Turn 16: That Old Frontier Spirit
Scheduled vote count started by Logos01 on Jul 29, 2024 at 11:42 AM, finished with 16 posts and 3 votes.

  • [X] Plan: Focus on the fundamentals of life
    - [X] Industry:
    -- [X] Build a Storm-Hardened Exo-womb, 1 Autofactory, -2 food -2 mineral -1 Biomass
    -- [X] Build a second Storm-Hardened Research Lab, -1 Energy/t, -5 Minerals, -1 Biomass, 1 autofactory.
    -- [X] Seed a new Storm Peat Deposit, -10 food 1 autofab
    -- [X] Build a Storm-Hardened mine of the new Storm Peat Deposit, 1 autofab -1 mineral
    -- [X] Build a Storm-Hardened Kelp farm, 1 autofab, -2 minerals
    -- [X] Build a Storm-Hardened Fusion Reactor, 1 autofactory 3 minerals 1 biomass
    -- [X] Build Psi-Drones, 1 Autofactory Action, 1 Psi-Crystal Machine Action, 2 Minerals
    -- [X] Temporarily stepdown the Syngas reactor to conserve Biomass, 1/3 Biomass conversion
    -- [X] 5 Autofactories can maintain this level of production for -10 energy. The autofabs can be shut down except for 1 (for the diplomacy action) saving 2 energy
    - [X] Military:
    -- [X] Keep hunting and fishing for more food.
    - [X] Exploration:
    -- [X] Keep on mining asteroids using all available shuttles and the colony ship.
    -- [X] If we have enough people available after crewing the shuttles resume planetary investigation of potentially useful species or features near the colony
    - [X] Research:
    -- [X] First priority is to continue Blight Research
    -- [X] Second priority is to design an astro-mining bay
    - [X] Diplomacy:
    -- [X] Begin setting up Apprentice programs requested, allowing teenage students to devote part of their time to their studies and part of their time to on the job training.
    -- [X]Cultivate active physical sports to further develop telepathic and physical training: Canvass the colony for people with experience in fencing, kendo, bojutsu, traditional quarterstaff or related styles;as well as wrestling, jujitsu, or other grappling styles. Encourage competition with all safety precautions taken to work on physical fitness, and to prepare our younger colonists for encountering situations of heightened emotions and being able to use both mundane and telepathic talents in those situations. -2 Biomass, -2 Minerals,and 1 autofab to produce protective equipment for the pilot project.
    - [X] Personal:
    -- [X]Explain the medical need driving the construction of the 2nd​Exo-womb; citing the need for any woman in the colony to have access to this technology as a principle of fairness and medical care.
    ---[X] Take up fencing or staff fighting practice and set an example. Maybe if some of the teenagers think they can score a point or three off the colony's leader this will catch on better. It's a good way to stay fit and active as well.
    [X] Plan: Center of Learning
    - [X] Industry:
    -- [X] Set the syngas plant to 0. Shut it down but don't dismantle it. -3 Energy/t, +3 Biomass/t.
    -- [X] Convert 8 Biomass to Minerals. +8 Minerals, -8 Biomass, -1 Energy.
    -- [X] Build 12 Solar Farms. +12 Energy/t, -24 Minerals, 1 autofab action.
    -- [X] Build a set of Basic Militia Gear. -1 Minerals, 1 autofab action.
    -- [X] Build a Storm-Hardened Kelp Farm. +2 Food/t, +2 Biomass/t, -1 Energy/t, -1 Minerals, -1 Biomass, 1 autofab action.
    -- [X] Build Two Storm-Hardened Research Labs. -2 Energy/t, -10 Minerals, -2 Biomass, 2 autofactory actions.
    -- [X] Build a Public Exowomb Nursery. -1 Food/t, -2 Energy/t, -2 Food, -2 Minerals, -1 Biomass, 1 autofactory action.
    - [X] Military:
    -- [X] Training exercises and patrols.
    - [X] Exploration:
    -- [X] Asteroid mining yet again. Hopefully the second time's the charm.
    - [X] Research:
    -- [X] This will be a busy year for eggheads. The first and second research teams will concentrate on the Blight, attacking the problem from two angles simultaneously.
    --- [X] Team 1 is to study the Blight's effects, discovering what it does to an affected life-form's body and genetics and ways to manage or cure them. They are to pay particular attention to any effects on humans, both directly and through our Blight-contaminated diet. One of you is going to have to ask Maw-Maw about her health. We will honour your sacrifice.
    --- [X] Team 2 is to study the Blight's peculiar interactions with electrical and bio-electrical fields. This includes whether it is traveling through or otherwise reliant on our colony's electrical infrastructure, but also returning, very carefully, to the psi-crystal configuration that incapacitated a researcher some years ago. This is the second time we've encountered something behaving strangely around a person's bio-electrics on this planet, and it's possible there's a connection. Though it might also simply be an unusual form of alien life that we didn't previously know to look for.
    --- [X] Allocate an autofactory and the psi-crystal fabricator to build any equipment or new facilities needed for the Blight research. If the researchers don't need to fabricate significant amounts of new equipment and these would stand idle, build some psi-drones instead.
    -- [X] The third research team is to work on the orbital mining infrastructure research that could not be performed last year. However, given the other uncertain projects in this plan, I'm not attempting to physically construct this immediately.
    - [X] Diplomacy:
    -- [X] We are, as a colony, lacking in both depth and breadth in a variety of fields of knowledge. Between the databases, assistant AIs, and the Kobold Archive, we've been able to manage so far, but there are limits. The proposed apprenticeships would teach the next generation the skills that we know, but would do little good for those that we don't.
    --- [X] Canvass the population to get an idea of what skills are most sorely needed, and what sorts of training facilities and equipment would be useful. This includes immediately actionable suggestions, those likely to require research or facilities not yet available, and "pie in the sky" concepts that may become feasible in future.
    --- [X] Using the remaining autofactory, begin work on a storm-hardened university/advanced educational complex. In future this should have equipment for advanced psionic education and research and extensive use of the usual psychic interfaces we've become accustomed to, but due to the crystal fabber being in use that will have to wait for a future expansion.
    --- [X] Budgeted expense is 5 minerals, 1 Biomass, 1 Energy, but surpluses and stockpiles can be dipped into in case of (reasonable!) overruns.
    --- [X] While they are free to enter apprenticeships or other alternatives if they wish, strongly recommend advanced education to both teenagers and their parents.
    - [X] Personal:
    -- [X] Hijack a patrol GEV and go around telepathically poking at the wildlife: do the catfish-whales communicate? Can one be nudged into calling others into a trap? Can the opposite be done with sandworms, convincing them to stay away? Can the sandworms' natural predators be convinced to take up residence between us and the worms, or would they be even more of a nuisance? As we're one of the colony's strongest telepaths, we shouldn't need to get within biting range to do this.

