Should we try to run some war games next turn? Maybe have some of the more experienced people use a shuttle and simulate a hostile landing as an opfor and maybe simulated sabotage or kidnapping. See if we can't some of our people trained more before we have contacts with the wider galaxy.
 
Turn 24: Urban or Frontier, a Sprawl's a Sprawl
Scheduled vote count started by Logos01 on Sep 22, 2024 at 7:14 AM, finished with 35 posts and 6 votes.

  • [X] Belated Automation
    [X] Belated Automation
    -[X] Industry:
    --[X] Blight harden Lab 2 and get it ready for projects that require Blight containment
    --[X] 2 Autofactories will serve as 6 Autofabbers this turn (2/13)
    --[X] Build 1 storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/9)
    --[X] Upgrade 5 Storm Peat mines with "Ionic Fluids" Perk. Cost: 5 Autofabber Actions (7/9)
    --[X] 1 Autofabber actions spent armoring Facilities in Stone-shell skin. (8/9) Highest Priority facilities: Habitation Complexes, then the Colony Center, then the Rectenna, then the Spaceport. Following those are the 2 big Shipscale Fusion Reactors, the Biomaterials Farm, 1 Psi-Crystal machine, and the shelter for our museum ship (historical significance). Following that are the Labs, the Neuro Thrones, and the warehouses. We're way, way past 12 at this point so just follow the priority list and let us know how far we got this turn. If food is used as Biomass feedstock we will not go below 20 stored food, abandon the project partway in that instance.
    --[X] Build 12 Solar Farms and boost into Orbit. Cost -24 Minerals, 1 Autofabber Action (9/9) 1 Orbital Action
    --[X] Build 1 Solar Satellite Cost: -5 Minerals, 1 Autofactory Action (3/14), 1 Orbital Operation.
    --[X] Build 1 Storm hardened Psi-Crystal Machine. Cost: -6 Minerals, -2 Biomass, 1 Psi-Crystal Build (1/5), 1 Autofactory Action (4/14)
    --[X] Build 4 Storm hardened Neuro-Throne Rooms: 8 Autofactory Actions (12/14), 4 Psi-Machine Actions (5/6), -18 Minerals -6 Biomass.
    --[X] Assign 12 Psi-drone pops. 1 each to every Kelp Farm (3), Basic Lumber Camp (3), Ironwood Lumber Camp (3), and Basic Mine (3)
    --[X] Total Build Cost: -59 Minerals, -8 Biomass (not counting armoring project)
    --[X] 2 Autofactories held in reserve
    --[X] 1 Psi Crystal Machine assigned to assist Lab 4
    -[X] Orbital
    --[X] 1 Supply Operation
    --[X] 4 Asteroid Mining Operations
    --[X] 3 Capture Asteroid Operations
    --[X] 2 Launch Asset Operations
    --[X] 1 Harvest Biomass Operation
    -[X] Military:
    --[X] The Road to Mount Salcedo. Start marking out the route we want the road to take. The big industrial effort to build it may have to wait, but we can start mapping and planning now
    -[X] Exploration:
    --[X] Locate stands of Vigor trees. We should take an inventory of how prevalent this species is within a few hundred kilometres of the colony.
    -[X] Research:
    --[X] Lab 1 will research Blight Cure III, trying to get that fatality rate down
    --[X] Lab 2 will research the Blight's electromagnetic transmission. How interactions with the body's bio-electric field can transmit instructions to alter genes and create the Blight pathogen; and do this reliably across species and planets of origin. There must be some shared code to organic life, like a set of runes that will be understood as a set of instructions by any cell from any planet. And apparently these signals can be sent and received electromagnetically. This could have profound implications even if we are in no position to use that knowledge at the moment.
    --[X] Lab 3 will continue the current project
    --[X] Lab 4 will research the Psi-Amps and the connection to the "Runes"
    --[X] Lab 5 will begin researching Gravity plating
    -[X] Diplomacy:
    --[X] Attempt to canvas the community as a whole on people's concerns. Hearing from the matriarchs is great, and they are prominent community leaders, but it's still worthwhile to work out if there are any problems 'falling through the cracks'.
    -[X] Personal:
    --[X] The grandkids should be hitting the terrible twos. This could be fun.

Event Roll: 34
Sandworm Attack: 14
Blight Check: 13

Year: 2094
Economy:
  • Income:
    • Food: +26 ( Base +21, Fishing +5 )
    • Biomass: +75
    • Minerals: +83 ( Base: +26, Asteroid Mining +57)
    • Energy: +144
  • Expenses:
    • Food: -18 (Maint: -6 Pop Cost, -4 Civ Economy, -6 Exowombs) ( -0 Construction ) ( -2 Research )
    • Biomass: -43 ( Maint: -4 Civ Economy, -2 Military, -5 Buildings ) ( -20 Construction ) ( -6 Research ) ( -6 Syngas )
    • Minerals: -73 (Maint: -4 Civ Economy, -2 Military, -2 Buildings ) ( -59 Construction ) ( -5 Research )
    • Energy: -106 ( Maint: -9 Civ Economy, -59 Infra, -38 Buildings )
  • Reserves:
    • 37/100 Food Units
    • 70/100 Biomass
    • 60/100 Minerals
    • 50/50 Energy
      • Hydro-Store: 28
      • Syngas-Store: 18/24



Military Assets:
-- Telekinetic Militia. (+1 Effectiveness, +1 Psi-Amps, +1 Well-Equipped )
-- Clan Irregulars. 1 Squad. ( Can be applied in offworld operations and spec/recon activities, including spacewalk operations.)
-- Networked Watch Drones ( +1 Effectiveness )
-- 2 Squadrons of Telekinetic Militia 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.
- Vigor
Non-farmable trees quite similar to cinnamon trees on Old Earth, with some careful fermenting their bark can be made into a powder that when consumed with moderation significantly reduces the worst aspects of human senescence. This does not grant immunity to aging, but it does ensure that growing older does not mean loss of "youthful vigor" -- hence the material's name.

