A new colony has been founded

I like the write-in, but I absolutely have to disagree with hydroponics right now. When we repair the ice mine or have a higher surplus of water, one or the other I'm figuring, we specifically have stores of aquatic edibles we can begin producing and breeding, as part of the ice mine's selection bonuses. Air will not be quite so easy to come by ten turns down the road, so I want to get on atmospheric recycling ASAP.
As I said I don't consider either pick to be any better or worse. I disagree though that Air is harder to come by. Cracking water into hydrogen and oxygen is pretty trivial. I mean I could do it in my sink if I wanted to. The only real trick that makes it involve actual complex machinery is filtering out the hydrogen and storing or expelling it so that you don't later blow yourself up.

@Useless Writer Still wondering about aquaculture though. I wanted to know why setting it up is not an option. Do we need a minimum amount of water in storage like Powerofmind believes?
 
As I said I don't consider either pick to be any better or worse. I disagree though that Air is harder to come by. Cracking water into hydrogen and oxygen is pretty trivial. I mean I could do it in my sink if I wanted to. The only real trick that makes it involve actual complex machinery is filtering out the hydrogen and storing or expelling it so that you don't later blow yourself up.

@Useless Writer Still wondering about aquaculture though. I wanted to know why setting it up is not an option. Do we need a minimum amount of water in storage like Powerofmind believes?
My big issue is that we'll be trading water for air in that case, and we didn't start with a base storage of water, we just get 10 units per turn. Hydroponics uses a significant amount of water as part of the process, so either we get a lot of net water income from fixing the mine, or we'll likely be choosing between food and air for our water surplus. Recycling air without consuming water means we have more time to set up a permanent solution to an oxygen crisis without also possibly creating a water and food crisis.
 
I'd really appreciate a summary of what was picked during colony/character generation.

[X] Appoint Security Officers
[X] Write-in: Assign schedules but let them pick their own sleeping spaces.
[X] Construct Add on (Locks out Machine Shop)
-Tool Shop (reduces wear and tear penalties by producing and maintaining tools, even when the Machine shop is occupied (Upgradable))
[X] A message came in from your Sponsor. Read it.
[X] Atmosphere Recycling (Unlocks Air-recycler, quick)

@Useless Writer: And it is nice to see a hard SF quest on here.

fasquardon
 
[X] Appoint Security Officers
Governance: Keeping everyone from killing each other (Select one)
[X] Write-in: Assign schedules but let them pick their own sleeping spaces.
[X] Construct Add on (Locks out Machine Shop)
-Tool Shop (reduces wear and tear penalties by producing and maintaining tools, even when the Machine shop is occupied (Upgradable))
[X] A message came in from your Sponsor. Read it.
[X] Hydroponics (Unlocks Hydroponics bay, quick)
 
New

[X] Appoint Security Officers
[X] Write-in: Assign schedules but let them pick their own sleeping spaces.
[X] Construct Add on (Locks out Machine Shop)
-Tool Shop (reduces wear and tear penalties by producing and maintaining tools, even when the Machine shop is occupied (Upgradable))
[X] A message came in from your Sponsor. Read it.
[X] Atmosphere Recycling (Unlocks Air-recycler, quick)
 
@fasquardon

Scientific colony
Distant contact
long term habitation
Possible nuclear war on earth
Ice mine/water collection and distillation center
community center

Magistrate is focused on economics and governance, gets a bonus to research due to colony selection. Can't fight worth a damn though.

@inverted_helix @Powerofmind

Hydroponics does eat a lot of water, building a hydroponics bay before repairing the Mine would cause a loss of colonists due to dehydration, and you aren't exactly swimming in a labor pool right now. At this exact moment, any frivolous usage of water would probably be punishable by community beatings.

The primary issue being that you're probably gonna just barely scrap by on one of your resources by the time your ten turn stockpile is eaten up. Barring any critical successes on research or economics rolls.
 
Does production decline with every point of durability? Rather than when it actually reaches fix-it/failing/broken status?

Yup! Wear and Tear is a bitch ain't it?

Edit: Specifically, each percentage represents a certain amount of a unit of a resource. The Ice mine produces 70 units of water per turn at peak capacity, meaning each percent is the equivalent of 0.7 units of water. It'll be the same for every resource producing building (different values from different buildings but the mechanic works the same.)

I changed the water output to match the numbers.
 
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Everything I'm advocating is set up to minimize the near-shortage period as much as possible. Air is probably the worst shortage resource we could get, since it's hard to ration breathing without partially suffocating people as opposed to food and water. Air is also two steps from self-sufficiency (we can only develop scrubbing and recycling right now, which will just reduce our monthly unit expenses; it'll take even longer to grow air-feeding biospheres or large electrolysis plants) while food is a single, or possibly even a half step from being sustained and may not even require a full building.
 
Yes with the new information I've changed to air recycling. It's now obviously better. But the conditions were completely deceptive.
I'll admit I thought they were better off than they appeared myself, it's a deception that comes with using a representative value for a percent-based system (all systems are at 75% functionality, which is really poor when you think about it; a 75% functional person is probably missing an arm from the shoulder down).
 
I'll admit I thought they were better off than they appeared myself, it's a deception that comes with using a representative value for a percent-based system (all systems are at 75% functionality, which is really poor when you think about it; a 75% functional person is probably missing an arm from the shoulder down).
I mean, they still are sorta functional at that point, but yeah. Really, all the current outputs can be increased by 33% (of current output) by just repairing, which is as good as adding a new facility give or take assuming equal valuing of productions.
 
