Voting is open
So full told the Orbital Core and Astro mining Bay will cost 4 Orbital actions, 28 minerals/biomass, 4 Autofactories and 2 Autofabbers. Plus an additional Orbital action to supply the crew.
The research expenditures count towards the finished build for the orbital core and astro-mining bay. Notably: you do not have to harden the fusactors going into the orbital station. So you only need to spend another 6 minerals and 2 autofactory actions on top of the 4 Orbital Operations (and 5th for the Job.)
 
The research expenditures count towards the finished build for the orbital core and astro-mining bay. Notably: you do not have to harden the fusactors going into the orbital station. So you only need to spend another 6 minerals and 2 autofactory actions on top of the 4 Orbital Operations (and 5th for the Job.)
I thought the shift from 3-4 was purification, storm hardening was another mineral or biomass on top of that. I figured we still wanted some health precautions on reactors inside a space station so I included purification.

So 26 minerals, or 13 minerals and 13 biomass or something in between
 
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I thought the shift from 3-4 was purification, storm hardening was another mineral or biomass on top of that.
2 Minerals for the original Basic Fusion Reactor. 3 Minerals for the Purified version that yields 3 Energy with access to Purified water. +1 for Storm Hardening. So if you're still going for the Purified version that's 6 Minerals plus 2 Autofactory actions to produce the fusactors.

The "official" cost if you guys were to throw up another Orbital Station Core would be: 10 Minerals, 2 Orbital Operations, 4 Autofabber Builds, and 1 Basic Fusion Reactor. (You won't need another, but that's the cost.). It allows Jobs to be worked in space at all.

Each Job requires an Orbital Operation reserved for it to provide crew rotations, resupply, and other logistic concerns.

Each additional module costs 10 Minerals, 4 Autofabber Actions, 2 Orbital Operations, and 1 Basic Fusion Reactor. Each module out of the box supports 1 Job of its type. Designing a new module will be a research action and will cost 10 Minerals and 2 Autofabbers per research roll. But once the research roll is completed you can deploy a new module of that type for the Orbital Operations and Basic Fusion Reactor.
Deploying an additional module of an already researched type just costs a straight 10 Minerals and 4 Autofabbers on top of the deployment cost.

This is clunky but I'm trying to reflect that you guys are architecting something from scratch and there is wastage involved in that.
 
Okay, first draft of a plan, anyone wants to chime in feel free. If you want to use parts to create your own plans feel free!

-[] Industry:
--[] Boost Orbital Core and Astro-mining to orbit. 2 Orbital Actions (2/6)
--[] Build two Basic Fusion Reactors and install them in the above Orbital installations. 2 Orbital Actions (4/6), -6 minerals, 2 Autofactories, (2/6)
--[] Build 1 Shuttle. -6 minerals, -6 biomass, 1 Autofactory (3/6)
--[] Build and boost 1 Solar Sattelite. -5 minerals, 1 Orbital action (5/7), 1 Autofactory (4/6)
--[] 1 Autofactory will be put on standby to support the actions below. (5/6)
--[] Build 1 Storm hardened Autofactory,. -6 minerals, 2 Autofabber Actions (2/2)
--[] 2 Autofactories will serve as 6 Autofabbers (7/7)
--[] Telekinetic Militia equipment. -2 Minerals, 1 Autofabber Action (3/8), and 1 Psi-Crystal Machine Action (1/1)
--[] Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (4/8)
--[] Build 1 Storm hardened Storm Peat mine. -1 mineral, 1 Autofabber Action (5/8)
--[] Build 1 Gun Shuttle. -5 minerals, -5 biomass, 2 Autofabber Actions. (7/8)
--[] Build and boost 12 Orbital Solar Farms. -24 minerals, 1 Orbital Action (6/8), 1 Autofabber Action. (8/8)
--[] Total Build Cost: -10 Food, -50 minerals -11 biomass, 6 Orbital actions, 1 Psi-Crystal Machine Action, 4, Autofactory Actions, 1 Autofactory kept in reserve, and 8 Autofabber Actions (6 from 2 Autofactories)
--[] Institute Honeypede cultivation for morale boost, -1 biomass/turn, 1 Job
Total cost
-[] Orbital:
--[] 6 actions on construction
--[] 1 action to supply
--[] 1 action on asteroid mining with the new automated system
-[] Military:
--[] Expanding the force. The Militia hasn't really grown with the population, the force didn't really expand when we welcomed the uptimers. Now the oldest children born here are reaching ages where they would be allowed to enlist if they had been born on Earth and their telepathic gifts had been missed. There are a lot of skills our Militia have built up, from hunting to psychic stealth to EVA, and it's time to start teaching in earnest.
-[] Exploration:
--[]Monitor transmissions. Find some volunteers among uptimers who are familiar with the sounds of one or more alien languages from their time on the run. Any messages we intercept with the tachyon beacon they can listen in on, even if we can't decode them we might catch a sense of who they are.
-[] Research:
--[] Continue Blight Research.
--[] Research High Tensile Strength Biomaterials.
--[] Research Future Transport: Ship Reactors
-[] Diplomacy:
--[] Begin an initiative to set up a Gene bank. This is understandably going to be touchy given the Psi Corp's treatment of telepath bodies and DNA. Discuss the reality of the Blight and the genetic damage it can cause, and encourage voluntary contributions of genetic material as a precautionary measure colonists can take to protect themselves and their descendants from any potential future outbreak. If there is support there is an Autofactory on standby to produce a Blight-hardened facility.
-[] Personal:
--[] James and Mira only have so much time before the girls' gifts awaken and certain thoughts must be guarded for the next few years. Make time away from the meetings.

Someone must stop me from establishing a Storm Peat monoculture!

Please snag or create images of what you think our ships should look like!

Edit: So first major edit done, guess who is getting new solar farms, shuttles, and an Autofactory!
 
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--[] Build Orbital Core and Astro-mining bay and boost them to orbit. 2 Orbital Actions, -10 minerals, -10 Biomass, 2 Autofactories and 2 Autofabbers
The Core and Bay just need to be deployed. The research gave you a prototype for each.

They still need power so that's why you still need to build the Basic Fusion Reactors.

The 4 Deploy Asset Orbital Operations cover getting everything into orbit.

When you research some type of facility or structure, you pay for the build of your first facility as part of the research action. You're overspending on Builds and Minerals/Biomass.
 