== 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.
- Hive Repeaters.
Psi-crystal receiver/broadcasters that digitize Kobold hivemind mental broadcasts so they can be relayed via tightbeam tachyon broadcast. Allows Kobold Pets perk to apply in more situations, especially orbital operations.

== Psi-Crystal Techs
- Psi-Amps (Basic)
Through the use of electrically charged Psi-Crystals, and significantly more efficiently with a number of inscribed diagrams that allow specific energy conversions, telepaths can perform a broad number of "-kinetic" operations by reaching out telepathically to said crystals, or draw on the charge to enhance the brute strength of their telepathic presence. Psi-Amps can now also enhance telepathic operations and mind-machine interactions. +2 benefit (+20 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.
- Telekinetic Thrusters
Use of psi-amp telekinesis to recoillessly compress springs in conjunction with "mental echo" training to provide impulse in a given direction. (Needs further research to advance above human-scale.)
- 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.
- Psi-Missiles.
Psi-drones equipped with telekinetic thrusters, sensor-dampening casings, and high explosive shaped charge munitions. Ideally effective at great ranges.
- Laser-kinetic Weapons
Vehicle-scale weapons based on mining lasers using telekinetic "bubbles" as supplemental focusing media, imparting kinetic energy by imbuing telekinetic "stickiness" to the photons, increasing beam coherence and magnifying momentum transfer capacity, creating lasers with kinetic impact. Improved psi-amps and biomechanoid casings for lasing chambers have increased effective range and potential charge to practical levels for point defense solutions at vehicular and spacecraft scales (ranges of single-digit kilometers rather than double-digit meters), with varying models of utility.

== 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.
-- Hostility Awareness: Alexanders (and those trained by them) can detect "killing intent" directed towards them in advance of the action actually being carried out. This can allow pre-emptive dodging or deflecting in almost prescient senses
> 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.

== Military Techs
- Clan Irregulars. 1 Job per Squad. Specialist Operatives trained to perform hostile ship boarding, hostage rescue, and sabotage operations.

== Biomechanoid Techs
- Biomechanical Material Farms. Grows ancient alien's biomechanoid structural material from raw biomass.
-- High Tensile: Biomechanoid Materials usage reduces total Minerals/Biomass cost by 10%.
- Stone-shell Skin: Biomech Materials can be used for armoring purposes. Highly effective against kinetic, thermal, and electric impactors. The rock-looking "nacreous shell" the skin extrudes is not itself a living material, but is regenerative by triggering another growth/extrusion cycle by the "skin". Despite appearing to be igneous or metamorphic rock, the material is also highly lightweight.

== Structural Techs
- Deep Vaults. Environmentally isolated and self-sustaining hardened bunkers and the emergency access routes to rapidly evacuate from less secure locations to them. Each Vault is an architectural design unto itself as they must also take into account their local considerations and the means to conceal their existence from the scans and investigation of foreign or hostile powers. Facilities built inside an established Deep Vault require 1 additional Energy to construct.

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.
-- Ionized Peat Mine: +3 Energy, +3 Biomass Prod. Cost: 2 Autofab Action. (Can upgrade from Basic to Ionized for 1 Autofab.)
- 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.
- Hydroelectric Reservoir: Can store Energy for later use. 2 Energy to bank 1. No cap on storage. Can output up to 12E/t. Cost: 2 Minerals, 1 Autofab.
---
- 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, 4 Biomass (Biomechanoid). (High-Tensile: -1 Biomass)
- 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.)
- Grass Farm: +2 Food/t, +2 Biomass/t, -2 Energy/t. Automated (No Jobs). Cost: 1 Autofactory Action, -2 Minerals, -2 Food, -2 Biomass.

- Standard Shuttle: Allows 1 Orbital Operation /turn. Cost: 1 Autofactory Action. 12 Minerals.
- Militarized Shuttle: Allows 1 Orbital Operation /turn. Can perform Orbital Combats. Cost: 1 Autofactory Action, 1 Psi-Crystal Machine Action, 7 Minerals, 6 Biomass. (High-Tensile: -1 Biomass)

- 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.

- Deep Core Mine. +1d4 Minerals/t, -1 Energy/t. Cost: 1 Autofactory Action, 5 Minerals.
- Deep Syngas Rig. +1d4 Syngas/t, -1 Energy/t. Cost: 1 Autofactory Action, 5 Minerals.

- 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.
- Training Facility: Provides ongoing Training experience to Colonial Military units. Requires: -2E/t, -2M/t, -2B/t. Cost: 1 Autofactory, 5 Minerals.


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.
-- Neuro-Throne Module: Supports 1 Job, allowing 3 Psi-Drones Jobs to be assigned to Orbital Operations.

Tier 2:
- Shipscale Fusion Reactor. +18 Energy/t. Cost: 15 Minerals, 4 Autofactories. (Can also be a component for ships.)
- Transport Ship Hull. Component/base for transport ships. Cost: 80 Minerals. 4 Orbital Autofactories.
- Deep Vault Access. 10 Minerals, 2 Autofactories. Allows construction of Vault Facilities in that location.


