That does seem to be the point of the "Instant Sun Just Add Elerium" option.
what option are you reffering to?
That does seem to be the point of the "Instant Sun Just Add Elerium" option.
The 15 days thing is a second wave option, and the lack of maintenance consumption is a game mechanic (unless I missed something while reviewing the localization files).ANYWAY! In game, it's a green crystal that if you bombard it with particles will remain stable and produce massive amounts of electricity forever. But if you leave it unplugged, it has a halflife of 15 days.
You could put it in mass civilian use, the benefits just wouldn't justify the cost. Fusion is both much cheaper and almost as good for most civilian usage.It will never be cheap enough for mass civilian use it is a military assets only.
Elerium has different properties than the real life moscovium. It is literally a coincidence that they share an atomic number; element 115 wasn't discovered until after the Elerium fluff was written.There are currently 11 isotopes of E115 known by CERN and similar laboratories. They range in halflife from 93 nanoseconds to 32 microseconds.
See above, it won't be only available to the government. Most civilians will just use the cheaper (and not much inferior) alternative of fusion.Says...only you..! Because we're expected to get it for use in spaceflight before the game is over.
This is equivalent to saying, only military and government will have Eezo, because we can't make it and it requires so much effort to mine it's the most valuable thing in the galaxy.
I think I'll wait for the GM on this one, thanks...
I don't think I've ever said this. I once said that the Elerium might be used to manufacture the ammo rather than the gun containing a full elerium reactor. I sometimes use the discord to brainstorm interpretations of the fluff. (That is why I created the Technology channel in first place.) My eventual conclusion was you would be able to put Elerium reactors into infantry guns, albeit only specialized designs. (Basically the same system as with fusion reactors, different types of reactor require engineering projects.)Elerium cost was a monetary thing rather than you putting Elerium crystals into the guns as the power source as outright stated in X1, X2 and the Bureau. So, we're back to my earlier assertion.
Pardon?
What little limitation there is.with the potential to entirely bypass the limitations of lift capacity.
Orbital factories sounds like more income. As it is we wont have a 10k action next turn so that is already going to bring us below income.Alright, we really need some more income. Could we set up orbital solar farms? Put some production into making new/better batteries, farm the solar power, and sell it to make some quick cash?
Unrestricted can be used on any action, however given that we have 3 research slots and are headed towards a 4th with xcom integration we have been using that to either get alliances, get money or apply our research to industry/military. Where we have a lot of actions. Also in general for me unrestricted should be kept to 1 or 2 year projects given the flexibility they represent.First Constellations and now this?!
I am a very happy man!
So on the subject of actions, we have
I'm thinking, Orbital Shipyards is gonna be locked in for Research?
- 2 Unrestricted
- 1 Financial
- 1 Research
Hm, can't remember, can Unrestricteds be used for research? I can guess with the name but I don't think we ever used for such?
I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.Orbital factories sounds like more income. As it is we wont have a 10k action next turn so that is already going to bring us below income.
It really depends on what the actions we unlock are in terms of cost and rewards that will decide it for me though I think we only unlocked research so nothing to be done next turn there.I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.
Alright, we really need some more income. Could we set up orbital solar farms? Put some production into making new/better batteries, farm the solar power, and sell it to make some quick cash?
I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.
With generic action costs we are reducing debt by 1500 to 2000 a turn until we get a 4th research slot at which point that drops to 500 to 1000. This is without any income increases or decreases so doing more trade and turning recruits to infantry as well as alloy rail network will all help there.I'm just gonna go with whichever one of the options gives us the most money because our budget ain't looking too hot during any given turn.