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Sorry, I didn't understand that they were prebuilt, I was having a real reading comprehension issue. I need to find a way to spend a lot of minerals or we are going to waste mineral production.

Edit: Well, at least we aren't going to go over mineral cap.

@Logos01 How should we go about trying to create a Gene Bank? My perspective was that the major barrier was getting telepaths to accept it given the way telepath genetics and reproduction were manipulated by the Corp, and it would be a Diplomatic action as a result. I'm not sure if holding an Autofactory in reserve will do anything though. If it won't do anything I can find another use for that production capacity.
 
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Sorry, I didn't understand that they were prebuilt. I need to find a way to spend a lot of minerals or we are going to waste mineral production.

Edit: Well, at least we aren't going to go over mineral cap.

@Logos01 How should we go about trying to create a Gene Bank? My perspective was that the major barrier was getting telepaths to accept it given the way telepath genetics and reproduction were manipulated by the Corp, and it would be a Diplomatic action as a result. I'm not sure if holding an Autofactory in reserve will do anything though. If it won't do anything I can find another use for that production capacity.

Well, 2 Autofactories and 24 minerals would get you two more standard shuttles. You could also reserve minerals/biomass for your next research project whatever it may be. (Ship reactor would need a bunch as well as at least one autofactory.).

As to the gene bank thing... I'd say definitely a Diplomacy action for sure. There's already a certain amount of "husbandry" going on with the Exowombs though: your colonists have already recognized the long-term issue of genetic viability since you can't count on further time traveling sleeper ships showing up in orbit.

So if you manage to phrase it more as a matter of health records rather than even a whiff of breeding programs that'll help. Mostly something like what you're talking about could be achieved as an add-on to the Medlab of the Community Center. The facilities for it are all mostly already there. (Case in point: there should be genetic screening records for your people from before the Blight, as well as cryopreserved biosamples. You're not in a position to actually do anything gene-tinkering-wise with them just yet but... you could experiment to find a method.)



Fun fact: Jason and Mira would now be right around 50. Mawmaw is over a hundred.

You guys are making orbital infrastructure and half of your workforce is teens. 14-18. That's some Beltalowda gumption right there.
 
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On a basic read-over, it looks good to me. Our industry/economy has grown so much.

Thanks for including the gene bank action. I'm not worried about doing genetic engineering or anything, just preventing diversity loss from genetic drift or blight.
 
[X] Plan Orbital Infrastructure
-[X] Industry:
--[X] Boost Orbital Core and Astro-mining to orbit. 2 Orbital Actions (2/6)
--[X] Boost 2 existing Basic Fusion Reactors and install them in the above Orbital installations. 2 Orbital Actions (4/6),
--[X] Build 2 Shuttles. -12 minerals, -12 biomass, 2 Autofactories (2/6)
--[X] Build and boost 1 Solar Sattelite. -3 minerals, -2 biomass, 1 Orbital action (5/7), 1 Autofactory (3/6)
--[X] Build 1 Psi-Crystal Machine. -5 Minerals, -2 biomass, 1 Psi-Crystal Build (1/2), 1 Autofactory Action (4/6)
--[X] 1 Autofactory will be put on standby to support the Diplomatic and Research actions below. (5/6)
--[X] 2 Autofactories will serve as 6 Autofabbers (7/7)
--[X] Build 1 Storm hardened Autofactory,. -4 minerals, -2 biomass, 2 Autofabber Actions (2/8)
--[X] Telekinetic Militia equipment. -2 Minerals, 1 Autofabber Action (3/8), and 1 Psi-Crystal Machine Action (2/2)
--[X] Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (4/8)
--[X] Build 1 Storm hardened Storm Peat mine. -1 mineral, 1 Autofabber Action (5/8)
--[X] Build and boost 12 Orbital Solar Farms. -19 minerals, -5 biomass, 1 Orbital Action (6/8), 1 Autofabber Action. (6/8)
--[X] 2 Autofabbers put on standby to support the Diplomatic and research Actions below (8/8)
--[X] Total Build Cost: -10 Food, -44 minerals, -23 biomass, 2 Psi-Crystal Machine Actions, 4, Autofactory Actions, 1 Autofactory and 2 Autofabbers kept in reserve, and 6 Autofabber Actions (6 from 2 Autofactories)
--[X] Institute Honeypede cultivation for morale boost, -1 biomass/turn, 1 Job
Total cost
-[X] Orbital:
--[X] 6 actions on construction
--[X] 1 action to supply
--[X] 1 action on asteroid mining with the new automated system
-[X] Military:
--[X] Expanding the force. The Militia hasn't really grown with the population, the force didn't really expand when we welcomed the uptimers. Now the oldest children born here are reaching ages where they would be allowed to enlist if they had been born on Earth and their telepathic gifts had been missed. There are a lot of skills our Militia have built up, from hunting to psychic stealth to EVA, and it's time to start teaching in earnest.
-[X] Exploration:
--[X] Monitor transmissions. Find some volunteers among uptimers who are familiar with the sounds of one or more alien languages from their time on the run. Any messages we intercept with the tachyon beacon they can listen in on, even if we can't decode them we might catch a sense of who they are.
-[X] Research:
--[X] Continue Blight Research.
--[X] Research High Tensile Strength Biomaterials.
--[X] Research Future Transport: Ship Reactors
-[X] Diplomacy:
--[X] Begin an initiative to set up a Gene bank. This is understandably going to be touchy given the Psi Corp's treatment of telepath bodies and DNA. Discuss the reality of the Blight and the genetic damage it can cause, and encourage voluntary contributions of genetic material as a precautionary measure colonists can take and part of medical records. If the Medical Centre needs to be modified to protect genetic samples for long term storage the reserve Autofactory or Autofabbers can be used.
-[X] Personal:
--[X] James and Mira only have so much time before the girls' gifts awaken and certain thoughts must be guarded for the next few years. Make time away from the meetings.
 
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@Logos01 How far from the colony have we explored on Kithhame? How far could we explore with our current GEVs?

It just occurred to me that we probably haven't explored most of this planet. Much less sent probes to the other planets in the system. Not something for this year, but something to think about.
 
@Logos01 How far from the colony have we explored on Kithhame? How far could we explore with our current GEVs?

It just occurred to me that we probably haven't explored most of this planet. Much less sent probes to the other planets in the system. Not something for this year, but something to think about.
The GEVs let you rove over a few thousand miles, since the survey took a couple of years.

