Man if every low roll on events adds another long term complication like the Sandworms maybe we should consider living in orbit in Habitats like in Stellaris :rofl:. I mean imagine the whole base collapsing because the worms undermined it from below our detector range.

It would be hilarious to roll a 1 next turn, just to see how the death spiral plays out.
 
"When I first came here, this was all spooky psychic forest. Everyone said I was daft to build a colony with the local kobolds, but I built it all the same, just to show them. It was eaten by sandworms. So I built a second one. That was flattened by a hurricane. So I built a third. That burned down, fell over, then sank into the sandworm tunnels. But the fourth one stayed up. And that's what you're going to get, Lad, the strongest colony in all of Space."
 
@Logos01 What happened with the research for Storm Hardened? The text for the research is there but I can't find any mechanical changes.

@KNakamura Your plan leaves us with one autofabber unreserved, maybe it's an idea to use that to expand our drone network? Or rather, assign one autofabber to the research so they can immediately start fabricating pest control solutions.
 
Can we later down the line genetically modify the sandworms to be psionic and giant then farm them for a telepathy enhancing drug?
Do you want a Kwisatz Haderach?

Because that's how you get Kwisatz Haderachs.

What happened with the research for Storm Hardened? The text for the research is there but I can't find any mechanical changes.

Just didn't update the entries.

Man if every low roll on events adds another long term complication like the Sandworms maybe we should consider living in orbit in Habitats like in Stellaris :rofl:. I mean imagine the whole base collapsing because the worms undermined it from below our detector range.

I mean it goes both ways... the kobolds and the psionics are 90+ events. And you guys are now to the point where you can essentially ignore the storms mechanically.

The worms won't even be that much more. They also won't attack every turn even if you do nothing, just like the storms only hit every five years. You just don't know how often right now. You'd have to study them more to get that kind of estimate.
 
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@Logos01 Question, does upgrading the cultural center require an autofactory action? Or will 5 food and an autofabber do?
Depends on what you want to do with it. For just making the basic structure (and populating it with natural exhibits) that would be the autofabber and food. But if for example you wanted a central computer core to for example rehouse the colony database or provide an internet backbone for automating things, that would require an autofactory action and minerals as well as increase the energy cost of the facility.

A central computer core could allow the Robotic upgrade for Basic mines/gardens, removing the need for workers to operate them and allowing an energy-to-yield conversion. (You'd still get the kobold pets bonus, reflecting their help monitoring the facilities).

(The Robotic upgrade for Peat Mines would just directly increase their energy output and FoodCost yield by the maximum benefit, since it's an energy producer and paying energy to get energy is silly.)

EDIT: As an aside; you guys know you have a bunch of deposits that aren't being exploited at all right now, right? (The two Kelp Forest deposits and the 2 unexploited basic minerals deposits.)
 
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[X] Plan: Advancing Onward
- Industry:
--[X] If we have 5 or more minerals at the start of next turn, build another Storm-Hardened Autofactory, 1 autofabber, 1 food, then also build a Storm-Hardened Syngas Reactor, 1 autofabber, 1 food, set it to whatever setting gets our energy balance neutral. If we do not have 5 or more minerals at the start of next turn, then build two more Storm-Hardened Mining Complexes, 2 autofabbers, 2 food.
- Military:
--[X] Stay on watch, use the drone network as needed to locate any Sandworm nests.
- Exploration:
-- [X] Once the nests are found, study the Sandworms using the drones from a distance and their relation to the local ecosystem, try to figure out if killing them will have any long-term effects.
- Research:
-- [X] Research Psi-Tech, with a focus on the telepathic interfaces for computers and machinery.
- Diplomacy:
-- [X] Work on improving the cultural center, adding in a central computer core that incorporates the telepathic interface, 1 autofactory, 5 food. Also, check up on people to see how they're doing and impress upon them the importance of staying safe and indoors to avoid accidents.
- Personal:
-- [X] Take the colony ship into orbit for asteroid mining.
 
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For industry, I'll take a gamble on the mines as we already have the Storm Nullifier, and repairing them would be easy. So we're either expanding with another Autofactory and snowballing our economy or we're just getting more minerals, which we always need.

Military is self-explanatory, just find those bugs and let the explorers do their job, the drones will only benefit from the telepathic interfaces and the central computer core.

Exploration is also very obvious, let's make sure we don't screw up anything while also getting more information on their species.

Research Psi-Tech for that sweet production bonus and the insane amount of utility that telepathic interfaces can give us, we lucked out so hard with these ruins.

Cultural center to avoid morale problems with the storm while also giving us more bonuses from the computer core.

I also intend to use the telepathic interfaces and the computer core for e-democracy purposes, on the recommendation of Logos, so props to him for potentially solving our government crisis.
 
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.. really? Another autofabber? We don't even have the resources to use our current one at max capacity every turn.

Like I'm aware we're not exploiting our minerals as much as we should be, but I am operating under the assumption any exterior construction would be a bad idea next turn, but expanding our current footprint is doable then.

(And I think democracy at this stage is a fools errand, unfortunately.)

That said, I suspect psi-tech is going to be a recurring thing for the next few turns. If not for the worms, I'd not have put in pest control (although I'm thinking of deterrence atm.)
 
.. really? Another autofabber? We don't even have the resources to use our current one at max capacity every turn.
I mean, three Robotic mines at max output (costing 9 Energy) would yield 15 minerals per turn plus the 1d10+1 from an asteroid run. That's enough to potentially make two Standard Shuttles in one turn, and definitely enough to make one and a Basic Fusion reactor.

And then there's psi drones and whatever more advanced technology things you choose to research like more modern or luxury housing and spaceport builds or the like.

It is true you need the extra 2 Energy/turn to support a second Autofactory right now since you're running a net balance.

That said, I suspect psi-tech is going to be a recurring thing for the next few turns. If not for the worms, I'd not have put in pest control (although I'm thinking of deterrence atm.)

Just to be clear, basically anything you want to advance further down can be seen this way as well. The storms and worms can be studied further, the telepathic hiveminds of the kobolds, the psionic crystals, your agricultural practices, space operations, and so on; you guys can pursue any of these as far down as you can plausibly describe.
 
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True. I didn't consider it that way primarily because we can't hyperfocus on something or.. I'd probably be advocating for "let's go all in on manufacturing and power."
 
As an aside; you guys know you have a bunch of deposits that aren't being exploited at all right now, right? (The two Kelp Forest deposits and the 2 unexploited basic minerals deposits.)

I feel like we're right at the tail-end of the Survive phase of our colony establishment. I think we'll hit our Thrive phase once the storm passes, at which point exploitation will aggressively commence.
 
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