Event Roll: 65
Sandworm Attack: 5
Blight Check: 47

Year: 2086

Economy:
  • Income:
    • Food: +20 ( Base +12, Fishing +3, +5 Hunting)
    • Biomass: +20
    • Minerals: +39 ( Base: +10, Asteroid Mining +29)
    • Energy: +39
  • Expenses:
    • Food: -22 (Maint: -3 Pop Cost, -2 Civ Economy, -2 Exowombs) ( -12 Construction ) ( -2 Wormstrike ) ( -2 Research )
    • Biomass: -10 ( Maint: -2 Civ Economy, -3 Buildings ) ( -3 Construction ) ( -2 Biomass )
    • Minerals: -27 (Maint: -2 Civ Economy ) ( -15 Construction ) ( -10 Research )
    • Energy: -38 ( Maint: -15 Infrastructure, -5 Civ Economy, -18 Buildings )
  • Reserves:
    • 20/40 Food Units
    • 15/40 Biomass
    • 30/40 Minerals
    • 12/20 Energy


Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- 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.

== 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.

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. 10 Minerals.
- 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.

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.)
- Storm Nullifier Satellites: +2 Energy Prod. Cost: 1 Autofactory Action. 5 Minerals. (Mitigates Storm Turn Penalty.)
- 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.
- 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.
- 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.
- 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.
- Food Synthesizer: Converts Biomass into Food. Not very palatable, requires -1 Energy/t when in operation. Cost: 5 Minerals, 3 Biomass, 1 Autofactory Action.

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.

- 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.)


  • 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.
    • Charted (+1 to asteroid mining operations).
Colonies:
  • Kithhame
    • Population:
      • Humans: 3 Units (~620 people)
      • Kobolds: 5 Units
      • Psi-Drones: 1 Units
    • 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.
      • 3 Basic Minerals deposit found (3 Medium Exploited).
      • 2 "Storm Peat" Deposits Found (2 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.)
      • 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. Contains 1 Psi-Crystal Fabricator.
      • 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)
      • 2 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.)

      • 1 Standard Shuttle. ( +1 Orbital Operations. )
      • 1 Gunshuttle ( +1 Orbital Operations. -1 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.)
      • 2 Research Facilities ( -2 Energy/t, Grants "Labs" perk, granting +10 to research rolls. Can sustain 1 research project per turn each. Storm Hardened.)
      • Private Research Facility ( -1 Energy/t, Allows 1 research project per turn not under Questor control. Storm Hardened.)
      • Biomechanical Material Farm ( Can spend 1 Biomass for 1 Minerals, for up to 50% of Minerals costs. -1 Energy when in use.)
    • Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 5 Autofactory. -10 Energy ( Storm Hardened )
      • 1 "Civilian" Autofactory. -2 Energy, -2 Food, -2 Biomass, -2 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy.)
      • 3 Basic Greenhouse Farms: +6 Food, -0 Energy ( 3 Food, +3 Kobold Pets, +3 Purification, -3 Blight Pruning, Storm 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+1 Food ( 1d4 Food, +1 Kobold Pets )
      • 3 Basic Mine Complex. +9 Minerals, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Storm Hardened. )
      • 2 Basic Ironwood Logging Camps. +4 Minerals, +4 Biomass (2 Minerals, 2 Biomass, +2 Kobold Pets, Storm Hardened)
      • 2 Basic Peat Mine Complex. +4 Energy, +4 Biomass( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +3 Energy -3 Biomass. (Max of 3) (Storm Hardened.)


Industry:
-- Build a Storm-Hardened Exo-womb, 1 Autofactory, -2 food -2 mineral -1 Biomass
-- Build a second Storm-Hardened Research Lab, -1 Energy/t, -5 Minerals, -1 Biomass, 1 autofactory.
-- Seed a new Storm Peat Deposit, -10 food 1 autofab
-- Build a Storm-Hardened mine of the new Storm Peat Deposit, 1 autofab -1 mineral
-- Build a Storm-Hardened Kelp farm, 1 autofab, -2 minerals
-- Build a Storm-Hardened Fusion Reactor, 1 autofactory 3 minerals 1 biomass
-- Build Psi-Drones, 1 Autofactory Action, 1 Psi-Crystal Machine Action, 2 Minerals
-- Temporarily stepdown the Syngas reactor to conserve Biomass, 1/3 Biomass conversion
-- 5 Autofactories can maintain this level of production for -10 energy. The autofabs can be shut down except for 1 (for the diplomacy action) saving 2 energy



-- Results:
- Centauri autofabbers do not have E/t cost. Shutting down does nothing.
- Given Biomass surplus, did not step down Syngas Reactor in order to keep E/t balance.
- All other builds fulfilled. Psi-Drones when assigned to a Job grant +1 yield bonus to Job.


Military:
-- Keep hunting and fishing for more food.

Hunting goes as scheduled without issue.

-- Results:
-- +5 Food obtained from hunting. ( 1 Base, +1 Squadlink, +1 Kobold Pets, +1 Telekinetic Militia, +1 Telekinetic GEVs )

Exploration:
-- Keep on mining asteroids using all available shuttles and the colony ship.
-- If we have enough people available after crewing the shuttles resume planetary investigation of potentially useful species or features near the colony

The ongoing asteroid harvesting goes without any significant stumbling blocks; the new crews seem to be coming into their own, even as they pair one of the colony's teens with a more experienced older pilot with a kobold to facilitate experience-sharing.

Meanwhile, the search for interesting species and sites within the GEV range of the colony revealed no new ecological sites of note, but did show a few more animals that had been missed in previous surveys. The Stormrider Anemone is a sessile predator which when dormant appears to be a pourous rock the size of a fist in the juvenile stage, increasing in size with each year that passes. The Anemone itself however is notable in that it cannot actually move under its own power; instead it extends its tentacles during severe storms and spreads the appendages like windcatcher sails, riding the storm winds to new locations where it can feed upon small bugs and mycelial soil fungus before catching a ride at the next storm. The Runningdeers seem fascinated by the semiporous crystalline structure the Anemone rocks form, as it seems to have a similar compressibility response to nacre, and also a diffracting pattern to intense electromagnetic fields -- a requirement for the Anemone to survive being tossed in severe winds and struck by lightning. It seems that when completely dormant, the Anemone are superbly camouflaged as genuine rocks otherwise. It was only noticed due to closeness of the next planetary storm.