It's hardly a comprehensive survey. It would take a decade of work by several thousand scientists to do that. Intensive scrutiny only goes to about a hundred miles out. There's still lots else you could find.
 
The GEVs let you rove over a few thousand miles, since the survey took a couple of years.

It's hardly a comprehensive survey. It would take a decade of work by several thousand scientists to do that. Intensive scrutiny only goes to about a hundred miles out. There's still lots else you could find.

I suspect we could spend most of our Explore Actions as "Just look around." Of course, that's in competition with setting up a listening post to work out who our neighbors are eventually, or just sending probes to the other planets in the system.

Fun fact: Jason and Mira would now be right around 50. Mawmaw is over a hundred.

You guys are making orbital infrastructure and half of your workforce is teens. 14-18. That's some Beltalowda gumption right there.

Yeah, it's kind of nuts how focused this quest has been. Our Greenhouses and Mines still have "Basic" in their names, but we keep chasing higher technologies. I bear a share of the blame for that.

I suspect James and Mira won't manage that 3rd kid at their ages, but it's still worth it to get some time together away from work.
 
Turn 19: A Foothold In Myth
Scheduled vote count started by Logos01 on Aug 19, 2024 at 2:04 AM, finished with 28 posts and 5 votes.

  • [X] Plan Orbital Infrastructure
    -[X] Industry:
    --[X] Boost Orbital Core and Astro-mining to orbit. 2 Orbital Actions (2/6)
    --[X] Boost 2 existing Basic Fusion Reactors and install them in the above Orbital installations. 2 Orbital Actions (4/6),
    --[X] Build 2 Shuttles. -12 minerals, -12 biomass, 2 Autofactories (2/6)
    --[X] Build and boost 1 Solar Sattelite. -3 minerals, -2 biomass, 1 Orbital action (5/7), 1 Autofactory (3/6)
    --[X] Build 1 Psi-Crystal Machine. -5 Minerals, -2 biomass, 1 Psi-Crystal Build (1/2), 1 Autofactory Action (4/6)
    --[X] 1 Autofactory will be put on standby to support the Diplomatic and Research actions below. (5/6)
    --[X] 2 Autofactories will serve as 6 Autofabbers (7/7)
    --[X] Build 1 Storm hardened Autofactory,. -4 minerals, -2 biomass, 2 Autofabber Actions (2/8)
    --[X] Telekinetic Militia equipment. -2 Minerals, 1 Autofabber Action (3/8), and 1 Psi-Crystal Machine Action (2/2)
    --[X] Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (4/8)
    --[X] Build 1 Storm hardened Storm Peat mine. -1 mineral, 1 Autofabber Action (5/8)
    --[X] Build and boost 12 Orbital Solar Farms. -19 minerals, -5 biomass, 1 Orbital Action (6/8), 1 Autofabber Action. (6/8)
    --[X] 2 Autofabbers put on standby to support the Diplomatic and research Actions below (8/8)
    --[X] Total Build Cost: -10 Food, -44 minerals, -23 biomass, 2 Psi-Crystal Machine Actions, 4, Autofactory Actions, 1 Autofactory and 2 Autofabbers kept in reserve, and 6 Autofabber Actions (6 from 2 Autofactories)
    --[X] Institute Honeypede cultivation for morale boost, -1 biomass/turn, 1 Job
    -[X] Orbital:
    --[X] 6 actions on construction
    --[X] 1 action to supply
    --[X] 1 action on asteroid mining with the new automated system
    -[X] Military:
    --[X] Expanding the force. The Militia hasn't really grown with the population, the force didn't really expand when we welcomed the uptimers. Now the oldest children born here are reaching ages where they would be allowed to enlist if they had been born on Earth and their telepathic gifts had been missed. There are a lot of skills our Militia have built up, from hunting to psychic stealth to EVA, and it's time to start teaching in earnest.
    -[X] Exploration:
    --[X] Monitor transmissions. Find some volunteers among uptimers who are familiar with the sounds of one or more alien languages from their time on the run. Any messages we intercept with the tachyon beacon they can listen in on, even if we can't decode them we might catch a sense of who they are.
    -[X] Research:
    --[X] Continue Blight Research.
    --[X] Research High Tensile Strength Biomaterials.
    --[X] Research Future Transport: Ship Reactors
    -[X] Diplomacy:
    --[X] Begin an initiative to set up a Gene bank. This is understandably going to be touchy given the Psi Corp's treatment of telepath bodies and DNA. Discuss the reality of the Blight and the genetic damage it can cause, and encourage voluntary contributions of genetic material as a precautionary measure colonists can take and part of medical records. If the Medical Centre needs to be modified to protect genetic samples for long term storage the reserve Autofactory or Autofabbers can be used.
    -[X] Personal:
    --[X] James and Mira only have so much time before the girls' gifts awaken and certain thoughts must be guarded for the next few years. Make time away from the meetings.

Event Roll: 55
Sandworm Attack: 45
Blight Check: 51

Year: 2089

Economy:
  • Income:
    • Food: +21 ( Base +18, Fishing +3 )
    • Biomass: +30
    • Minerals: +24 ( Base: +18, Asteroid Mining +6)
    • Energy: +68
  • Expenses:
    • Food: -22 (Maint: -3 Pop Cost, -4 Civ Economy, -2 Exowombs) ( -10 Construction ) ( -2 Research )
    • Biomass: -34 ( Maint: -4 Civ Economy, -0 Buildings ) ( -26 Construction ) ( -4 Research )
    • Minerals: -48 (Maint: -4 Civ Economy ) ( -46 Construction )
    • Energy: -60 ( Maint: -8 Civ Economy, -25 Infra, -26 Buildings, -1 Pops)
  • Reserves:
    • 24/60 Food Units
    • 9/60 Biomass
    • 20/60 Minerals
    • 26/30 Energy



Military Assets:
-- Telekinetic Militia. (+1 Effectiveness, +1 Psi-Amps )
-- Networked Watch Drones ( +1 Effectiveness )
-- 1 Squadron of Telekinetic Tactical Ground Effect Vehicles.

== Database Techs
- 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").
- Space Operations.
Spaceports, Shuttles, Sensor Grids, and bears. Oh my!
- Ground Effect Vehicles.
Amphibious colonial survey design found in database. Increases efficacy of surveys, patrols, and hunts.

