On that note, I'd like to discuss what our requirements are going to be moving forward. I don't know what the damage to our economy is, though in my head someone rolled a 1 at a chemical refinery and there was an industrial accident. That said, operating under the impression that we'll be wanting maximum research coverage moving forward I suggest the following;
-establish universities in each of our settlements. Currently Greengraft and Glenshade Manor have one (as does Shattersaw), but Amethyst Gardens doesn't, nor will Librarian's Nook and Six Pillars. They're 200 C to build each, and after Improved Teaching Methods II is finished they'll require 60 instructors. That will take 1.5 turns of skilled labor production to accomplish at current rates, though as more get up and running that will go down. This will help with our skilled labor shortages and produce more Student Projects for research projects.
-An Industrial Fusion Reactor for Amethyst Gardens, Librarians Nook and Six Pillars. That takes 50 Artisans and 40 Laborers going forward (likely to go down to 40 Artisans once Artificial Intelligence I and Industrial Automation II are completed) per. At current production, it will take close to 2 turns to get the Artisans required to staff them, which conveniently is about how long it takes to build the reactors. I am assuming that the parts are prefabricated at a machine shop and assembled on site. This will help power things like the hydroponic farms and schools we'll be setting up.
-At least one more chemical refinery. We can argue about its utility as scientific or economic uses, but if applied as a research center it accelerate our Chemistry projects, and once Networking II is completed more will provide greater bonuses. They take 200 Laborers, 50 Artisans and 10 Academics per currently, which will take between one and two years of skilled labor production at current rates (though hopefully we'll have another school up and running by the time we get to this point).
-A Menagerie from the Roachrhino project. Staffing requirements are currently unknown, but something approximating the Chemical Refinery would make sense to me. Again, duplicates will likely serve as dedicated research centers, giving the learning bonus x3 +1d25 that will synergize nicely with the +20% research bonus from the Elders and the Hunting Lodge.
-Getting a computing research center will require Artificial Intelligence I (which we should be working on) and Miniaturization II (which would take some time to complete), but I presume we'll want some of those as well (because free research slots is something everyone can agree on, am I right?)
Can anyone think of other buildings that we'll want?
@Academia Nut now that we have the Solar Panel Design will we be able to make more of them? If so, how much will they cost?