Additionally there is the catxlotl. A feline-like amphibious critter that seems to resemble a hybrid between a cat and an axlotl. It seems to be a sort of living-fossil precursor to the kobolds. A conclusion that your people came to upon realizing why previous biosurveys didn't find any catxlotl: their minds, too simplistic for true telepathy, instead manifest empathy -- both receptive, which they seem to use for hunting the rodents and small fish they feed upon, and projective; making themselves utterly uninteresting and thereby inducing a sort of attentional blindness. While thoroughly un-domesticated, the catxlotl could teach your people a number of lessons about how to manifest and perceive empathic signals.

-- Results:
- ( d12->7 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +10 Minerals Acquired.
- ( d12->7 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +10 Minerals Acquired.
- ( d12->6 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +9 Minerals Acquired.
- Stormrider Anemone and Catxlotl animals found. Potential research options unlocked.

Research:
-- First priority is to continue Blight Research
-- Second priority is to design an astro-mining bay

For a brief moment your people thought they had a reprieve from the Blight, when it seemingly went completely dormant. If you hadn't already found testing mechanisms to determine which plants were infected you might have let your guard down. But no such luck was to be had. It seems that the behavior of the Blight organism was more complicated than your researchers had previously anticipated: it makes up for its genetic inflexibility by having some behavioral adaptibility on signals you have yet to determine. Still; sometimes setbacks are blessings in disguise: having exposed new behaviors provides the potential strategy of triggering other behaviors such as inducing dormancy more generally. The looming question does linger, however: why didn't the ancient aliens, as advanced as they were, have the ability to purge this disease? Setting aside some more of the colony's crops -- both Earthly and Kithhamish -- would hopefully allow further examination of what does and doesn't trigger the dormancy, and hopefully thereby provide insight into how it propagates and why the ancients couldn't cure it.

Meanwhile, your second lab came online without major obstacle and the Namikazes and Greys began spending significant time with the spare Autofabbers building test structures as proofs of concept to extend beyond the colony's Design Database, in order to try to create a permanent orbital station that could act as a housing facility for asteroid harvesting shuttles and drones -- and the personnel necessary to keep them maintained. While there's nothing truly scientifically innovative in this work (at least, not when compared to Old Earth), there's still a number of institutional memory lessons that are the sort of thing that don't make it into textbooks that need to be relearned. The upshot is that once the facility itself is finally designed, designing more might be a matter of applying those same lessons in new ways.

Meanwhile, the private economy's research lab has made a new breakthrough which would make orbital habitats far easier to sustain: the Food Synthesizer plants convert Biomass into edible Food and pharmaceuticals. And while that synthesis is limited in diversity, just having easy access to recyclable staples would dramatically reduce the requirement for offworld habitation as well as increase the ease of establishing future settlements.


-- Results:
- (5 + 1d100->27 + 10 Psi-Amps + 10 Labs +10 Sampling )=62 out of 100 to study Ancient Blight Studies II. (Lab1) -2 Food, -2 Biomass.
- (0 + 1d100->60 + 10 Psi-Amps + 10 Labs )= 80 out of 200 to unlock Astro-Mining Bays (Lab2) -2 Autofabber Actions, -10 Minerals.
- (48 + 1d100->80 + 10 Psi-Amps + 10 Labs )=148 out of 100 to unlock Food Synthesizers. (Private Lab)



Diplomacy:
-- Begin setting up Apprentice programs requested, allowing teenage students to devote part of their time to their studies and part of their time to on the job training.
-- Cultivate active physical sports to further develop telepathic and physical training: Canvass the colony for people with experience in fencing, kendo, bojutsu, traditional quarterstaff or related styles;as well as wrestling, jujitsu, or other grappling styles. Encourage competition with all safety precautions taken to work on physical fitness, and to prepare our younger colonists for encountering situations of heightened emotions and being able to use both mundane and telepathic talents in those situations. -2 Biomass, -2 Minerals,and 1 autofab to produce protective equipment for the pilot project.

Your kids are not just precocious; the telepathically active children of the new generation are far more adroit than you'd anticipated with calling upon the Kobold Veterancy Archives and the Archive itself for that matter. They also have fully absorbed the colonial frontier spirit, finding themselves far more invested in being productive members of society than any of your people had really been accustomed to from how life was on Old Earth. They didn't stop their lessons, mind -- it was more "part timer" work splitting their time in classes. Still; the extra workforce eased the strain on getting work done. People had been reaching their limits on how far "frontier spirit" can carry a soul. The long-term ramifications on how this will affect your society are yet to be determined, however. But in the meantime the colony will rest far easier with the available workforce.

Speaking of their lessons; the entire colony takes to the use of the psi-amps for sabre dueling with aplomb. The use of the psi-amps as buckler-sized "shields" makes the activity far less hazardous than would otherwise be the case; and the novelty of the activity makes it a favored passtime for pretty much everyone. After all; psychologically stable teeks were literally one-in-a-million on Old Earth; and now your entire community could engage in the activity to some extent. Some lessons are quickly learned; people have different degrees of aptitude, and the lower their base P-ratings the more drain on the batteries when enacting the same level of telekinetic effect. This does, however, drive many of them to try to be far more energy-efficient, sacrificing brute force for subtle technique. It's found for example that telekinetic force can be projected along the bio-electric field -- drawing the metabolic stamina of the wielder as a supplemental energy source but also allowing a sort of 'defensive aura' that is almost as good as the proper kinetic dampener bubbles -- and that telekinetic 'aura' can extend along the sabres as well, increasing the force they can deliver.

A few of your colonists also find themselves able to split their focus more readily with the psi-amps, allowing them to wield both a telepathic and telekinetic effect simultaneously. It seems, however, that this requires at least a P6 base rating to accomplish.

-- Results:
- Apprenticeship program allows teens to count as full pop despite still being in education. Max Jobs now increased to 30.
- Telekinetic Auras unlocked. As yet no practical applications, but with further dedicated research more abilities could be achieved.
- Psi-Amp Multitasking unlocked. As yet no practical applications, but with further dedicated research more abilities could be achieved.

Personal:
-- Explain the medical need driving the construction of the 2nd​Exo-womb; citing the need for any woman in the colony to have access to this technology as a principle of fairness and medical care.
-- Take up fencing or staff fighting practice and set an example. Maybe if some of the teenagers think they can score a point or three off the colony's leader this will catch on better. It's a good way to stay fit and active as well.

