"Of course, offering choices is good, but I'm just concerned that as of right now our colony is not very big and our population is very low right now. Can we really afford to send resources to another new colony when we desperately need them ourselves and the potential a rival ? But let's move on and see what happens next instead
don't know, that is why i would use the diplomacy action for, to know what they want, expose our current situation and in case that they want their own settlement what it would need to start.
This is my thoughts on the matter, that we should plan for their addition being not wanted by one side or both or just being outright impossible
At present all the eggs are in one basket; just a glorified mining camp in a different region with a data archive, fusion reactor and a couple of the autofabs would be good. Something to ensure that no matter what else may happen, it'd be possible to rebuild.
If it were hidden in a way that would make it hard to spot from the air/orbit that would be a bonus.
...does the database have anything in the way of heavy/strategic/starship-grade weapons?
Something that could stop someone from swanning in with a corvette or armed freighter or one of those raider ore haulers covered in nacho fighters.
I suppose in a pinch a couple of automated shuttles could be sawn off down to engine + avionics + jury-rigged fusion warhead.
Edit: probably about time to make a dedicated reactor fuel plant? Colony ship facilities are getting past their warranty.
You have ... 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.)
It does not. It's fairly easy to scale up bilpro weapons though. And maybe you could work out other weapons systems like the telekinetic "railgun" Mira had installed on the colony ship. (Basically a fighter grade weapon with zero appreciable hope of any accuracy at range.)
Right now your primary defense is in the fact that short of an Explorer ship finding your star system there's no way for a Younger Race to even reach your world.
Which makes the fact that two human ships, each from a different period of time, both showed up in orbit of the same planet super blatantly meddling by a race vastly beyond human comprehension (read: a First One). Especially since time travel is considered science fiction to humans in B5 canon -- the only counter example to that is B4's temporary reappearance, which was classified.
It's possible for an Explorer ship to show up in your system -- you have no way of knowing when or if that might happen until it does.
Unless they install a jumpgate (there isn't one already in-system) or you build one of your own, no corvettes or armed tramp freighters are coming in-system without at least a proper heavy capital ship, since that's what's needed to form an independent Jump Point.
Ta. Hadn't noticed the fuel thing being brought up the previous turn; was in reader more before watching the thread.
Had forgotten about the B5 beacon network. I'd sort of assumed that since the colony vessel was able to arrive, there must be a jumpgate or something other people could also use (since it doesn't have a drive of its own and shouldn't have been able to leave hyperspace otherwise).
In other words anything capable of arriving from outside on its own is too big to fight effectively.
That does admittedly leave any relics which might be already in the system waiting for IPX some idiot to bumble by and wake them up, or ships which the friendly neighbourhood First One may decide to drop off as a reminder that the galaxy is not a safe place.
Skeptical on direct fire weapons - I think any appreciable armed craft would be able to eat 'technical' shuttles for breakfast.
[X] Plan: LIVIN' ON A PRAYER
- Industry:
--[X] Build two Storm-Hardened Ironwood Logging Camps, -2 Biomass, 2 autofabbers.
--[X] Build the first stage of the Storm-Hardened Starport, -5 Minerals, -2 Energy/turn, -1 Biomass, 1 autofactory.
--[X] Build another Storm-Hardened Greenhouse, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Hab Complex, 1 Biomass, 1 autofabber.
--[X] Set Syngas Production to 3/3.
--[X] Turn off three autofabbers and an autofactory since we're not using them, +2 Energy/turn.
- Military:
--[X] Have the militia alert for both Sandworm incursions and subtly keep an eye on our new arrivals, use the stealth techniques for the arrivals to avoid any social faux pas.
- Exploration:
-- [X] With our new GEV and scans of the planet, look for more mineral deposits around the area we live in, preferably striking a good mix between proximity and size.
- Research:
-- [X] Now that the exploration team has finished securing the ruins, start having the research team comb through everything and anything.
-- [X] Have a few people work with the new arrivals to identify technical skills, new languages, or other applicable knowledge when they've settled in.
- Diplomacy:
-- [X] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [X] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
- Personal:
-- [X] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
Alright, so for industry we're focusing on minerals and getting our ship up and running, as well as another greenhouse and hab complex because why not? It's literally free besides an autofab action, which we have too many of.
I'm not sure the Logging Camps can be Storm-Hardened though, so let me know.
The militia isn't a civilian police force by any means, but they're trained for emergencies, so they should be able to handle any violence or other disruptions safely.
Exploration goes BRRRR, more minerals, please.
Get me that juicy biotech/cybernetics/psi tech or whatever else is interesting, though I'm open to any other research suggestions.
I was considering industrial mining techniques/machinery but I feel like upgrading our current deposits, getting a few more, and mining asteroids will be sufficient for now.
And to be clear, the research action for identifying new skills/technologies is just to take note of them, not to begin research immediately.
Diplomacy and personal for obvious reasons, let's hope we avoid any cultural/social crises and get them integrated.
[X] Plan: CHECKING THE INBOX
- Industry:
--[X] Build two Storm-Hardened Ironwood Logging Camps, -2 Biomass, 2 autofabbers.
--[X] Build the first stage of the Storm-Hardened Starport, -5 Minerals, -2 Energy/turn, -1 Biomass, 1 autofactory.