== Social Development
- Production/Energy Credit Economics
Basic and specialist pops have a minimum output that will always be met, and maintenance cost.
- Sporting Event Telepathic Training
Psi-amps have allowed teep training to be viewed as a form of athleticism rather than something to be endured. Long term impacts yet to be revealed.
- Clan Secrets
The Council of Matriarchs is planning to have each Clan develop their own unique spin on the skills one acquires as a teep and how to obtain them. While this can't affect Psi-ratings, the techniques one focuses on can have an impact on the jobs one is good at.
- Apprenticeships
The teens of the colony have persuaded the original generation to allow them to take on more responsibility and provide practical aid to the workers of the colony, easing the burden on the workforce.
- Telekinetic Dueling Culture.
The people of the colony are growing more invested in the personal prowess capabilities offered by the psi-amps.
- Civilian Economy Morale
The Civilian Economy has expanded to the state that it now provides a +1 Morale bonus to any facility with a malus that turn.
- Disaster Preparedness.
Militia Effectiveness now applies to disaster events.
- Storm Festivals.
Shocking culinary practices will now be a long-term part of the colony's social identity, representing endurance and togetherness. The Storm Month will be seen as a time when social status is secondary to reconciliation.

== Kithhame Techs
- Anti-Sandworm Thumpers
Sonic generators designed to mimic pestilent sandworms' predators.

== Kobold Techs
- Kobold Veterancy Archives.
Eliminates potential unskilled labor penalties. Grants +1 bonus to tasks requiring extreme skill (combat rolls, medical performance, etc.,)
- Squadlink Technique.
Provides +1 effectiveness in small units from superior coordination.
- Stealth Technique.
Can allow militia members to remain undetected by sentient beings.

== Psi-Crystal Techs
- Psi-Amps (Primitive)
Through the use of electrically charged Psi-Crystals, a telepath can -- very clumsily -- use telekinetic abilities. The surface has barely been scratched with this. Psi-Amps can now also enhance telepathic operations and mind-machine interactions. +1 benefit (+10 to Research rolls).
- Telekinetic Weapons
Can use unengraved but larger psi-crystals to create heavy recoilless slug-thrower weapons, though they require hip or backpack power supplies.
- Psionic Interfaces
Telepathic interface technology can now work reliably with human-made computer components.
- Telekinetic Auras
By imbueing telekinetic energy into one's own bioelectric field, the field can draw on the person's metabolic energy and provide a basic 'reinforcement' of the bioelectric field into a sort of aura.
- Psi-Amp Multitasking.
Stronger telepaths can split their attention to perform telepathic and telekinetic actions simultaneously by 'shoring up' the strength of the 'psychic echo' in the psi-amps.

== Clan Psi-techs
> Alexander
-- Telescopic Clairsentience: Alexanders learn to use psi-amp interactions with light and sound to amplify signals coming from a given direction. Improves Psi-Amp bonus to some military actions.
> Gray
-- Empathic Telemetry: Grays learn to use their telepathic senses to detect the emotional resonance a person experiences with objects, thus determining in a sense the nature and degree of any importance personal possession, greatly easing disputes over personal possessions and theft complaints.
> Runningdeer
-- Kobold Memory Art: Runningdeers learn to use the Kobold Veterancy Archive in an abstract way, allowing the 'encryption' of personal secrets within the group by pairing symbolic references within the Archive with imagery that's shared as 'decryption keys' with fellow teeps.
> Ironheart
-- Circle Amplification: Ironhearts learn to include psi-amps in their cooperative choirs. While traditionally choirs cannot actually increase their effective P-rating, including a trained Ironheart into a choir can make psi-amps more energy-efficient when multiple teeps are involved. Adds +1 to the effect of psi-amps on any telepathic action that requires a choir.
> Stoner
-- Psychic Contracts: Stoners learn to use their telepathic capabilities and the informed consent of those involved to create a 'resonance' with a certain list of terms between those individuals. This creates a sort of mutual awareness of compliance with the agreement and, with psi-amp assistance, an aversion to breaking the terms as understood by both parties. Improves Civilian Economy yields with +1.
> Namikawa
-- Psi-Hand Technique: Namikawas have learned methods to partner the telekinetic 'bubble' psi-amps can maintain with the tactile response of their hands, drastically improving the resolution of sensory feedback from psi-amps when analyzing or appreciating the shapes and flows within the field. Adds +10 to Psi-Amp bonus to Research Rolls.



== Biomechanoid Techs
- Biomechanical Material Farms. Grows ancient alien's biomechanoid structural material from raw biomass.
-- Research Options: High Tensile variant.

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: +1 Biomass. Cost: 1 Autofab Action.
- Wind/Solar Farm: +1 Energy Prod. Cost: 2 Minerals. Up to 1 Autofab Action (build up to 12 with 1 action.) (Cannot be Storm Hardened.)
- Syngas Reactor: +1-3 Energy/-1-3 Biomass. 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. 5 Minerals, 5 Biomass (Biomechanoid).
- Basic Kelp Farm. +1 Food, +1 Biomass, -1 Energy Prod. Requires deposit. Cost: 1 Autofab Action, 1 Minerals.
- Cultural Center. 0/0/0. Negates all Cultural Crisis penalties when complete. 1 Autofab Action, 4 Food per stage. (Core / Ring / Wings )
- Basic Vehicular Maintenance Bay. Provides 'care and feeding' for 1 squadron of storm-hardened GEV's. -1 Energy. Cost: 2 Autofab Actions, 2 Biomass, 2 Minerals. Includes the squadron.

- Build Storm Peat Deposit. Adds a Storm Peat deposit to the planet. Cost: 1 Autofab Action, 10 Food.
- Build Ironwood Plantation. Takes 4 years. Requires at least one Dredging Station to be operational the entire term. Cost: 3 Biomass, 1 Minerals per turn. 1 Autofabricator action per turn.
- Seed Ironwoods Into Mine Tailings. Adds +1 Minerals and +1 Biomass to a Mine. Cost: 1 Autofab Action, 2 Biomass.

Psionic Tier 0:
- Telekinetic Militia: +1 Effectiveness. Cost: 1 Autofab Action, 1 Psi-Crystal Machine Action, 2 Minerals.