The Matriarchs take the establishment of the new Exowomb Nursery as the subtle signal it is that they shouldn't try to push their luck with you too far, though they do stick to their guns as it were on holding the right to develop Clan disciplines; promising that the 'secret' techniques will start returning dividends to the general population rather than be entirely hidden as a sort of appeasement given your entirely valid concern over the idea of Clans holding out their abilities which could otherwise be used for the good of the whole.

Your personal investment in taking up the teek-sparring sport and engaging with the teens on equal footing despite your signicantly higher base strength and expertise has a compounding effect of legitimizing the activity in general. The furor reaches a further extent when scorekeepers start taking up the time of the idle Psi-drones to provide a stable of practice-partners for people who want to train more extensively. This extra activity results in the exposure of new capabilities that are as yet wholly impractical, but could with further development greatly extend the usefulness of the psi-amps. It also exposes a need for better energy solutions for the less telepathically potent members of the colony to better take advantage of the gifts of the psi-amp technology... and significantly increases the demand for Psi-Crystals.

-- Results:
- Clan Matriarchs make promise to expose Clan teep techniques that are beneficial to the colony as a whole next turn.
- Exposes next turn's Private Lab project: Reproducing the Psi-Crystal Manufacturing Machine. Will lock the Psi-Crystal machine until the project completes.




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.)
-- []
 
Last edited:
Turn 17: To Vicinity And Beyond!
Scheduled vote count started by Logos01 on Aug 7, 2024 at 3:57 AM, finished with 36 posts and 5 votes.

  • [X]Plan Rise above the Storms
    -[X] Industry
    --[X] Build 1 Storm hardened Solar Rectenna station. 1 auto factory, 6 minerals
    --[X] Build 1 Solar Satellite. 1 Orbital action, 1 auto factory, 3 minerals and 2 biomass
    --[X] Build 1 Storm hardened science lab, 1 auto factory 5 minerals 1 biomass
    --[X] The remaining 2 autofactories wil serve as 3 autofabbers each
    --[X] Build 12 Solar farms for orbital installation with satellite. 1 autofabber, 18 minerals, 6 biomass
    --[X] Build 3 gun shuttles, 2 autofabber actions each, 5 minerals and 5 biomass each. 6 autofabber actions and 15 minerals, 15 biomass total
    --[X] Build 1 Storm hardened civilian autofactory. Cost 2 autofabber 6 minerals
    --[X] Reduce Syngas burn rate to 0/3, if doing so can be done without causing energy deficit
    -[X] Orbital
    --[X] 3 asteroid mining actions
    --[X] 1 satellite installation
    --[X] 1 orbital Solar farm installation
    --[X] 1 attempt to study the 1 of the energetic anomalies in the system
    -[X] Military
    -[X] Start zero-g training using ride alongs on the various shuttle missions. Also, send some people along when we investigate the 2 anomalies, in case of xenomorphs.
    -[X] While our TK miltary equipment is in limited supply we can run classes in other skills; First Aid, Emergency Response and Disaster preparedness.
    -[X] Exploration
    --[X]Study 1 of the known energetic anomalies in the system
    --[X] If possible, observe any storm year behavioral changes in local species, if this can be done safely
    -[X] Research
    --[X] Continue both current projects
    --[X] Begin study of the systems of the transport that the up timers were on. Electronics, the fusion reactor, everything. Record everything while we disassemble the transport.
    -[X] Diplomacy
    --[X] Focus on community building exercises. Expend some food on a public banquet as a social event. Focus is on making sure people inside and outside of the clan system (particularly up timers) see themselves as part of the same community
    -[X] Personal
    --[X] Just spend some time with Mira and the children. Life is too short.

Event Roll: 85
Sandworm Attack: 17
Blight Check: 65

Year: 2087 -- Storm Year

Economy:
  • Income:
    • Food: +20 ( Base +15, Fishing +5 )
    • Biomass: +20
    • Minerals: +38 ( Base: +10, Asteroid Mining +28)
    • Energy: +50
  • Expenses:
    • Food: -12 (Maint: -3 Pop Cost, -4 Civ Economy, -2 Exowombs) ( -2 Research ) ( -1 Biomass )
    • Biomass: -35 ( Maint: -4 Civ Economy, -0 Buildings ) ( -24 Construction ) ( -2 Research ) ( +1 Food )
    • Minerals: -67 (Maint: -4 Civ Economy ) ( -53 Construction ) ( -10 Research )
    • Energy: -46 ( Maint: -7 Civ Economy, -22 Infra, -16 Buildings, -1 Pops)
  • Reserves:
    • 28/40 Food Units
    • 0/40 Biomass
    • 1/40 Minerals
    • 16/20 Energy


Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- 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.)
- Storm Nullifier Satellites: +2 Energy Prod. Cost: 1 Autofactory Action. 5 Minerals. (Mitigates Storm Turn Penalty.)
- 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.
- 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.
- 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.
- 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.
- 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.

- 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.)


  • 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.
    • Charted (+1 to asteroid mining operations).
Colonies:
  • Kithhame
    • Population:
      • Humans: 3 Units (~670 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).
      • 2 "Storm Peat" Deposits Found (2 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.)
      • 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. Contains 1 Psi-Crystal Fabricator.
      • 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)
      • 2 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.)

      • 1 Standard Shuttle. ( +1 Orbital Operations. )
      • 4 Gunshuttle ( +4 Orbital Operations. -3 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 ( -3 Energy/t, Grants "Labs" perk, granting +10 to research rolls. Can sustain 1 research project per turn each. Storm Hardened.)
      • Private Research Facility ( -1 Energy/t, Allows 1 research project per turn not under Questor control. Storm Hardened.)
      • Biomechanical Material Farm ( Can spend 1 Biomass for 1 Minerals, for up to 50% of Minerals costs. -1 Energy when in use.)
    • Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 5 Autofactory. -10 Energy ( Storm Hardened )
      • 2 "Civilian" Autofactory. -4 Energy, -4 Food, -4 Biomass, -4 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy. Costs 1 Job per Autofactory.)
      • 3 Basic Greenhouse Farms: +9 Food, -0 Energy ( 3 Food, +3 Kobold Pets, +3 Purification, +3 Morale, -3 Blight Pruning, Storm 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+1 Food ( 1d4 Food, +1 Kobold Pets )
      • 3 Basic Mine Complex. +9 Minerals, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Storm Hardened. )
      • 2 Basic Ironwood Logging Camps. +4 Minerals, +4 Biomass (2 Minerals, 2 Biomass, +2 Kobold Pets, Storm Hardened)
      • 2 Basic Peat Mine Complex. +4 Energy, +4 Biomass( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +0 Energy -0 Biomass. (Max of 3) (Storm Hardened.)
      • Solar Rectenna Station: 1/5 Satellites. (Storm Hardened).
        • 1 Solar Satellite(s). +2 E/t, ( Supports 12 Orbital Solar Farms. )
        • 12 Orbital Solar Farms. +12 E/t.