Psionic Tier 2:
- Neuro-Throne Room: 2 Autofactory Actions, 1 Psi-Machine Action, 5 Minerals. Requires 1 Human Job, allows 3 Psi-Drone Jobs. -1 Energy/t. Limit 3 Throne-Rooms per Human Pop.

- 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.
- Capture Asteroid. Capture Organic asteroid and seed with biomech materials, that can then grow with solar energy and planetary dust emissions, allowing +2 Biomass/t from Harvest Orbital Biomass Operations.
- Harvest Orbital Biomass. Collect all Captured Asteroid Biomass that turn.


  • 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: 6 Units (~1250 people) ( -6 Food/t )
      • Kobolds: 10 Units (Self-sustaining)
      [*]
    • [*]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).
      • 5 "Storm Peat" Deposits Found (5 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.)
      • 3 Ironwood Deposits Found (3 Lightly Exploited). (Build Logging Camp to produce +1 Minerals, +1 Biomass.)
      • 0 Ironwood Deposit Growing: 0/4t. ( When growing: -1 Minerals/t, -3 Biomass/t, 1 Autofabber/t.)
      • 3 High-mineral silt deposits found. (1 Lightly Exploited) (2 Unexploited). (Build Dredging Station to produce +2 Minerals, -1 Energy.)
      • 2 Deep Mineral Deposits Found. (2 Unexploited). (Build Deep Core Mine to produce 1d4 Minerals, -1 Energy.)
      • 2 Deep Petrochemical Deposit Found. (2 Unexploited). (Build Deep Syngas Rig to produce 1d4 Syngas, -1 Energy.)
      • 1 Alien Ruins Found. Unlocks biotech, telepathic interface, cybernetics technology paths.
      • Ancient Blight: 20% chance of total crop failure in Farms annually.
      • 11 Captured Biomass Asteroids.
      [*]
    • [*]Colonization status:
      • One permanently landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating. Colony Ship Museum: The Old Ship can no longer function, but its systems are available for study and for 'edutainment' trips by colony children. (Storm Hardened, Stone-shelled.)
      • One ruined/derelict transport ship from 2260
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 4 Basic Hab Complex: 8 Pop Cap ( 4 Pop Limit, +4 Purification, Storm Hardened. Stone-shelled.)
      • 5 Basic Warehouse Complex. +100 Storage Caps. (Storm Hardened.)
      • 1 Hydroelectric Reservoir. No Storage Cap. Costs 2 Power to store 1. Can output 12 E/t.
      • 24 Syngas Tanks. (24 Syngas cap. Costs 1 Biomass to store 1. Stored Syngas can be burned at 12/t per Syngas Reactor.)
      • Cultural Center (Complete) ( Negates Cultural Crisis.) (All sub facilities automatically Storm Hardened. Stone-Shelled.)
        • 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)
      • 3 Vehicle Maintenance Bays. -3 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, Stone-shelled.) (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 )
      • 4 Militarized Shuttle ( +4 Orbital Operations. Can perform Orbital Military Ops.)
      • Clan Exowomb Nursery ( +10 Births/t, -3 Energy/t, -1 Food/t, Special: Does not count against cap, Storm Hardened, Blight-Hardened).
      • 5 Exowomb Nursery ( +50 Births/t, -15 Energy/t, -5 Food/t. Max 1 Facility per Human Pop. Storm Hardened. Blight-Hardened.)
      • 5 Research Facilities -7 Energy/t ( Grants "Labs" perk, granting +10 to research rolls. Can sustain 1 research project per turn each. Storm Hardened. 2 Facilities 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.) ( Storm Hardened, Stone-shelled.)
      • Orbital Station:
        • Core: Allows other Modules, provides habitation for Jobs. Requires 1 Orbital Operation per Human 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.
        • Neuro-Throne Module: Supports 1 Human Job. Grants 3 Psi-Drone Jobs per module.
      • Honeypede Ranching. -1 Biomass/t, Improves Morale Bonus 1 step. (Bonus now applies to terrestrial random rolls.)
      • Food Synthesizer (Can convert Biomass into Food. Requires -1 Energy/t when active.).
      • Planetary Sensor Grid. (Provides early warning of spaceborn events, or planetary ecological disasters. Can improve survey and exploration actions.)
      • Training Facility. Provides Training Experience to Colonial military assets. -2 Energy/t, -2 Minerals/t, -2 Biomass/t.
      • 8 Neuro-Throne Rooms. -4 Energy/t, 4 Human Jobs. Provides 12 Psi-Drone Jobs. ( 12 to Labs, 3 to Kelp Farms, 3 to Basic Mines, 3 to Lumber Camps, 3 to Ironwood Camps )
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 13 Autofactory. -26 Energy ( Storm Hardened )
      • 6 Psi-Crystal Manufacturing Devices. -6 Energy/t ( 1 Stone-shelled )
      • 2 "Civilian" Autofactory. -4 Energy, -4 Food, -4 Biomass, -4 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy. Costs 1 Job per Autofactory.)
      • 1 "Military" Autofactory. -2 Energy, -2 Biomass, -2 Minerals (Storm Hardened, Reserved for "Military" infrastructure.)
      • 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: +9 Food, +9 Biomass, -3 Energy ( 3 Food/Biomass, +3 Kobold Pets, +3 Psi-Drones, Storm Hardened)
      • 3 Basic Lumbercamps: +9 Biomass ( 3 Biomass, +3 Kobold Pets, +3 Psi-Drones, Storm Hardened )
      • 1 Fishing GEV Fleet: 1d4->3+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. +15 Minerals, +3 Biomass, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Ironwood Tailings [ +3 Minerals, +3 Biomass], +3 Psi-Drones Storm Hardened. )
      • 3 Basic Ironwood Logging Camps. +9 Minerals, +9 Biomass (3 Minerals, 3 Biomass, +3 Kobold Pets, +3 Psi-Drones, Storm Hardened)
      • 1 Dredging Station +3 Minerals, -1 Energy ( 2 Minerals, +1 Kobold Pets, Storm Hardened.)
      • 5 Ionized Peat Mine Complex. +20 Energy, +20 Biomass ( +1 Energy, +1 Kobold Pets, +2 Ionic Fluids, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 2 Ship-Scale Fusion Reactor. +36 Energy/t. (Storm Hardened, Stone-shelled).
      • 2 Syngas Reactor. +0 Energy -0 Biomass. (Max of 6) (Storm Hardened.)
      • Solar Rectenna Station: 4/5 Satellites. (Storm Hardened, Stone-shelled.).
        • 4 Solar Satellite(s). +8 E/t, ( Supports 12 Orbital Solar Farms. )
        • 48 Orbital Solar Farms. +48 E/t.
      [*]