--[X] Build another Storm-Hardened Greenhouse, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Hab Complex, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Syngas Reactor, -2 Minerals, 1 Biomass, 1 autofabber.
--[X] Set Syngas Production to 6/6.
--[X] Turn off three autofabbers and an autofactory since we're not using them, +2 Energy/turn.
- Military:
--[X] Have the militia alert for both Sandworm incursions and subtly keep an eye on our new arrivals, use the stealth techniques for the arrivals to avoid any social faux pas.
- Exploration:
-- [X] With our new GEV and scans of the planet, look for more mineral deposits around the area we live in, preferably striking a good mix between proximity and size.
- Research:
-- [X] Comb over blip transport, see what is salvageable; Copy all data and schematics we can find; See what improvements from 90 years of tech advance can be applied to our equipment; If any resquees' are willing to help, we'll gladly accept. 1 autofabber if we need any specialized equipment.
-- [X] Have a few people work with the new arrivals to identify technical skills, new languages, or other applicable knowledge when they've settled in.
- Diplomacy:
-- [X] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [X] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
- Personal:
-- [X] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
Facilities start consuming and producing resources on the turn they are built, which means we'll have extra 4 minerals from ironwood, plus 2 autofabber actions free, so I used them to build another syngas. Still kept one autofactory deactivated, to prevent family shenanigans and save more energy.
Changed research to figuring out blip transport as low-hanging fruit, since GM said that at minimum, we are likely to get better fusion out of it.
Someone's a fan of Lightning Count's, I'm guessing.
This story is pure B5, no BTech. There are no dropships. Hyperspace jump points are tears/portals between red hyperspace and realspace that ships fly through on their own thrusters.
I don't know Btech, my knowladge of B5 is just the series, and the only ships that seemed tu use fuel (or at least had the impression of) were the human starfuries.
I though that since our spacecraft was a centauri craft it could work on energy alone, I'm sorry if i was wrong
Here's my cunning scheme, since I think there's a lot of economic potential going unused in the others and I'm not sure on the food math for them. Borrowed a bit at the end from the others.
[x] Plan Bootstraps
- [x] Industry:
-- [x] Build a hardened and roboticised Ironwood lumber camp, maximum output (4 biomass, 3 minerals, -3 energy, 1 autofab, 1 autofactory)
-- [x] Build a hardened Ironwood lumber camp (1 biomass, 2 minerals, 1 autofab)
-- [x] Build a Psidrone swarm and send them directly to the Ironwood gulag (1 biomass, -1 minerals, -1 energy, 1 psycrystal plant, 1 autofactory)
-- [x] space mining :DD (3 to 12 minerals, Orbital Action)
-- [x] Increase current syngas plant production to +3 (-1 biomass, +1 energy)
-- [x] Build a hardened syngas reactor, maximum output (-4 biomass, -2 minerals, +3 energy, 1 autofab)
-- [x] Build a small fusion reactor (-1 biomass, -3 minerals, +3 energy, 1 autofactory)
-- [x] Build the first stage of a hardened spaceport (-1 biomass, -5 minerals, -2 energy, 1 autofactory)
-- [x] Increase the private resource allocation to remain proportionate with the increased population (-1 biomass, -1 minerals)
- [x] Military:
-- [x] Keep a low-key eye on the new 'blips' for a while, in case one of them isn't what they appear to be. No psi-cop type behaviour, though.
- [x] Exploration:
-- [x] Begin work on a deep geological survey, focusing on the sorts of things that could literally sink a colony. Plate tectonics, geothermal vents, volcanic activity, aquifers. Where do those magma tunnels lead?
- [x] Research:
-- [x] Look through the database for more modern housing templates, furniture, appliances etc. The manifold conveniences that go into a civilised lifestyle.
-[x] Diplomacy:
-- [x] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [x] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
- [x] Personal:
-- [x] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
Expected net change in resources:
food/biomass: 0
minerals: 1-10
energy: -1
-don't want to leave the psi-crystal output unused, and the sooner the drones start going into service the better
-don't want to leave productive capacity unused (idle hands, Shadows' playthings etc)
-more people = more money
-number go up
-more housing can't hurt but we may as well build the good stuff. The colony's growth should show itself in improved quality of life. It'll probably need a factory action though, and I don't have any of those spare. There's probably some upgrades already going on courtesy of the private sector but it may as well be a public work.
Even if the space mining goes badly, there shouldn't be another deficit.
A deep survey should help make sure there's no other nasty surprises lurking underground.
How does automation/psi-drones work with energy-producing facilities? ex. would a roboticised peat farm have the same energy output as a normal one due to the extra energy output and extra energy expense offsetting each other, or does the facility cover its own operating expenses?
Prayer leaves a lot of stuff unnecessarily idle including the ship. It's true that turning the lights off saves power, but that's just kicking the can down the road when we could be building things to solve the problem instead.
You had both when arriving, yes. With the uptimer "blips" you've people with about half of the League of Non-Aligned Worlds represented as well, to varying degrees of fluency. Those would still need to be properly archived into translation matrices though.
How does automation/psi-drones work with energy-producing facilities? ex. would a roboticised peat farm have the same energy output as a normal one due to the extra energy output and extra energy expense offsetting each other, or does the facility cover its own operating expenses?