the future of the colony in more formal and certain terms. (Government, economy, law, etc, think long term.)
- Personal:
-- [X] Attend the meetings at the forum, help with exploring the ruins, and then spend some time with Mira and the militia to give advice and suggestions on the plans.

Decimus plan but with diffrent research.
 
Keeping the Research action busy for 2 to 10 years for a "long-term" study seems wasteful, unless the QM wants to handwave it away and just give us a solution. As long as people can go outside in downtime there is no need for this.

tl;dr -- I'm not gonna be a nozzle about these sorts of things. If you can make a solid argument for it being in the database already, then I'll play fast and loose with it. I prefer not to play gotcha games with people given I'm doing a 100% write-in model. We're learning each others' "play styles" as we go but the rules are all made up and the points don't really matter. It's not a hard guess on my part to notice Decimus is going for a research improvement to negate the -1 penalty to Storm Hardened building performance with the action, so that's what I'd flavortext in.

I have a decent idea of where I expect/hope for the quest to go, but I'm not going to straightjacket you guys and I never pre-plan the "event" rolls in advance -- so they can get a bit wonky. But aside from that things like this? If this option is picked there'd be database entries covering things like "simulated open-air environments" thanks to the Luna and Mars colonies which were founded years-to-decades before your ship jumped to hyperspace in the first place.

Not that your colony is genuinely "long-term underground" in the truest of senses. Your people have access to the surface pretty much anytime they want to go out, and the bunkers aren't really even all that deep -- they're dug into the bedrock, sure, but the greenhouses for example have meter-thick transplas (transparent structural plastic) roofs that are slightly bubbled.

It's mostly that you're in this weird space overall where none of the architectural models you have really "fit the bill" for dealing with having to be hardened against sustained natural disasters. You could build outright surface domes of transplas but that would be seriously expensive. You could also build ugly plascrete pillboxes as surface facilities but anything you build on the surface has to be hardened -- even with the storm nullifier -- to tolerate having the occassional tree thrown at it like a javelin at hurricane-force winds, as well as the sustained waves of lightning strikes (think like that one planet from the new Lost In Space series and you get a vision) that play havoc on conventional electronics unless they're very well shielded.

So all of your current electronics and utilities and structural elements are all overbuilt compared to any architectural assumptions the database authors might have made, and that makes for things like navigational chokepoints between hab-blocks because you had to overbuild a support arch or had to isolate a critical control system, as well as the heavily redundant self-resetting circuit-breakers with the heavy grounding and so on.

This all adds up to performance and habitability cramping for your housing and any infrastructure built to suit.

However, should your people review the recommended best practices for long-term inhospitable habitats there are some things you could pull out that might be useful to helping you figure out where you went wrong with the Storm Hardening architectural paradigm that could let you rework things to be easier to get around, have more space to live in, and more readily route natural sunlight to grow areas, or increase the reliance on powered systems to have a more "modern/luxurious" lifestyle for your people that would offset the performance penalties.

I would like if next turn we build a school for the children

You guys technically already have one in the form of one of the meeting rooms of the Communal Center dedicated to a Montressori-esque style teaching paradigm. But that's just bare-bones "bring your own tablet" and "all-ages-one-room". I mean you guys have 50 kids now and only 30 are really of teachable age at all. But there's absolutely stuff you could do, such as setting up a "Teaching Mainframe" or something that would have an interactive ChatGPT-style online kid-friendly access version of the colony database, so kids can ask it questions or something.
 
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It's not a hard guess on my part to notice Decimus is going for a research improvement to negate the -1 penalty to Storm Hardened building performance with the action, so that's what I'd flavortext in.

However, should your people review the recommended best practices for long-term inhospitable habitats there are some things you could pull out that might be useful to helping you figure out where you went wrong with the Storm Hardening architectural paradigm that could let you rework things to be easier to get around, have more space to live in, and more readily route natural sunlight to grow areas, or increase the reliance on powered systems to have a more "modern/luxurious" lifestyle for your people that would offset the performance penalties.
That's very much what I intended, I assumed there would be studies done on previous colonies or other remote locations that would give us the information and insight we need to fix our own.

Basically a prerequisite for space travel and any multi-planetary civilizations.

Same with the medical research, the "keeping in mind our lack of educated personnel" is basically a shorthand for colony/remote conditions.

If I wanted to hog all the research actions for the next few turns, I'd definitely make that clear just for other readers.
 
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Can I ask why people are voting for primitive telekinesis instead of actual medical facilities? I'm not even sure what of an impact this would have considering it's still primitive, we'd likely have to research it a LOT more to get any use out of it.

Seems like a very weird sense of priorities.
 
Because the reserch about long term living underground seems less usefull compared to reserching Psi-Tech. at least that is my opinion.
 
Because the reserch about long term living underground seems less usefull compared to reserching Psi-Tech. at least that is my opinion.
The research is intended to improve our storm-hardened trait, as well as futureproofing any colony buildings/designs, the living underground part is mostly flavor.

Logos guessed right on that, but I should probably rewrite that to be more accurate.
 
then rewrite if you want, but right now our buildings have a 50% chance of not breaking, with the nullificator that lowers to a 25%.

What i would be more interested, maybe, would be to build underwter, the reson behind is that it problably would be full stormproof, i don't think that the storm would affect them.

And the main thing about the living underground is the lack of natural light, which indersea would not be an issue.

That said i think that better Building techniques, are what we should be actually reserching if we want to lower chances of storm dostroying our buildings.
 
@Logos01 Are those numbers accurate?

I thought Storm-Hardened and the Storm Nullifier Satellite would lower the chances to either 10% or 0%.

Either way, better building techniques is quite literally what the research is all about, updated the text to reflect that.
 
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if the chances with the storm nullifier went to 0% why research building tech? I know the buildings have a -1, but there are more interesting things to do
 
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