Clan Activity:
--



Civilian Economy:
--


Spaceport Beacon Transcripts:
--




Industry:
-- Blight harden Lab 2 and get it ready for projects that require Blight containment -- ( -1 E/t )
-- 2 Autofactories will serve as 6 Autofabbers this turn (2/13) -- ( 2/12 Autofac -> 0/9 Fabber )
-- Build 1 storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/9) -- ( 2/13 Autofac, 2/9 Fabber, -6M, -3 E/t )
-- Upgrade 5 Storm Peat mines with "Ionic Fluids" Perk. Cost: 5 Autofabber Actions (7/9) ( 7/9 Fabber, -6M, -3 E/t, +10 E/t, +10 B/t )
-- 1 Autofabber actions spent armoring Facilities in Stone-shell skin. (8/9) -- ( 8/9 Fabber, -6M, -12B, -3 E/t, +10 E/t, +10 B/t ) ( 4 Hab Complexes 4/12, 1 Colony Center 5/12, 1 Rectenna 6/12, 1 Spaceport 7/12, 2 Shipscale Fusion Reactors 9/12, 1 Biomat Farm 10/12, 1 Psi Machine 11/12, Museum 12/12 ).
-- Build 12 Solar Farms and boost into Orbit. Cost -24 Minerals, 1 Autofabber Action (9/9) 1 Orbital Action -- ( 9/9 Fabber, -30M, -12B, -3 E/t, +22 E/t, +10 B/t )
-- Build 1 Solar Satellite Cost: -5 Minerals, 1 Autofactory Action (3/14), 1 Orbital Operation. -- ( 3/13 Autofac, -35M, -12B, -3 E/t, +24 E/t, +10 B/t )
-- Build 1 Storm hardened Psi-Crystal Machine. Cost: -6 Minerals, -2 Biomass, 1 Psi-Crystal Build (1/5), 1 Autofactory Action (4/14) -- ( 4/13 Autofac, 1/5 Psi-Mach, -41M, -14B, -4 E/t, +24 E/t, +10 B/t )
-- Build 4 Storm hardened Neuro-Throne Rooms: 8 Autofactory Actions (12/14), 4 Psi-Machine Actions (5/6), -18 Minerals -6 Biomass. -- ( 12/13 Autofac, 5/6 Psi-Mach, -59 M, -20B, -8 E/t, +24/t, +10 B/t )
-- Assign 12 Psi-drone pops. 1 each to every Kelp Farm (3), Basic Lumber Camp (3), Ironwood Lumber Camp (3), and Basic Mine (3)
-- 2 Autofactories held in reserve -- ( Only 1 available. )
-- 1 Psi Crystal Machine assigned to assist Lab 4

~~ Orbital
-- 1 Supply Operation ( 1/11)
-- 4 Asteroid Mining Operations. ( 5/11 )
-- Deploy Asset: 1 Solar Farms ( 6/11 )
-- Deploy Asset: 1 Orbital Satellite ( 7/11 )
-- 3 Capture Asteroid Operations. ( 10/11 )
-- 1 Harvest Biomass Operation. ( 11/11 )

-- Results:
--( 2d12->(12,5)->12 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Psi-Drone, +1 Spaceport Launchers) +17 Minerals Acquired.
--( 2d12->(12,2)->12 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Psi-Drone, +1 Spaceport Launchers) +17 Minerals Acquired.
--( 2d12->(8,2)->8 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Psi-Drone, +1 Spaceport Launchers) +13 Minerals Acquired.
--( 2d12->(5,1)->5 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Psi-Drone, +1 Spaceport Launchers) +10 Minerals Acquired.
-- +22 Biomass

-- Build Costs:
-> -59 M, -20B, -8 E/t, +24/t, +10 B/t
-> 1 Autofactory, 1 Psi-Crystal Machine, reserved for ops below.
->

Military:
-- The Road to Mount Salcedo. Start marking out the route we want the road to take. The big industrial effort to build it may have to wait, but we can start mapping and planning now

While the Colonial Militia doesn't have the necessary resources or equipment to properly route a path through to Mount Salcedo, they do have the vehicles, scanning equipment, and a dedicated autofactory with which to at least do the initial ground-breaking and design-work to expedite the work when the heavy equipment would become available. Given the state of the bedrock and groundsoil in the badlands surrounding Lake Salcedo -- and the volcanic nature of the mountain itself -- the seismic data from those probes would prove especially useful, as would the orbital sensor grid readout data from the mockups of the surface-visible portions of the route.