Clan Activity:
-- Clan Matriarchs promised to reveal teep actions that are capable of benefitting the colony as a whole.
== Alexanders -> Telescopic Clairsentience.
-- Alexanders learn to use psi-amps to amplify light and vibrations coming from a given direction. Improves Psi-Amp bonus to some military actions.
== Grays -> 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.
== Runningdeers -> 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.
== Ironhearts -> 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.
== Stoners -> 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.
== Namikawas -> 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.

Civilian Economy:
-- Food Synthesizers reaction.
-- Military Action reaction.

The expansion of the Civilian Economy has reached a state that it now impacts the quest mechanically. The Civilian Autofactories now require a Job each in addition to requiring -2 of each Resource each. But this comes at the benefit of allowing a +1 Morale bonus to the yields of any Facility with a malus. This is in part the 'fault' of the Food Synthesizer permitting a significant expansion in the luxury spices and "chemically inoffensive" recreational substances (specialized teas, creamers for coffees, and so on) that the Autofactories alone could not create.

In addition, the desire for increased microgravity operations training has resulted in the development of a new recreational sport. An entrepeneurial member of the colony decided that the limited supply of orbital shuttles should not limit the training opportunities for experiencing microgravity, and dusted off an old concept: Indoor Skydiving. By adding perspective holography to the walls of the wind-tunnel along with drones and arms to create obstacle courses, and selling "3 Dimensional Maneuver Gear" for would-be 3D athletes, a new "edutainment" opportunity for colonists will result in more of the colony's people having the native intuitions to make excellent pilots.



Industry:
-- Build 1 Storm hardened Solar Rectenna station. 1 auto factory, 6 minerals ( 1/5 Autofactory, 6 Minerals)
-- Build 1 Solar Satellite. 1 Orbital action, 1 auto factory, 3 minerals and 2 biomass ( 2/5 Autofactories, 9 Minerals, 2 Biomass, +2 E/t)
-- Build 1 Storm hardened science lab, 1 auto factory 5 minerals 1 biomass ( 3/5 Autofactories, 14 Minerals, 3 Biomass, -1 E/t)
-- The remaining 2 autofactories wil serve as 3 autofabbers each ( 5/5 Autofactories, 14 Minerals, 3 Biomass)
-- Build 12 Solar farms for orbital installation with satellite. 1 autofabber, 18 minerals, 6 biomass ( 1/9 Autofabbers, 32 Minerals, 9 Biomass, +12 E/t )
-- Build 3 gun shuttles, 2 autofabber actions each, 5 minerals and 5 biomass each. 6 autofabber actions and 15 minerals, 15 biomass total ( 7/9 Autofabbers, 47 Minerals, 24 Biomass, -3 E/t )
-- Build 1 Storm hardened civilian autofactory. Cost 2 autofabber 6 minerals ( 9/9 Autofabbers, 53 Minerals, 24 Biomass, -2 Resources/t )
-- Reduce Syngas burn rate to 0/3, if doing so can be done without causing energy deficit
- Orbital:
-- 3 asteroid mining actions ( 3/6 Orbital Ops)
-- 1 satellite installation (4/6 Orbital Ops)
-- 1 orbital Solar farm installation (5/6 Orbital Ops)

All builds completed successfully. The expansion of the gunshuttle fleet and utilization of the biomechanoid hull material has resulted in some unexpected discoveries; the living hulls have a certain amount of 'adaptability' to the constant stresses of the continuous explosions of the thruster modules. The total maintenance required for the shuttles is meaningfully lower; had traditional materials been in use for this number of shuttles a maintenance crew would have needed to be assembled to scrutinize the vehicles for stress fractures and replace parts. The original gunshuttle was even retrofitted to include biomechanoid hull components in the most stress-prone parts of the shuttles, extending the lifespan of the design significantly over what was once meant solely as an interim design into a genuinely viable vehicle.

-- Results:
- ( d12->12 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +15 Minerals Acquired.
- ( d12->5 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +8 Minerals Acquired.
- ( d12->2 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +5 Minerals Acquired.
- Syngas Reactor shut down for this turn.
- Gunshuttle design updated. Now requires Biomechanoid Material for 50% of Minerals Requirement. Biomechanoid Material Research Option unlocked: High Tensile. (Can reduce total cost of some designs once mastered, if Biomechanoid materials are used.)

Military:
-- Start zero-g training using ride alongs on the various shuttle missions. Also, send some people along when we investigate the 2 anomalies, in case of xenomorphs.
-- While our TK miltary equipment is in limited supply we can run classes in other skills; First Aid, Emergency Response and Disaster preparedness.

The crews of the shuttles, equipped with the new civilian-made 3D Gear, find that the added safety of having launchable tethers and gasjet packs and experience using them has made a number of previously nerve-wracking microgravity operations far less error-prone. Combined with the simulated practice thanks to AMAI's simulations and the Archive's psi-interfaces, the members of your colony are far better prepared for more hazardous operations than would have previously been acceptable. Establishing protocols for 'safety officers' to oversee the safety of groups in Squad-Link for example should make your colonists far better at responding to inclement hazards.

-- Results:
-- Militia Effectiveness now applies to mitigation of Bane roll events.

Exploration:
-- If possible, observe any storm year behavioral changes in local species, if this can be done safely
- Orbital:
-- 1 attempt to study the 1 of the energetic anomalies in the system ( 6/6 Orbital Operations.)

The GEVs don't handle well during storms. The variable wind pressures played havoc with the ground effect cushion they rely upon. The research study attempts faced a great deal of hamstringing of the would-be researchers mobility. Still, deploying the sensor buoys in various locations to study various flora and fauna that your people suspected might have behavioral changes in the weather did reveal a great deal of coping strategies to the storms. A relatively suprising response it seemed was that the plains grasses withered rapidly in response to prolonged heightened electrostatic potential, creating 'microtuber'-like nodules of high nutrient-dense nodes along their root structure. These micronodules seemed to be ideal Biomass for the Food Synthesizers; dusting off old automated grow-ops for cattle feed from the colony database, with some minor tweaks for simulated continuous lightning strikes to stimulate the nodule growth, would allow for specialized Grass Farms that produce relatively high yields without needing manual labor to produce it.