Tier 1:
- Basic Dredging Stations. +2 Minerals, -1 Energy. Costs 1 Minerals to build. 1 Autofactory Action.
- Basic Fusion Reactor: +3 Energy Prod. Cost: 1 Autofactory Action. 3 Minerals. (-1 Without Purifier.)
- Standard Shuttle: Allows 1 Orbital Operation /turn. Cost: 1 Autofactory Action. 12 Minerals.
- Exowomb Nursery: -2 Energy Prod, -1 Food. Counts as extra pop for Pop Growth calculations. Cost: 1 Autofactory Action. 2 Minerals. 2 Food.
- Spaceport (3 stage facility.) -2 Energy per stage. Provides subfacility slots for orbital-related activities. Cost: 1 Autofactory Action, 5 Minerals per stage.
- Solar Rectenna Station: Provides ground link to Orbital Solar Satellites. Supports up to 5 Satellites. Cost: 5 Minerals, 1 Autofactory Action.
- Food Synthesizer: Converts Biomass into Food. Not very palatable, requires -1 Energy/t when in operation. Cost: 1 Autofactory Action, 5 Minerals, 3 Biomass.
- Biomechanical Material Farm: Permits production of Biomechanoid Materials to substitute Minerals with Biomass. -1 Energy/t when in operation. Cost: 2 Autofactory Actions, 5 Minerals, 5 Biomass.
- Grass Farm: +2 Food/t, +2 Biomass/t, -2 Energy/t. Automated (No Jobs). Cost: 1 Autofactory Action, -2 Minerals, -2 Food, -2 Biomass.

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. Psi-Drones may work 1 Job per pop, producing +1 to that Job, and cost -1 E/t.
- Psi-Crystal Machines: +1 Psi-Crystal Build Operation, -1 Energy/t. Cost: 5 Minerals, 2 Biomass, 1 Psi-Crystal Build, 1 Autofactory Action

Orbital Infrastructure Tier 1:
- Storm Nullifier Satellites: +2 Energy Prod. Cost: 1 Autofactory Action. 5 Minerals. (Mitigates Storm Turn Penalty.)
- Sensor Grid Satellites: Requires ground control. Provides sensor coverage for star system. Less effective when used passively. -2 Energy. Cost: 1 Orbital Operation, 5 Minerals, 1 Autofactory Action.
- Solar Satellite: Provides control to up to 12 Solar Farms in Orbit. +2 Energy/t (base). Cost: 5 Minerals, 1 Autofactory Action, 1 Orbital Operation.
- Orbital Station Modules: Provides Job-related infrastructure or habitation. Costs: 10 Minerals, 4 Autofabber Actions, 2 Orbital Operations, 1 Basic Fusion Reactor.
-- Orbital Station Core: Allows other Modules, provides habitation for Jobs. Requires 1 Orbital Operation per Job sustained aboard station.
-- Astro-Mining Bay: Supports 1 Job, allowing up to 4 Asteroid Mining Operations per Job. Each Asteroid Mining Operation gets "best-of-2" on yield roll.

Tier 2:
- Shipscale Fusion Reactor. +18 Energy/t. Cost: 15 Minerals, 4 Autofactories.

- Asteroid Mining. Harvest Asteroids that approach near Kithhame orbit. Provides 1d12 Minerals.
- Launch Assets. Allows deploying manufactured goods into orbit. (Max capacity, 12 Solar Farms / 1 Satellite.)
- Send Probe. Allows exploring anomalies or other planetary bodies.


  • Trinary Star System.
    • Kith Prime A. Yellow Giant (50x larger than Sol). 2 hadean planets, 2 hot dead worlds, 1 possibly terrestrial, 2 gas giants. 2 dwarf planets. No asteroid belt.
    • Kith Prime B. Brown Dwarf. 2 frozen worlds. 1 gas giant. 2 asteroid belts. 1 dwarf planet.
    • Kith Prime C. Blue Dwarf. 2 Hadean Worlds. 1 Hot dead world. Kithhame. 1 frozen world. 1 asteroid belt. 2 gas giants. 3 dwarf planets.
    • 2 Energetic Anomalies.
      • "Lighting Hole". Building "Rift Observation Station" will grant permanent +20 to Hyperspace Theory rolls.
      • "Radrock". Building "Radrock Observation Station" will grant permanent +10 to Nuclear Physics rolls.
    • Charted (+1 to asteroid mining operations).
Colonies:

  • Kithhame
    • [*]Population:
      • Humans: 3 Units (~780 people) ( -3 Food/t )
      • Kobolds: 5 Units (Self-sustaining)
      • Psi-Drones: 1 Units ( -1 Energy/t )
      [*]
    • [*]Planetary status:
      • Marginally habitable. Indigenous wildlife obviously alien but at times oddly familiar.
      • Planetary Storms hit every 5 years. (2072,2077,2082, etc.. Causes -1 to all facilities that turn. Chance of facility loss.)
      • Hostile Fauna: Sandworms. 25% 10% chance annually of attack on food reserves/production.
      • Notable Fauna: Stormrider Anemone. Catxlotls.
      • 3 Basic Minerals deposit found (3 Medium Exploited).
      • 4 "Storm Peat" Deposits Found (4 Lightly Exploited). ( Build mine to produce +1 Energy/turn, +1 Biomass.)
      • 3 Kelp Forest Deposits Found ( 3 Lightly Exploited). (Build Kelp Farm to produce +1 Food, +1 Biomass, -1 Energy.)
      • 2 Ironwood Deposits Found (2 Lightly Exploited). (Build Logging Camp to produce +1 Minerals, +1 Biomass.)
      • 1 Ironwood Deposit Growing: 2/4t. -1 Minerals/t, -3 Biomass/t, 1 Autofabber/t.
      • 3 High-mineral silt deposits found. (3 Unexploited). (Build Dredging Station to produce +2 Minerals, -1 Energy.)
      • 1 Alien Ruins Found. Unlocks biotech, telepathic interface, cybernetics technology paths.
      • Ancient Blight: 20% chance of total crop failure in Farms annually.
      • Food Synthesizer (Can convert Biomass into Food. Requires -1 Energy/t when active.).
      [*]
    • [*]Colonization status:
      • One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
      • One ruined/derelict transport ship from 2260
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 2 Basic Hab Complex: 4 Pop Cap ( 2 Pop Limit, +2 Purification, Storm Hardened)
      • 3 Basic Warehouse Complex. +20 Storage Caps. (Storm Hardened.)
      • Cultural Center (Complete) ( Negates Cultural Crisis.) (All sub facilities automatically Storm Hardened.)
        • Automated Field Hospital. -1 Energy, -1 medical emergency impact
        • Central Computer Core. -2 Energy. (Telepathic interfaces. Colony-wide network.)
        • Archives. -1 Energy. (Retains memories of history, culture, social theory, improves educational outcomes)
      • 2 Vehicle Maintenance Bays. -2 Energy. (Provides 'care and feeding' for 2 squadrons of GEVs.) (Storm Hardened.)
      • Starport (Complete) -6 Energy. (Allows synthesis of fusion torch fuel. Protects Shuttles. Has subfacilities.) (Storm Hardened.) (Phase 2: Magnetic Launchers -- +1 to all Orbital Actions.) ( Phase 3: Tachyon Beacon )
        • Drydock. (Permits study, repair, and construction of larger ship classes.)