-- Results:
- Discount will be applied to resource costs for establishing the concealed transit route and initial vault for the route and fortress. Actually constructing the road itself will still require Psi Tools, however.


Exploration:
-- Locate stands of Vigor trees. We should take an inventory of how prevalent this species is within a few hundred kilometres of the colony.

The Ironhearts already knew of all of the Vigor stands in the ready vicinity of the colony proper. Their requirement for briney wetlands as a growing zone limits the the possible targets for exploration. The trees themselves have no spectrographic signature that makes overhead comparison easy to find, and the planetary sensor grid lacks the resolution necessary to do a leaf and bark shape comparison at the level necessary to differentiate them from others. But the fact remains that Vigor only grows in limited areas -- only in places where freshwater mixes with oceanwater, do not overly flood, and that makes it feasible to send survey and exploration GEVs along the coastlines to send aerial drones for closer inspection. A number of small-ish stands are found. Copses of a few dozen trees here and there, mixed in with others. This doesn't change anything about what the Ironhearts reported about the Vigorbark trees; the trees require quite niche conditions, that will limit their supply. For now there's enough trees that a harvesting regimen of their bark could be established conservatively and provide sufficient supply of Vigor for everyone in the colony, but in a generation or two that might change.

-- Results:
- Vigor Harvesting job now possible. Requires GEV fleet to operate, provides health benefits and minor longevity increase to all colonists.


Research:
-- Lab I will study Blight Cure II
-- Lab II will study Blight Electrogenics I
-- Lab III will study Deep Vault Bunkers
-- Lab IV will study Psi-Runes II
-- Lab V will study Grav-Plating I

The wide-area Blight Cure is not the gentlest thing. Different strategies for timing and tolerances for the stages or "phases" of the cure are being explored by your scientists, with some promising results. More finishing work is needed to confirm that slowing down the cure actually results in a lowered fatality rate -- but no matter what the ecological impact will never be non-existent. It is hoped that better understanding the mechanisms that the Blight uses to spread itself will help improve the burnout signal and allow for an improved end result -- but as yet the secrets therein are still locked away from the colony's studies.

The design for Deep Vaults on the other hand has now reached a point where your colonists are certain any Vault systems you do construct will be more sustainable than previously considered -- and they could serve additional purpose than previously considered. The enclosed nature of the Vaults could make them ideal biome preserves, especially in the context of the need for ecological and environmental isolation. With the core excavation process and rapid-transit accessways laid out, further construction of any Facilities within a Vault would require the necessary Energy budget to do work the machinery needed to excavate new room to install them.

In other news, there has been a new breakthrough in the civilian psi-amp models -- or, rather, their connection to the Archive -- has had some new developments added. It's not new that the Archive could store messages from its users; but now the psionic interfaces have reached a state of realtime network access. Or at least close enough to that, that an actual equivalent of websites are now starting to be developed on the basis of it. Psi-amp users can remotely connect to the colony's central computer's psionic interfaces at a distance -- even greater with Hive Repeaters connected instead to the Archive -- and as a result those clunky message stores can now be structured with coding practices and complex functions. While not to the point of having "Apps" just yet, it will surprise no one in the colony when the first ones are developed.

-- Results:
- (121 + 1d100->20 + 30 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened +20 Psi-Drones )=221 out of 300 to study Blight Cure III. (Lab1) -2 Food, -2 Biomass.
- ( 0 + 1d100->75 + 30 Psi-Amps + 10 Labs + 10 Hardened +20 Psi-Drones )=145 out of 200 to study Blight Electrogenics I (Lab2)
- ( 84 + 1d100->63 + 30 Psi-Amps + 10 Labs +20 Psi-Drones )=207 out of 100 to study Deep Vault Bunkers (Lab3)
- ( 96 + 1d100->16 +30 Psi-Amps +10 Labs +10 Psi-Drones )=162 out of 200 to study Psi-Runes II (Lab4) (Psi-Crystal Machine, Autofactory, -5 Minerals, -2 Biomass)
- ( 0 + 1d100->11 +30 Psi-Amps +10 Labs, + 20 Psi-Drones )=71 out of 200 to study Grav-Plating I (Lab5)
- (45 + 1d100->15 + 30 Psi-Amps + 10 Labs + 30 Psi-Drones )=130 out of 100 to unlock TeepNet. (Private Lab)
(Costs: -2 F, -5M, -6 B )
-


Diplomacy:
-- Attempt to canvas the community as a whole on people's concerns. Hearing from the matriarchs is great, and they are prominent community leaders, but it's still worthwhile to work out if there are any problems 'falling through the cracks'.

The advent of the new TeepNet makes keeping track of people's opinions in general much easier than you'd anticipated. One of the hardest things you've found as the leader of your people is actually getting their opinions and concerns rather than them simply mirroring yours as happens so often when telepaths live in close proximity. Through it, you've managed to -- with no more access than any general member of the colony would have -- review the comments on the new 'forums' that people are establishing for their petty niches, and gain a sense of their native concerns.