Of vastly greater interest is the data output of the probe sent to the energetic anomaly. The probe sent revealed the source of the sensor return was a three meter-sized distortion in spacetime wreathed in lightning-like microtears in the membrane separating realspace from hyperspace. Even the uptimers are utterly baffled by the phenomenon, having no idea what they're looking at. Unfortunately, the probe's attitude controls went dead on its near approach of the anomaly, resulting in the datafeed going cold. A more permanent solution could probably be devised, but would require proper manufacturing time to dedicate a better sensor suite to feed back to the colony's researchers.

Or so it seemed. After four months, the probe came back. The sensor data stored within was filled with records of the hyperspace side of the anomaly -- and the transition from realspace to hyperspace, and back again ... five such transitions in total. Enough data existed to develop a whole new theory of hyperspace dynamics -- if the conditions of hyperspace 'rift' could be replicated, your colonists could unlock hyperspace travel in a completely novel way.

-- Results:
-- Grass Farm design unlocked. +2 Food/t, -2 Energy/t. Automated. Cost: 1 Autofactory, -2 Minerals, -2 Food, -2 Biomass.
-- Anomaly updated: "Lightning Hole". Potential Hyperspace Theories can be learned by further study. (Establishing Rift Observation Station will increase all Hyperspace Physics research yields. Hyperspace Rift Theory research gains +200 to first roll.)

Research:
-- First priority is to continue Blight Research
-- Second priority is to design an astro-mining bay
-- Begin study of the systems of the transport that the up timers were on. Electronics, the fusion reactor, everything. Record everything while we disassemble the transport.

Your people have made a breakthrough with the Blight research. The ongoing puzzle of why the Ancient Aliens couldn't cure the blight themselves is now answered: their own advanced natures proved their undoing. The colony's researchers have confirmed that electric field flux is somehow a medium for the Blight's propagation. Any contaminated organism's electric flux is a vector for contamination. Which is a true problem for a culture whose entire infrastructure is based on living technology. To harden their infrastructure from the Blight would have required them to abandon that very infrastructure in lieu of technologies they no longer had any experience with. But this is not a problem for the new colonists of Kithhame. By introducing 'cutouts' of faraday cages fiber optic cables connecting phase arrays of LEDs and photovoltaic cells, the Blight's vector can be interrupted. Facilities may now be "Blight Hardened", increasing their energy cost due to inefficiencies and in turn eliminating the risk of Blight contamination within. While this is only a prophylactic and not a cure -- any Blight Hardened facility suffers no yield loss and reduces the risk of rampant infections by half.

In other news; the astro-mining bay concept is now structurally sound. However, nobody would want to be stationed in an orbital facility without creature comforts like breathable air or potable water. To say nothing of the use of pseudogravity in preventing bone loss for workers stationed in orbit for prolonged periods. All of these things take careful planning and logistical architecture principles that your database didn't have specific implementations for, and needed to be worked out again. The final obstacle that was the most pernicious was waste heat management. Once that and power production decisions were made and generalized to future design work, your bay would be launchable as an orbital "hangar" for your Basic Shuttles. It would take further work to make the Gunshuttles viable, with their initial need for a magnetic catapult to make initial deployment speeds. That could be on the Gunshuttles themselves to somehow remove their reliance on the bilpro propellant, or on making the bay structurally stable enough to tolerate the stresses of the shuttles' more "aggressive" launches. Or both.

In other news, a generalized focus on the systems of the Future Transport ship is now underway. This project is given to the apprentice kids as a general study for the most part, as it primarily consists of documentation of what is present and extensive data collection in careful archaeological/anthropological appreciation of the need to avoid causing damage to what is present. The kids learn a great deal with minimal supervision thusly, which should allow a much easier time of fully comprehending the systems of the Transport once the work is done. Especially great attention is paid to the patterns of the datacrystal chips in the door terminals -- their finer grained patterns could allow your people to make better computers over time if you could work out how to emulate them -- but no part of the ship is so finely scrutinized as the fusion reactor. The design is, to put it mildly, impressive. The reactor itself is an impressive twenty times more potent than the fusactors your people have been mimicking from the Shuttle design, while 'only' 15 times greater in volume. It would take multiple autofactory actions to complete a single such reactor, and a great deal more in the way of resources, but nowhere near as much as obtaining an equivalent power output from your Basic Fusion Reactors.


-- Results:
- (62 + 1d100->34 + 20 Psi-Amps + 10 Labs +10 Sampling )=154 out of 100 to study Ancient Blight Studies II. (Lab1) -2 Food, -2 Biomass.
- (80 + 1d100->62 + 20 Psi-Amps + 10 Labs )= 172 out of 200 to unlock Astro-Mining Bays (Lab2) -2 Autofabber Actions, -10 Minerals.
- (0 + 1d100->41 + 20 Psi-Amps + 10 Labs )=71 out of 100 to study Future Transport Systems I. (Lab3) -2 Energy, -2 Minerals
- (0 + 1d100->92 + 20 Psi-Amps + 10 Labs )=122 out of 200 to unlock Psi-Crystal Machines. (Private Lab)
- Blight Hardened feature unlocked. Removes -1 malus at -1 Energy/t cost, reduces blight loss chance to 10%. Can reduce intensity of Ancient Blight planetary feature over long-term.


Diplomacy:
-- Focus on community building exercises. Expend some food on a public banquet as a social event. Focus is on making sure people inside and outside of the clan system (particularly up timers) see themselves as part of the same community

The Community Center is filled with the scent of ozone as your colonists attempt to out-shine one another in creating new culinary concoctions using small plasma arcs or other electrostatic sparks to produce novel tastes and flavors in celebration of the month-long storms. Most of them are quite awful -- poor execution, poor planning, wild-assed-guesswork, and outright lack of experience culminate in being a hefty obstacle. But still, it's good clean fun and miraculously no major health hazards are exposed.

The fact that it is a universally shared experience by literally everyone on Kithhame at once is willfully leveraged by you and the Matriarchs to create a sense of togetherness; they seem to have taken with some gusto to your ambition to ensure there's no sense of isolation or exclusion by any member of the colony. A special bit of attention is spent by them as mothers to take aside the younger, newer mothers of the colony and the teen babysitters who are "practicing for when it's their turn" with the Exowomb-born Clanners -- you now come to realize that this is yet another opportunity for them to cement their role as clan-mothers, and Kith matriarchs, clan or not.

-- Results:
- Colony identity as a cohesive whole will now be reaffirmed every Storm Year in novel and sometimes atrocious but always shocking ways.

Personal:
-- Just spend some time with Mira and the children. Life is too short.