      • 3 Standard Shuttle. ( +3 Orbital Operations. )
      • 4 Gunshuttle ( +4 Orbital Operations. -4 Energy/t )
      • Clan Exowomb Nursery ( +10 Births/t, -2 Energy/t, -1 Food/t, Special: Does not count against cap, Storm Hardened).
      • 1 Exowomb Nursery ( +10 Births/t, -2 Energy/t, -1 Food/t. Max 1 Facility per Human Pop. Storm Hardened.)
      • 3 Research Facilities -4 Energy/t ( Grants "Labs" perk, granting +10 to research rolls. Can sustain 1 research project per turn each. Storm Hardened. 1 Facility Blight-Hardened.)
      • Private Research Facility -1 Energy/t ( Allows 1 research project per turn not under Questor control. Storm Hardened.)
      • Biomechanical Material Farm, -1 Energy/t ( Can spend 1 Biomass for 1 Minerals, for up to 50% of Minerals costs. -1 Energy when in use. Blight-Hardened.)
      • Orbital Station:
        • Core: Allows other Modules, provides habitation for Jobs. Requires 1 Orbital Operation per Job sustained aboard station.
        • Astro-Mining Bay: Supports 1 Job, allowing up to 4 Asteroid Mining Operations per Job. Each Asteroid Mining Operation gets "best-of-2" on yield roll.
      • Honeypede Ranching. -1 Biomass/t, Improves Morale Bonus 1 step. (Bonus now applies to terrestrial random rolls.)
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 7 Autofactory. -14 Energy ( Storm Hardened )
      • 2 Psi-Crystal Manufacturing Devices. -2 Energy/t
      • 2 "Civilian" Autofactory. -4 Energy, -4 Food, -4 Biomass, -4 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy. Costs 1 Job per Autofactory.)
      • 1 Civilian Psi-Crystal Manufacturing Device. -1 Energy/t (Colonists will have access to personal psi-amps.)
      • 3 Basic Greenhouse Farms: +9 Food, -3 Energy ( 3 Food, +3 Kobold Pets, +3 Purification, -3 Energy [Blight], Storm Hardened, Blight-Hardened)
      • 3 Basic Kelp Farms: +6 Food, +6 Biomass, -3 Energy ( 2 Food/Biomass, +2 Kobold Pets, Storm Hardened)
      • 3 Basic Lumbercamps: +6 Biomass ( 3 Biomass, +3 Kobold Pets, Storm Hardened )
      • 1 Fishing GEV Fleet: 1d4+2 Food ( 1d4 Food, +1 Kobold Pets, +1 Morale )
      • 1 Grass Farm: +3 Food, +3 Biomass, -2 Energy ( 2 Food, 2 Biomass, +1 Kobold Pets, Storm Hardened)
      • 3 Basic Mine Complex. +12 Minerals, +3 Biomass, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Ironwood Tailings [ +3 Minerals, +3 Biomass], Storm Hardened. )
      • 2 Basic Ironwood Logging Camps. +4 Minerals, +4 Biomass (2 Minerals, 2 Biomass, +2 Kobold Pets, Storm Hardened)
      • 1 Dredging Station +3 Minerals, -1 Energy ( 2 Minerals, +1 Kobold Pets, Storm Hardened.)
      • 4 Basic Peat Mine Complex. +8 Energy, +8 Biomass ( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10/12 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +0 Energy -0 Biomass. (Max of 3) (Storm Hardened.)
      • Solar Rectenna Station: 2/5 Satellites. (Storm Hardened).
        • 2 Solar Satellite(s). +4 E/t, ( Supports 12 Orbital Solar Farms. )
        • 24 Orbital Solar Farms. +24 E/t.
      [*]


Clan Activity:
-- Alexander "Brat Brigades" now seen regularly engaging with other kids in drills and fitness regimens.


Civilian Economy:
-- Civvie Psi-Crystal Machine allocated to research project.


Spaceport Beacon Transcripts:
-- Brakiri and Hyach signals deciphered, giving extremely rough galactic map positioning.




Industry:
-- Build 2 Shuttles. -12 minerals, -12 biomass, 2 Autofactories (2/6) ( -12M , -12B, 2/6 Autofac)
-- Build and boost 1 Solar Sattelite. -3 minerals, -2 biomass, 1 Orbital action (5/7), 1 Autofactory (3/6) ( -15M, -14B, 3/6 Autofac)
-- Build 1 Psi-Crystal Machine. -5 Minerals, -2 biomass, 1 Psi-Crystal Build (1/2), 1 Autofactory Action (4/6) (-20M, -16B, 4/6 Autofac, 1/2 Psi-Crystal Machine)
-- 1 Autofactory will be put on standby to support the Diplomatic and Research actions below. (5/6)
-- Build 1 Storm hardened Autofactory,. -4 minerals, -2 biomass, 2 Autofabber Actions (2/8) ( -24M, -18B, 2/3 Autofab, -2 E/t )
-- 2 Autofactories will serve as 6 Autofabbers (7/7) ( 2/3 Autofab -> 2/9 Autofab )
-- Telekinetic Militia equipment. -2 Minerals, 1 Autofabber Action (3/8), and 1 Psi-Crystal Machine Action (2/2) (-26M, -18B, 3/9 Autofab, 2/2 Psi-Crystal Machine)
-- Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (4/8) ( -26M, -18B, -10F, -2 E/t, 4/9 Autofab)
-- Build 1 Storm hardened Storm Peat mine. -1 mineral, 1 Autofabber Action (5/8) ( -26M, -18B, -10F, -2E/t, +2 E/t, +2 B/t, 5/9 Autofab)
-- Build and boost 12 Orbital Solar Farms. -19 minerals, -5 biomass, 1 Orbital Action (6/8), 1 Autofabber Action. (6/8) ( -45M, -23B, -10F, -2E/t, +14E/t, +2B/t, 6/9 Autofabbers)
-- Seeding Ironwood Plantation. -1 Minerals, -3 Biomass, 1 Autofabber ( -46M, -26B, -10F, -2 E/t, +14E/t, +2B/t, 7/9 autofabbers)
-- 2 Autofabbers put on standby to support the Diplomatic and research Actions below (8/8)
~~ Honeypedes?
-- Institute Honeypede cultivation for morale boost, -1 biomass/turn, 1 Job
~~ Orbital
-- Deploy Asset: Orbital Station Core ( 1/8 )
-- Deploy Asset: Astro-Mining Bay. ( 2/8 )
-- Deploy Assets: Basic Fusion Reactor (x2) ( 4/8 ) ( Negates +6 E/t )
-- Deploy Asset: Orbital Solar Satellite. ( 5/8)
-- Deploy Asset: Orbital Solar Farms (x12) ( 6/8 )
-- Supply Job: Astro-Mining Bay. ( 7/8 )
-- Astro-Mining Bay ( 8/8 )