The biggest thing that seems to be a desire, if anything, is improved living quarters. The Hab Complexes are family-unit structures, sure, but they're the old Earth equivalent of urban rowhomes. The single biggest morale-boosting action anyone could have would be the development of Clan compounds; not merely homes in underground facilities but full-on dome-encapsulated gardens with detached housing and facilities for the expansive Clans to grow into ... and for similar but smaller-scale non-shared units for the "Cousins" -- those who choose not to participate in a Clan -- to not feel left out. People want the right to claim their own slice of Kithhame for themselves, basically, and not be beholden to a central planning sort of housing regimen that reminds all too many of the Uptimers of what life was like back on the Psi Corps facilities of Mars ... albeit the familiarity of those same facilities prevented anyone from feeling it a pressing need to speak out about.

-- Results:
- Request for upgrade of housing to reflect the colony's increasing affluence. The Basic Hab Complexes have done their job well, but have seen little improvement since the earliest days of the colonies. With the Kith having two native-born generations, they'd like to start living in housing that reflects the locally-grown culture and the inherited culture of the Clans.

Personal:
-- The grandkids should be hitting the terrible twos. This could be fun.

Mira and your daughters are immensely grateful to your investment in carrying through the quartet's terrible twos. While being a telepath parent (and grand-parent) does give some cheating advantages when it comes to understanding what, exactly, is the motivation for the contrarianism of a child, the fact that you go out of your way to just be present makes your daughters more grateful to you than they're willing to admit.

You can only hope that you can continue to keep this ball rolling and not be an overbearing presence in their development, rather than a bulwark that your family can continue to lean on for decades to come. The stars themselves shine down in your darkest hours when you know you'll need to keep leaning on Mira and the others in turn -- you may be an honorary father-figure to everyone on Kithhame, but Mira and you made something amazing together and you know you'll be needing them just as much as the colony grows to ever greater scale.

-- Results:
- Closer ties to Juniper and Aspen. More motivation to ensure the grandkids grow up with James' values and the "First Family" is genuinely a family first.




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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There aren't many turns left before the Founder Era will be concluded, just so you guys are prepared for that.

You've hit almost all of the 'landmarks' I'm looking for, for the quest to be "ready" for the next stage in the narrative.

Votes are technically open now, but once again please do take your time to discuss first. :)

Some thoughts:
- I think we should continue research but swap out Deep Vaults for "Improved Housing"?
- Tooling for tools, my mortal enemy.

You guys got a bit of an overflow on the Deep Vaults thing with the dice roll so I am considering it a stronger "result" than it otherwise would have been -- the Vault designs you'll have now will not need new research to build any other Facilities into them, you just need to spend for the digging. I'm kinda surprised you guys didn't go for a permanent Psi-Crystal Machine being reserved for Militia usage like the one for the civvie economy though -- if that had been present you would already have more material progress made for the road to Mount Salcedo.

The Housing thing -- you don't need to burn a Lab on that, I'll just say that right now. The stuff that's being requested is more an architectural thing than an actual Research action. No new technologies are involved in that. The biggest issue would be if you want to install a formal rapid transit tramway system to the main colony or not, really. That would then allow "Cousins" and "Clanners" alike to make their own homestead claims in. The other option is to let the Clanners have their "Clan Compounds" like out of old wuxia novels and then have Housing Zones where the part the Colony manages is the public transit systems and utility linkups and the like.

Point is, you guys can brainstorm this amongst yourselves without needing to burn a Quest action on it, as long as it doesn't introduce a radically new technology I can't handwave away as being pulled from the colonial database.
 
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Making a tooling workshop or something similar would be nice to have.
Making more hab units that vary in style would also be nice.
should also study what tunneling and mining tech we have available to us.
 
There aren't many turns left before the Founder Era will be concluded, just so you guys are prepared for that.

You've hit almost all of the 'landmarks' I'm looking for, for the quest to be "ready" for the next stage in the narrative.

Votes are technically open now, but once again please do take your time to discuss first. :)



You guys got a bit of an overflow on the Deep Vaults thing with the dice roll so I am considering it a stronger "result" than it otherwise would have been -- the Vault designs you'll have now will not need new research to build any other Facilities into them, you just need to spend for the digging. I'm kinda surprised you guys didn't go for a permanent Psi-Crystal Machine being reserved for Militia usage like the one for the civvie economy though -- if that had been present you would already have more material progress made for the road to Mount Salcedo.

The Housing thing -- you don't need to burn a Lab on that, I'll just say that right now. The stuff that's being requested is more an architectural thing than an actual Research action. No new technologies are involved in that. The biggest issue would be if you want to install a formal rapid transit tramway system to the main colony or not, really. That would then allow "Cousins" and "Clanners" alike to make their own homestead claims in. The other option is to let the Clanners have their "Clan Compounds" like out of old wuxia novels and then have Housing Zones where the part the Colony manages is the public transit systems and utility linkups and the like.

Point is, you guys can brainstorm this amongst yourselves without needing to burn a Quest action on it, as long as it doesn't introduce a radically new technology I can't handwave away as being pulled from the colonial database.

Clearly we should invent a shinkansen,and have it go to space so we can have Galaxy Rail-*yanked by a white cane off-screen*
 
We wouldn't. That's why the cane and yanked off-screen joke. (I think a in-space railroad would be OK/slightly understrandable if we were making a sprawling cargo complex, but we aren't.)
 
Some thoughts:
- I think we should continue research but swap out Deep Vaults for "Improved Housing"?
- Tooling for tools, my mortal enemy.
Yeah, that's probably what we should do. We have another lab coming online with 6 pops so at least 1 will be assigned to housing. Might set the other on designing the rapid response bay or making sure gravity plating finishes this turn.