Turn one Results
Quick explanation of rolls: All rolls made are made by d100's
roll result negative number (Critical failure):
roll result 1-10 (major failure)
roll result 11-30 (moderate failure)
roll result 31-50 (minor failure)
roll result 51-70 (minor success)
roll result 71-90 (moderate success)
roll result 91-100 (Major Success)
roll result 100+ (Critical success)


------

[X] Appoint Security Officers
(1d100 rolling... 87 (Moderate success))

The first thing you do off the shuttles once everyone is settled is assign security officers. After carefully going over the backgrounds of everyone with the free time for this double duty. You find that several of your miners and laborers had prior training as Police Officers, Security Guards, and even one with private contractor experience (how the hell did he get here?). You call a meeting with each one and offer them positions as Security Officers. Each and every one of them agreed.
( gain 8 new Security Officers, let's hope they're never needed)

As you were filing in the proper documentation into the computer. An email pings into your account. The return address just reads ERROR.

Greetings Magistrate

We both want the same thing. Safety for this burgeoning new colony of mankind's children. I'll act as your eyes on the ground, in an amongst the colonists. If anyone plans anything... unpleasant. You'll be the first to know.

Knightwatch out.


(One informant gained)

------

[X] Write-in: Assign schedules but let them pick their own sleeping spaces.
(1d100+20 rolling... 107 (Critical Success))

After you assigned duty rotations and responsibilities. You announced that everyone was free to pick their own rooms. Who knew people would be so ecstatic over getting to choose their own rooms?

Productivity jumped ten-fold over the next month, greatly aiding in the rest of the colony's projects

(+10 to all remaining rolls this turn)

-----

[X] Construct Add on (Locks out Machine Shop)
-Tool Shop (reduces wear and tear penalties by producing and maintaining tools, even when the Machine shop is occupied (Upgradable))
(1d100+20+10 rolling... 91 (Major Success))

You decided it would be best to plan for the future and ordered construction of a Tool Shop. By the end of the month, the add-on's walls were dug out and the roof was half-way reinforced. A full two month's ahead of schedule!
(Tool shop: Time till completion... three months(Three turns))

(Systems have degraded due to lack of maintenance by 3%)

-----

[X] A message came in from your Sponsor. Read it.
(1d100+20+10 rolling... 36 (minor Failure))

Well... shit.

The Government's gone mad.

Reading between the lines of the orders, status updates, and projections until regular transit is possible. You read a rather horrifying story.

The military has quietly seized control of congress, the courts, and the President. Usurping the authority of the civilian government for their own gain. They've also decided to replace the next shipment of colonists coming your way with Soldiers.

You have three years (36 turns) before your colony finds itself under new management. Will you allow it?

(Setting the Doom Clock: T-minus 36 and counting, New Combat options available, New Governance options available, New Economics options available, New Diplomacy options available, New Research options Available)

-------

[X] Atmosphere Recycling (Unlocks Air-recycler, quick)
(1d100+30+10 rolling... 115 (Critical Success))

Some schmuck brought the majority of the scientific data necessary to replicate Air-recyclers. You can skip straight into the testing phase!

(Atmosphere Recycling: Time till completion... one month (one turn))

--------

Just to clarify. The United Nations signed a treaty proclaiming that no signatory nation can establish claims on other planets. The treaty says nothing about an independent colony "Willingly" signing themselves over to one of the nations. This is not a United States Colony we're running here. It is an independent colony established under a multinational initiative to ensure the continuance of the human race.
 
Oh dear. Guess we'll need to get an explosive decompression trap ready for them, assuming they don't get nuked thirty-six turns in.
 
assuming they don't get nuked thirty-six turns in.

There is no set time for potential nukings. I have a behind the scenes mechanic that decides what end-of-days events take place. Nukes just gets a boost to it's potential of happening. Hell, you guys might be the one to do the nuking several hundred turns from now, depends on what tech tree you pursue.

Well at least we got 36 turns to prepare for it.

You vastly overestimate how much time Militarizing can take.
 
I know how long it takes i just mean that we got some time that and how safe is long distance space travel. Alot can happen in three years.
 
I have a question. How many soldiers are coming, what is the equipment (if we even know), are the ships armed in any way?
 
(Tool shop: Time till completion... three months(Three turns))
(Systems have degraded due to lack of maintenance by 3%)
Well this is troublesome. None of them were marked as multiple turns so kind of figured they'd complete in one turn. If the repairs to each were only 1 turn and known this would be 4 turns, then we could have repaired each of the systems first and they would have been higher % even by the time we finished the tool shop after.

[X] Atmosphere Recycling (Unlocks Air-recycler, quick)
(1d100+30+10 rolling... 115 (Critical Success))

Some schmuck brought the majority of the scientific data necessary to replicate Air-recyclers. You can skip straight into the testing phase!

(Atmosphere Recycling: Time till completion... one month (one turn))
I always find it kind of odd how in colony games you need to research things that were already known and that you should have taken the data with when you left. I mean computer storage space is basically trivial cost and weight these days.

Kind of convention of the genre though.

I have a question. How many soldiers are coming, what is the equipment (if we even know), are the ships armed in any way?
How could we possibly know that kind of thing in advance of them being sent?
 
For the soldiers how many people can fit on a ship and how many were being sent before the government took them over.
The equipment relies on general knowledge and we may not know that
And the ships can you really hide that from people if you ship has guns on it.
If it turns out i miss read it and we did not know about the shuttles carrying people before hand then i retract the question.
 
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