Juniper and Aspen have a rolling fit at your wife's reaction to your having managed to create an "electric catfish fillet" that actually managed to induce a static spark with every bite. You'd managed to find a biosafe capacitance gel in the colony database that you manage to inject in a charged state using special non-conductive plastic syringes. The gel would only discharge upon the capsule being breached upon being chewed, rather than when being touched by a utensil or otherwise grounded.

You were rather grateful to the little mischief mongers, as you were morally certain that their literally infectious glee was the sole reason Mira wasn't planning bloody murder most foul in revenge for your prank. Of course, that didn't change anything about her own "energizing" plans established before your own prank.

If she kept up those kinds of plans it was only a matter of time before the twins would have a little brother or sister. All things considered, there were worse ways to prevent humanity from forgetting snake oil remedies.

-- Results:
- Bonds of matrimony renewed, the girls' mischievous nature exposed as having a productive bent to it.




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.)
-- []
 
Last edited:
Turn 18: Shiny Rocks and Happy Thoughts
Scheduled vote count started by Logos01 on Aug 11, 2024 at 11:26 PM, finished with 51 posts and 6 votes.

  • [X] Plan "We can't stop here! This is centipede country!"
    -[X] Industry:
    --[X] Blight-Harden all 3 Greenhouses.
    --[X] Blight-Harden the Biomechanical Material Farm
    --[X] Blight-Harden 1 Science Lab
    --[X] Build 1 Storm-Hardened Dredging Facility. Cost -2 Minerals, 1 Autofactory
    --[X] Build 1 Storm-Hardened Grass Farm. Cost -2 Food, -3 Minerals, -2 Biomass, 1 Autofactory
    --[X] Build 2 Storm-Hardened Basic Fusion Reactors. Cost -8 Minerals, 2 Autofactories.
    --[X] 1 Autofactory will serve as 3 Autofabbers this turn
    --[X] New Autofactory will serve as 3 Autofabbers this turn
    --[X] Seed the tailings of all 3 mines with Ironwood Saplings. Cost -6 Biomass, 3 Autofabbers
    --[X] Seed 1 Storm Peat deposit. 10 Food, 1 Autofabber
    --[X] Build 1 Storm-Hardened mine on Storm Peat deposit. Cost -2 Minerals, 1 Autofabber
    -- [X] Build 1 Storm-Hardened warehouse. Cost -1 Minerals?, 1 Autofabber.
    --[X] Begin Seeding Ironwood Plantation. Cost -1 Minerals, -3 Biomass, 1 Autofabber
    --[X] Psi-drone assignments:
    ---[X] 1 drone job assigned to the civilian Lab
    --[X] Total projected Build Cost: -2 Food, -25 Minerals, -11 Biomass. Energy use will rise sharply
    --[X] Keep syngas burn rate at 0/3
    -[X] Orbital
    --[X] 5 craft devoted to asteroid mining
    --[X] 1 craft will investigate the last known anomaly in the system
    -[X] Military:
    --[X]Go Ninja Cat-snakes! Go! With it now safe to go outside the militia can stage some exercise focused on stealth. With the example of the Catxolotls we can practice hiding from both mundane and telepathic detection. Exercise to to focus on squad level choirs attempting to mask their movements, both on foot and in vehicles.
    -[X]Exploration:
    --[X] Survey the last known anomaly in the system
    --[X] Attempt to wrangle some of those honey producing centipedes. Locate a population, study their diet and needs, and try to capture some for domestication. Big hats required, lassos optional but probably not going to be used. Probably.
    -[X] Research:
    --[X] Continue Blight Research. Using our Blight-Hardened lab attempt to capture, isolate,and sustain a sample of active Blight in safe and secure conditions.
    --[X] Continue existing projects
    -[X] Diplomacy:
    --[X] Art competitions focused on imagining potential space craft we could design. In the next few years we may start creating our own manned space installations. We already have started to modify our Earth based shuttle designs to adapt to the materials we have access to. In the coming years we will likely start to design our own spacecraft. We have examples of what Earth's future designs look like: windowless boxes in space. We also have glimpses of alien craft from the memories of the uptimers,memories of the footage of Minbari warships from back during the war,maybe look at a Drazi or Narn transport ship while a Blip was fleeing the psi-cops and looking to stow away. Any of these sources, as well as the ruins of this planet's previous inhabitants and it's flora and fauna, are valid influences for a visual art competition. This is not a design competition, we are nowhere near that point, but an imaginative exercise designed to get the creative juice flowing and engage people with our rise to space.
    --[X] Start discussions about the ethical issues around potential empathic concealment techniques. Point out that empathic stealth techniques aren't going to erase anyone from camera records, and while we don't want to become a society with cameras everywhere it is an option if there are signs of a problem.
    -[X] Personal:
    --[X] Try to continue on the solid re-connection with Mira from last year. Maybe start thinking of baby names again...
    --[X] Get a big hat and join the great Centipede drive. No, a bigger hat than that.

Event Roll: 46
Sandworm Attack: 37
Blight Check: 60

Year: 2088

Economy:
  • Income:
    • Food: +20 ( Base +18, Fishing +2 )
    • Biomass: +28
    • Minerals: +74 ( Base: +18, Asteroid Mining +56)
    • Energy: +58
  • Expenses:
    • Food: -23 (Maint: -3 Pop Cost, -4 Civ Economy, -2 Exowombs) ( -12 Construction ) ( -2 Research )
    • Biomass: -15 ( Maint: -4 Civ Economy, -0 Buildings ) ( -9 Construction ) ( -2 Research )
    • Minerals: -31 (Maint: -4 Civ Economy ) ( -17 Construction ) ( -10 Research )
    • Energy: -56 ( Maint: -8 Civ Economy, -23 Infra, -24 Buildings, -1 Pops)
  • Reserves:
    • 25/60 Food Units
    • 13/60 Biomass
    • 44/60 Minerals
    • 18/30 Energy



Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- 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.

- 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 (~730 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).
      • 3 "Storm Peat" Deposits Found (3 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: 1/4t. -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. Contains 1 Psi-Crystal Fabricator.
      • 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.)