You guys got a bit of an overflow on the Deep Vaults thing with the dice roll so I am considering it a stronger "result" than it otherwise would have been -- the Vault designs you'll have now will not need new research to build any other Facilities into them, you just need to spend for the digging. I'm kinda surprised you guys didn't go for a permanent Psi-Crystal Machine being reserved for Militia usage like the one for the civvie economy though -- if that had been present you would already have more material progress made for the road to Mount Salcedo.

Please check the Threadmark for Turn 22:
-- 1 Storm hardened Psi-Crystal Machine assigned to support the Militia permanently: Cost: -6 Minerals, -2 Biomass, 1 Psi-Crystal Machine Action (4/5), 1 Autofactory Action (5/12) -- ( -54M, -21B, 5/11 Autofac, 4/5 Psi-Mach, -5E/t, -2M/t, -2B/t )
We did build that. Things have just gotten complicated so it fell through the cracks.

Edit: And I missed that we wouldn't need to burn a research action on housing. Cool, anyone want to start brainstorming a neighborhood model, we are definitely installing public transit.
 
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Frankly, I'd say we should try to convince them to do something else entirely.

Because I don't like the current plan :

The biggest thing that seems to be a desire, if anything, is improved living quarters. The Hab Complexes are family-unit structures, sure, but they're the old Earth equivalent of urban rowhomes. The single biggest morale-boosting action anyone could have would be the development of Clan compounds; not merely homes in underground facilities but full-on dome-encapsulated gardens with detached housing and facilities for the expansive Clans to grow into ... and for similar but smaller-scale non-shared units for the "Cousins" -- those who choose not to participate in a Clan -- to not feel left out. People want the right to claim their own slice of Kithhame for themselves, basically, and not be beholden to a central planning sort of housing regimen that reminds all too many of the Uptimers of what life was like back on the Psi Corps facilities of Mars ... albeit the familiarity of those same facilities prevented anyone from feeling it a pressing need to speak out about.

We're on a planet where the outside is dangerous, where the perimeter has to be guarded, and every building fortified against storms. So, compactness and density are important.
And what do these guys do?

They try to reinvent the sub-urb, with detached, low density housing spread out all over the place.
Sure, the yards are shared, but that's not improvement worth noting.

It's a maintenance nighmare, and perhaps, worse, it's kinda boring.
We're dealing with actual clan structures here, why are they building individualized, atomized, housing?
 
There are other possible models, something like ring settlements/villages. So you have small clusters of dense housing but with a communal yard/garden space in the middle, protective barriers around the outer perimeter, and open land beyond. With good rail links a structure like this could feed people into the city core for work without suburban sprawl that would require GEVs or cars.

If people don't like the more communal aspect the best we can give them is larger apartments with more amenities interior to the units. Either way a solid transport system to connect groups together is essential.
 
Frankly, I'd say we should try to convince them to do something else entirely.

Because I don't like the current plan :



We're on a planet where the outside is dangerous, where the perimeter has to be guarded, and every building fortified against storms. So, compactness and density are important.
And what do these guys do?

They try to reinvent the sub-urb, with detached, low density housing spread out all over the place.
Sure, the yards are shared, but that's not improvement worth noting.
Affluence is a hell of a drug. People want something to call their own. How that's resolved is up to you guys. But generally speaking, humans -- especially humans with lots of children and multiple generations of the same family living under the same roof -- want lots of space. Humans with a chip on their shoulder about Big Brother also tend to really value privacy.

But ultimately it's just the biggest ask of the general population -- they want better housing, and that's some of the opinions established on the issue.

You don't have to give them exactly what they've asked for -- there are no straightjackets here. You could also do "Cousin Complexes" which are just domes over a park ringed with single family occupancy houses with two meter thick fire and sound break walls connecting them.

It's a social problem that needs solving and your insight into it is taken from the equivalent of social media discussion groups. There's no formal demands.

We're dealing with actual clan structures here, why are they building individualized, atomized, housing?

About a quarter of your population is not in a Clan, or is only loosely connected to one. There's lots of individuals, and small new families looking to forge their own way without having to answer to anyone.

The so-called "Cousins" (clanless) are mostly just giving a sense of not wanting to be ignored or left out if Clan Compounds start getting actually made.

Especially since the housing you guys have now is barely more than long term barracks.
 
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Affluence is a hell of a drug. People want something to call their own. How that's resolved is up to you guys. But generally speaking, humans -- especially humans with lots of children and multiple generations of the same family living under the same roof -- want lots of space. Humans with a chip on their shoulder about Big Brother also tend to really value privacy.

But ultimately it's just the biggest ask of the general population -- they want better housing, and that's some of the opinions established on the issue.
The problem here is that this doesn't make much sense.

Suburbia as the image of wealth is the result of marketting campaigns in the 1950's. It's an image which is already collapsing, many suburbs are in decline as wealth flows back to cities.
So why is it hanging around here and now, hundreds of years into the future, in an environment where it makes no sense?

The colony core is where everything is. All healthcare, all commerce, all security, all knowledge, all facilities. A detached, distant house or compound just makes you isolated, means you can't get to safety, means you have to commute for every part of your day. It's just an all around downside, especially since we don't have cars.

You don't have to give them exactly what they've asked for -- there are no straightjackets here. You could also do "Cousin Complexes" which are just domes over a park ringed with single family occupancy houses with two meter thick fire and sound break walls connecting them.
That's still space suburbia.

It's a social problem that needs solving and your insight into it is taken from the equivalent of social media discussion groups. There's no formal demands.
Of course, we must ban Teep-Twitter, before it kills us all!
 
Anyway, to come up with a funny design, I have deployed my best art skills.