-- Results:
- ( 2d12->(1,6)->6 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +9 Minerals Acquired.

-- Build costs:
-> -46M, -26B, -10F, -2E/t, -1B/t 6/8
-- Build yields:
-> +14E/t, +2B/t,

Military:
-- Expanding the force. The Militia hasn't really grown with the population, the force didn't really expand when we welcomed the uptimers. Now the oldest children born here are reaching ages where they would be allowed to enlist if they had been born on Earth and their telepathic gifts had been missed. There are a lot of skills our Militia have built up, from hunting to psychic stealth to EVA, and it's time to start teaching in earnest.

The younger kids were never really excluded from the colonial rotations under the apprenticeship model. But there was also no formal inclusion of them either. Expanding the militia training to those kids of apprenticing age has caused some mutterings about child conscription, but that has oddly enough seen the most pushback from the Uptimers. In their eyes, with the local hazards of the sandworms and with the confirmation that the colony was in broadcast range of other races -- teaching the kids how to take care of themselves would help teach them self-empowerment. In their eyes, it is inevitable that the colony will make contact with another race -- or EarthGov -- and when it is discovered that the entire colony are telepaths, they'll need to be as prepared to fend off exploitation as possible.

Especially since it's functionally inevitable that the Dilgar will be coming for Kithhame.


-- Results:
-- Militia readiness increased. Telekinetic Gear upgraded with "military-grade" psi-amps. Dueling league activities adapted to squad and tactical operations.



Exploration:
-- Monitor transmissions. Find some volunteers among uptimers who are familiar with the sounds of one or more alien languages from their time on the run. Any messages we intercept with the tachyon beacon they can listen in on, even if we can't decode them we might catch a sense of who they are.

After several months of painstaking attempts at reconstruction of audiocodecs, one of the trained Commercial Teeps from the uptimers managed to identify a few snippets as being Hyach, and Brakiri. The Hyach signals are stronger -- but even that's not by all that much. There's at least two others that still can't be made out, and insufficient signal to be decoded.


-- Results:
-- General galactic map proximity detected. Kithhame is likely somewhere in the vicinity of Krish or Sector 83.


Research:
-- Continue Blight Research.
-- Research High Tensile Strength Biomaterials.
-- Research Future Transport: Ship Reactors

A major breakthrough in the Blight's characteristics has been achieved. Wide-area "jammers" for the Blight's vector of propagation have been achieved. While this only prevents aerial transmission -- contact-based transmission is still possible -- it's fairly simple to retrofit these "jammers" into the various wireless transmitter towers of the colony. What's more interesting is the new behavior of the Blight that is revealed as a result of the presence of the jamming fields. In unusual cases, it causes intense metabolic 'frenzy' in the patient, as it seems to attempt to infect the jammer equipment. This metabolic 'frenzy' causes the infected mitochondria to burn themselves out ... but with intensive care this can result in the patient being 'cured', assuming they survive. (Blight Cure I research now possible.)

In other equally exciting news, the Transport Ship fusion reactor design has now been fully understood. At the expense of 15 Minerals and 4 Autofactory actions, the reactor can output a staggering 18 Energy/t. (No prototype produced.)

Less excitingly, the Private Research lab is answering a concern for the colonists working the Orbital Station -- Kobold Hive repeaters that could allow individual members of a hive to remain connected while in orbit. The station as it stands is too small to allow a full hive, and too distant for the natural connection to function. This means workers in orbit have to leave their scaley friends behind, and basically /everyone/ has gotten too spoiled by their presence to want to do without. There have been a few design hiccups -- mostly in that their minds are just that alien and the signal repeater technology feels "wrong" when patched through a tachyon tightbeam -- but there's hope that signal modulation will fix the glitch.

-- Results:
- (183 + 1d100->48 + 20 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened )= 273 out of 200 to study Ancient Blight Studies III. (Lab1) -2 Food, -2 Biomass.
- ( 0 + 1d100->10 + 20 Psi-Amps + 10 Labs )= 40 out of 100 to unlock High Tensile Strength Biomaterials (Lab2) -2 Biomass
- (51 + 1d100->90 + 20 Psi-Amps + 10 Labs )=181 out of 150 to study Transport Fusion Reactors. (Lab3)
- (16 + 1d100->11 + 20 Psi-Amps + 10 Labs + 10 Psi-Drones )=67 out of 100 to unlock Hive Repeaters. (Private Lab)
(Costs: -2 F, -4 B )


Diplomacy:
-- Begin an initiative to set up a Gene bank. This is understandably going to be touchy given the Psi Corp's treatment of telepath bodies and DNA. Discuss the reality of the Blight and the genetic damage it can cause, and encourage voluntary contributions of genetic material as a precautionary measure colonists can take and part of medical records. If the Medical Centre needs to be modified to protect genetic samples for long term storage the reserve Autofactory or Autofabbers can be used.

Gene bank established. Unlocks possibility of reversing Blight infection through manual genetic intervention.


-- Results:


Personal:
-- James and Mira only have so much time before the girls' gifts awaken and certain thoughts must be guarded for the next few years. Make time away from the meetings.


-- Results:
-




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.)
-- []
 
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Sorry this took me so long to get out, you guys. I've only just now managed to think clearly after a flu-bug decided to give me a five-day-long migraine. Fun times.

