- Location
- Sweden
More exo wombs! Lets build another one.
1. I think the year coming is a storm year, we might want to avoid a lot of hunting operations and find something else for the militia to do.
2. It may be a better idea to divert some shuttles or gun shuttles to installing a solar farm in orbit, than just building more fusion reactors.
Yes, [Psi-Drones] produce +1 of /resource/ where allocated at the cost of -1 Energy. Unlike the Robotic facility upgrade, Psi-Drones can be reallocated from one facility to another as needed, and can extend the number of Facilities you keep operational at full capacity.
@Logos01 a while back you said Psi-Drones take 1 Energy/turn, but that is not shown on the Designs list; please clarify when you can? For now I'm going to assume they do take power.Psionic Tier 1:
- Psionic Drones: +1 "psi-drones" pop. Cost: 1 Autofactory Action, 1 Psi-Crystal Machine Action, 2 Minerals. Can support 3 Psi-Drones pops per Human Pop.
Interesting. Might be worth shutting one down and setting it aside for eventual reverse-engineering? Of course, I don't know how well Centauri tech lasts; they might still be 'lightly used' three generations from now.
Heck, might even be worth building a dedicated "Civil" Autofactory so we can start paying actual wages.People had been reaching their limits on how far "frontier spirit" can carry a soul.
I like all of these.Some thoughts on strategy for this turn:
1. I think the year coming is a storm year, we might want to avoid a lot of hunting operations and find something else for the militia to do.
2. It may be a better idea to divert some shuttles or gun shuttles to installing a solar farm in orbit, than just building more fusion reactors.
3. The other thing we could use spacecraft for is exploring the 2 anomalies in the system we haven't looked at yet. It would be good to do that before we leave the Founding period.
4. a 3rd science lab could be a good investment, otherwise we will have no research choices this turn with the 2 ongoing projects taking up all research time. Or we could prioritize shuttles and getting to both anomalies while installing the orbital solar farm and continuing mining,
That is the risk, we definitely don't want to lose our backbone of Fusion Reactors. Hopefully in time we can get better battery storage and increase our ability to stockpile energy.As a note, a solar farm would be neat, but if we're worried about attacks, we probably want standby power on the surface too.
It's only because they're attached to the colony ship. That's a freebie I gave to the quest to kick things off.Interesting. Might be worth shutting one down and setting it aside for eventual reverse-engineering? Of course, I don't know how well Centauri tech lasts; they might still be 'lightly used' three generations from now.
That is the risk, we definitely don't want to lose our backbone of Fusion Reactors. Hopefully in time we can get better battery storage and increase our ability to stockpile energy.
I mean the colony ship is also on the list, but I meant the wrecked transport the uptimers arrived in.Long term we're going to want to disassemble that colony ship to get a good look at the gravity plating. The autofabbers as well. After we've scouted all anomalies in the system and are a bit more established.
@Logos01 a while back you said Psi-Drones take 1 Energy/turn, but that is not shown on the Designs list; please clarify when you can? For now I'm going to assume they do take power.
The intent was to only run the games in the areas closer to the settlement under the Storm Nullifier, but the point is well made. I'm not sure if we can do telepathy further than line of sight when we are not in Hyperspace however.@Servetus, I think I might add "assist wargaming by leading a clairvoyance circle, to expedite search and rescue and medivac" to the personal action. If we're having folks run around outside during a hurricane, there's going to be accidents and injuries at some point.
I'm not sure if we can do telepathy further than line of sight when we are not in Hyperspace however.
you and a few of the more skilled 'clairvoyants' amongst your colonists decide to form a choir and try to get to the bottom of things.
It's a common misconception that telepaths require line-of-sight to interact with the minds of another. While there is truth to this, it's also a matter of degrees. Physical contact makes reading and affecting easier than line of sight, and line-of-sight makes reading easier than a more wide-area reading.
But if all you are doing is trying to get a sense of presence, even if you're doing it through walls of lead or over the area of kilometers -- well, that's clairvoyance. Vague impressions of the presences in an area, utterly useless in an urban setting but invaluable when doing search and rescue for lost hikers in the wilderness, your people put this less practiced skill to use. And you certainly discover something.
Stage 3 Starport has a hyperspace beacon and can do receive operations.I liked your idea of idea of getting some initial zero-g exposure. Could learn/practice more classroom-y stuff like first aid or logistics. Could do a month-long capture-the-flag game throughout the colony, followed by heavy analysis of tactics/weakness/desired tech/etc, repeat with varied teams for the rest of the year. Could dig through the database for good strategy-sim games.
Do we have our hyperspace beacon up? Could do signals intercepts & analysis.