Suffice to say, I make a far better architect and urban planner than artist.
So, imagine, if you will, that the green thing is the original hab complex.

This would be expanded in the following fashions.

1) In black, a semi-buried semi above ground complex, fortified with collapsible shutters. Allows people to have rooms that aren't indoors during the good periods of time, as well as perhaps greenhouses and other things.
2) In Blue, above it, is a cheap and lightweight dome.Intended to be taken down during severe storms, it just creates a neat space for an indoor native garden.
3) In Red are the trenches. Underground gardens with glass ceilings, fortifiable with shutters. These go everywhere, and also house transport links between individual complexes.
4) In orange, is a downextension of the hab complex, to increase space and habitation density.
 
The colony core is where everything is. All healthcare, all commerce, all security, all knowledge, all facilities. A detached, distant house or compound just makes you isolated, means you can't get to safety, means you have to commute for every part of your day. It's just an all around downside, especially since we don't have cars.
1) Who said you don't have cars?
2) For many of your people, "isolated" is a feature, not a bug.
3) The colony core is where everything is /now/.

That's still space suburbia.
I mean... you have an entire planet to work with. Expecting the entire population to be happy with living in concrete barracks after twenty years of successful colonial expansion out of a dislike of suburbia is... a hot take.

Come up with a suggestion to solve the "Packed Like Sardines" issue then so everyone can discuss it along with the rest.

2) In Blue, above it, is a cheap and lightweight dome.Intended to be taken down during severe storms, it just creates a neat space for an indoor native garden.

... I feel I should point out that the Community Center has a multi-story tower in it with some of the upper levels having transplas walls a meter thick so people can watch the storms.

Right now the Basic Housing Complexes only cost the Storm Hardened resource cost and an Autofab action. That should tell you how little investment into making them work is. Then you double down on the fact that they only have capacity for 2 Pops each because of the Water Purifier letting you pack in more people because better hygiene.

Point is -- after twenty three years of living in extremely basic and dense housing, people are feeling comfortable with the colony not being in emergency survival mode and wanting to have nicer things.
 
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To be honest, wuxia style clan compounds, and "Cousin" compounds, linked by transit in a concentric ring around the colony core is probably best.
 
"Suburbia is dying" is something I would not want to claim. In any case, we should probably consider what better housing is.

Right now we are in barracks accommodations in bunkers, so we can look at some options at improving from there.

Apartments with families having their own units would increase the amount of housing we would need to build but provide a much higher standard of living while still being in a bunker. Will not improve access to greenspace or the outside, but it will improve overall standard of living and might work better for people who don't want the communal aspect.

Ring settlements, with shared green garden space in the middle along with a tram or train connection. We get some individual houses with their front doors facing into the middle of the ring, and their backs joining into a defensive storm wall of Stone shell.

Clan compounds are just really big ring settlements. There will wind up having to be a bunch of these if we build them because if they are domed it will be hard to expand the dome so when the population expands you build a new dome.

Individual homesteads are possible, but not immediately. We can explore the concept but we need a moratorium on establishing isolated homestead until 2098. Essentially if people can get enough resources through the internal market to build their own home protected from the storms it can work, but not with the big one coming.
 
I mean... you have an entire planet to work with. Expecting the entire population to be happy with living in concrete barracks after twenty years of successful colonial expansion out of a dislike of suburbia is... a hot take.

Come up with a suggestion to solve the "Packed Like Sardines" issue then so everyone can discuss it along with the rest.
I mean, just make the dense housing units larger? Bit of a no brainer, really?

Heck, thanks to the square cube law, and the need for armoring, you get far more living space for the same material investement by doing dense construction as opposed to isolated construction.
Is "packed like individually wrapped sardines" an improvement, or would the preference go to a fish bowl?
 
I mean, just make the dense housing units larger? Bit of a no brainer, really?

Heck, thanks to the square cube law, and the need for armoring, you get far more living space for the same material investement by doing dense construction as opposed to isolated construction.
Is "packed like individually wrapped sardines" an improvement, or would the preference go to a fish bowl?

Some people can't deal with living in a big city. Some people can't deal with living way out in the country. I think we need a range of options because people are going to want more than just cots in big rooms shared with multiple other familes.
 
Anyway, to come up with a funny design, I have deployed my best art skills.



Suffice to say, I make a far better architect and urban planner than artist.
So, imagine, if you will, that the green thing is the original hab complex.

This would be expanded in the following fashions.

1) In black, a semi-buried semi above ground complex, fortified with collapsible shutters. Allows people to have rooms that aren't indoors during the good periods of time, as well as perhaps greenhouses and other things.
2) In Blue, above it, is a cheap and lightweight dome.Intended to be taken down during severe storms, it just creates a neat space for an indoor native garden.
3) In Red are the trenches. Underground gardens with glass ceilings, fortifiable with shutters. These go everywhere, and also house transport links between individual complexes.
4) In orange, is a downextension of the hab complex, to increase space and habitation density.

More or less we want to build arcologies that more or less can take care of themselves.

Overall isolated housing is pretty much a no-go on this planet, it's pretty much asking to get killed with the storms and some of the wild life.

There are also some other things we want to integrate in the overall design and that is weapon emplacements.
Mostly AA and some orbital guns and potentially some lasers to shoot down incoming projectiles.

All in all I do think this would eat a R&D action to do it properly and do some tests for what design works there.
 
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Can I ask why Domes?

The air perfectly breathable on Kithmake. If the domes can't serve as storm protection then they don't need to be there at all. We need thick walls and armored storm shutters on every building, but we don't need to hold the air in or out.
 
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