For those of you keeping track at home: you are not as close to Dilgar space as some of your people are fearing. Hyperspace and realspace don't always overlap very well, and you are decidedly off the beacon-network. None of the star systems within a single jump's distance have an active tachyon beacon at least, meaning if anyone found your homeworld it would be through multiple years' worth of proactive search with multiple Explorer Ships dedicated to the job.

Opening the vote now, and I'll try to do better about the timeliness of the next update.
 
For research, I would keep going with the High Tensile Strength Biomaterials
Then I would either go with the next Ancient Blight Studies step or Switch over to Blight Cure 1.

The last slot likely should go into one of the other advanced ship components for reverse engineering.
 
It may be a little early for a rough draft plan, but here goes:

[] Fears for the Future (or) Girding our Loins
-[] Economy
--[] 1 Autofactory will serve as 3 Autofabbers (1/7)
--[] Build 1 Storm Hardened Autofactory. Cost: 2 Autofabber Action (2/5). -6 Minerals
--[] Build 1 Autofactory and Boost to Orbit. Cost: 2 Autofabber Actions (4/5). -5 Minerals, 1 Orbital Action
--[] Boost 1 existing Basic Fusion Reactor to Orbit to power Autofactory. Cost: 1 Orbital Action
--[] Build 1 Telekinetic Militia gear. Cost: 1 Autofabber Action (5/5), 1 Psi-Crystal Machine Action (1/2), -2 Minerals.
--[] Build 1 Storm Hardened Shipscale Fusion Reactor. +18 Energy/t. Cost: -16 Minerals, 4 Autofactories (5/8)
--[] Build 2 Storm Hardened, Blight Hardened Exo-womb nurseries. Cost: Cost: 2 Autofactory Actions (7/8). -6 Minerals. -2 Food
--[] Build 1 Psi-drone pop, assign to Lab III. Cost: 1 Autofactory Action (8/8), 1 Psi-Crystal Machine Action [2/2], -2 Minerals.
--[] Build Sensor Grid Satellites using Orbital Autofactory, use an Orbital action to position the sattelites. Cost: -5 Minerals, 1 Orbital Autofactory Action (1/1), 1 Orbital Operation
--[] Blight Harden the medical facility in the Cultural Center, the Habitation buildings, and all Exo-womb nurseries
-[] Orbital
--[] 1 Action to supply mining bay [1/8]
--[] 3 Actions to support construction [4/8]
--[] 4 Actions Asteroid mining [8/8]
-[] Military
Still trying to figure out a good Military action. My main thoughts were either continuing training from last turn or an attempt to specialize some of our GEVs; give them the Toyota Technical treatment. If we were going to do the later would replace 1 exo-womb with another GEV hanger in the build order, and specify it as specifically militia use.
-[] Exploration
Still working this out. Maybe general exploration. Or we could observe and study a specific species, like the Kobolds, Stormrider Anemones, Catxlotls, or Sandworms. I don't want to pull shuttles off mining this turn, better to send out probes to other panets in the system next turn after the Orbital construction is finished.
-[] Research
--[] Lab I will study Blight Cure I
--[] Lab II will continue existing High-Tensile Strength Biomaterial research
--[] Lab III will study Future Transport: Fusion Torch
-[] Diplomacy
--[] Meet with the Matriarchs to discuss the expansion of the Exo-wombs. With the fears of the up-timers that we might be close to Dilgar space we have to expand to be ready for what may be coming for our descendants, so the elimination of waitlists and expansion of availablitly to all who want to avail themselves of the technology seems prudent. While the expansion of the facilities does reduce the relative advantage the Clans have from their set aside facility, other accomodations might be made to allay concerns from the Matriarchs about losing relevance or influence.
-[] Personal
Spend time with the family? I really don't have any ideas for this other than try to make time for Mira and the girls.


The more practical option may be to move the Diplomatic Action to a personal one, and make a Diplomatic action about addressing the fears of the uptimers about comings wars a century and more off in the future. How we are going to prepare and make sure our children's children and all those who come after them can hold this system. We are on the edge of conquering a plague that drove our predecessors from this world, and neither the Dilgar nor Earth will take this place from us.

I am probably overbuilding energy infrastructure, but our infrastructure needs keep rising and we may need to Blight-Harden more of the colony.

Looking over the sustem map, are there any worlds we want to prioritize sending probes to? We have more than enough lift capacity to supply the Astro-mining bay at max capacity, and when we aren't building in orbit we may want to start launching probes again.
 
The last slot likely should go into one of the other advanced ship components for reverse engineering.

You could also salvage the transport for parts to do what you want with (such as reassembling the drives and reactor with a custom hull, though actually assembling a new ship this way would require an Orbital Module for that purpose.)

Finishing the reverse-engineering of the transport means having fabrication templates for its bits and bobs. That also means you know how to make replacement parts for the broken stuff, which I've been hand-waving away as below the level of abstraction for most stuff.
You can't get the ship itself into orbit again -- it wasn't actually designed to land in the first place. But you could save yourselves a whole heaping mess of labor and resources if you were to scavenge the reactor and thruster and deploy a new hull and command center (you don't need to research that independently; it would count as part of the research for the Transport Hull.)

Note: the Hull itself is not scavengable except as raw Minerals at this point -- it's too badly damaged. What with entire sections no longer existing and all.

But once you have Reactor, Thrusters, Hull, and Command Center in space and a orbital docking bay then you can cobble together your own Transport Ship and start doing Interplanetary/Transtellar Operations. Such as deploying stations to the anomalies. (You guys are lucky you'll have another 10 Jobs next turn...)

I am probably overbuilding energy infrastructure, but our infrastructure needs keep rising and we may need to Blight-Harden more of the colony.

You guys can scavenge existing infrastructure/buildings for other purposes if you want, as well. The most complex and fiddly bit of building a Standard Shuttle is the shuttle's fusactor -- so if you wanted to pay the same cost as a Gunshuttle and repurpose one of the colony's Basic Fusion Reactors to it you'd get a Standard Shuttle out. This is slightly inefficient with Resources but could let you expand operations.

The same also holds if you wanted to build a second Astro-Mining Bay.

Once you have the Future Thrusters unlocked you could also upgrade the Standard Shuttle to an Advanced Shuttle that would normally require 2 Autofactory actions (to represent the need for 2 basic fusactors to provide thrust power) that would also allow interplanetary ops, albeit at a penalty.

This is just kicking out ideas, again.

Another thing for you guys to give thought towards is how and if you want to start military-hardening your orbital presence. Stealth? Big Honkin' Space Guns? All The Armor? Etc., etc..
 
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