      • 1 Standard Shuttle. ( +1 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.)
      • 1 Civilian Psi-Crystal Manufacturing Device. -1 Energy/t (Colonists will have access to personal psi-amps.)
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 6 Autofactory. -12 Energy ( Storm Hardened )
      • 2 "Civilian" Autofactory. -4 Energy, -4 Food, -4 Biomass, -4 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy. Costs 1 Job per Autofactory.)
      • 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+1 Food ( 1d4 Food, +1 Kobold Pets )
      • 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.)
      • 3 Basic Peat Mine Complex. +6 Energy, +6 Biomass ( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 12 Basic Fusion Reactor. +36 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +0 Energy -0 Biomass. (Max of 3) (Storm Hardened.)
      • Solar Rectenna Station: 1/5 Satellites. (Storm Hardened).
        • 1 Solar Satellite(s). +2 E/t, ( Supports 12 Orbital Solar Farms. )
        • 12 Orbital Solar Farms. +12 E/t.
      [*]


Clan Activity:
-- Clan choirs established in Dueling League. Clans provide rewards to "Cousin" (non-clan) choirs that manage to defeat them in saber duels. (Clan choirs are formally funded and supported by the clans. Start of professional leagues?)


Civilian Economy:
-- Civilian Psi-Crystal Machine completed. Psi-Amp Dueling League formally established. Choir and Solo divisions established. Betting arenas established, limited to luxury goods -- no staples, no job swapping, no 'undefined favors' permitted.


Spaceport Beacon Transcripts:
-- The spaceport beacon picked up what your people are certain are actual transmissions and not mere static this year. None of the decoding standards you have on file worked, so you're not sure what is being said -- but what is certain is that the signals are weak enough that there's only a 50/50 shot you'll pick them up again in a year's time. The uptimers indicate that this means the colony is at least three jumps away from wherever the signals are coming from.




Industry:
-- Blight-Harden all 3 Greenhouses. ( -3 E/t )
-- Blight-Harden the Biomechanical Material Farm ( -4 E/t )
-- Blight-Harden 1 Science Lab ( -5 E/t )
-- Build 1 Storm-Hardened Dredging Facility. Cost -2 Minerals, 1 Autofactory ( -2 M, -6 E/t, +3 M/t 1/5 Autofactories. )
-- Build 1 Storm-Hardened Grass Farm. Cost -2 Food, -3 Minerals, -2 Biomass, 1 Autofactory ( -2 F, -5 M, -2 B, -8E/t, +3 M/t, +3 F/t, +3 B/t, 2/5 Autofactories )
-- Build 2 Storm-Hardened Basic Fusion Reactors. Cost -8 Minerals, 2 Autofactories. ( -2 F, -13 M, -2 B, -8 E/t, +3 M/t, +3 F/t, +3 B/t, +6 E/t, 4/5 Autofactories. )
-- 1 Autofactory will serve as 3 Autofabbers this turn ( 5/5 Autofactories -> 6 Autofabber Actions )
-- Build 1 Storm-Hardened Autofactory. Cost -6 Minerals, 2 Autofabbers. (5/6 Autofactories, 2/6 Autofabber Actions, -2 F, -18 M, -2 B, -10 E/t, +3M/t, +3 F/t, +3B/t, +6 E/t )
-- New Autofactory will serve as 3 Autofabbers this turn ( 6/6 Autofactories -> 2/9 Autofabber Actions )
-- Seed the tailings of all 3 mines with Ironwood Saplings. Cost -6 Biomass, 3 Autofabbers ( -2 F, -18 M, -8 B, -10 E/t, +6 M/t, +3 F/t, +6 B/t, +6 E/t, 5/9 Autofabbers)
-- Seed 1 Storm Peat deposit. 10 Food, 1 Autofabber ( -12 F, -18 M, -6 B, -10 E/t, +6 E/t, +6 M/t, +6 F/t, +6 B/t 4/9 Autofabbers)
-- Build 1 Storm-Hardened mine on Storm Peat deposit. Cost -2 Minerals, 1 Autofabber ( -12 F , -15 M, -6 B, -10 E/t, +8 E/t, +6M/t, +6 F/t, +8 B/t, 5/9 Autofabbers)
-- Build 1 Storm-Hardened warehouse. Cost -1 Minerals, 1 Autofabber. ( -16M, 6/9 Autofabbers)
-- Begin Seeding Ironwood Plantation. Cost -1 Minerals, -3 Biomass, 1 Autofabber ( -12F, -17M, -9B, -10E/t, +8 E/t, +6M/t, +6 F/t, +8B/t, 7/9 Autofabbers)
~~-- Psi-drone assignments:
-- 1 drone job assigned to the civilian Lab
~~ Total projected Build Cost: -2 Food, -25 Minerals, -11 Biomass. Energy use will rise sharply
~~ Keep syngas burn rate at 0/3
~~ Orbital
-- 5 craft devoted to asteroid mining
-- 1 craft will investigate the last known anomaly in the system

All builds completed without issue.


-- Results:
- ( d12->7 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +10 Minerals Acquired.
- ( d12->3 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +6 Minerals Acquired.
- ( d12->12 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +15 Minerals Acquired.
- ( d12->8 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +11 Minerals Acquired.
- ( d12->11 + 1 KVA, +1 Charted, +1 Spaceport Launchers) +14 Minerals Acquired.
-- Build costs:
-> -12 Food, -17 Minerals, -9 Biomass, -10 Energy/t, 6/6 Autofactories, 7/9 Autofabbers (9/9 with research), 5/6 Orbitals (6/6 with exploration)
-- Build yields:
-> +8 Energy/t, +6 Minerals/t, +6 Food/t, +8 Biomass/t, +56 Minerals ('troid mining).

Military:
-- Go Ninja Cat-snakes! Go! With it now safe to go outside the militia can stage some exercise focused on stealth. With the example of the Catxolotls we can practice hiding from both mundane and telepathic detection. Exercise to to focus on squad level choirs attempting to mask their movements, both on foot and in vehicles.

The militia's activities this year were turned into something of a spectacle for the entire colony. Team-based exercises showcasing the most skilled amongst the clan-trained among the Alexanders and Grays in attempting to 'seeking' and the Runningdeers and Ironwoods in 'hiding', with the groups going back and forth repeatedly. Watching Mary Runningdeer walk right up and place a sticker on the back of the helmet of Jane Alexander -- a purple hippopotamus of all things -- without her ever noticing truly drove home the point of the stealth techniques being being more sophisticated than ever. While it took a choir of no less than three to conceal a GEV in operation from being noticed (to say nothing of the psi-amps needing to be hooked directly into the vehicle's power supply to even pull the feat off) ... it did work.

But not for the people watching the events at home. Oh, with the psi-amps it was possible to confuse the detector systems of the drone cameras, or even any active viewers on CCTV ... but after-the-fact viewing? The vehicles and personnel were there. They would be viewed. It truly made your concerns much easier to convey to your people later on.



-- Results:
-- Psi-stealth techniques now effective, with a choir, for vehicles as well as at a personal scale.

Exploration:
-- Survey the last known anomaly in the system
-- Attempt to wrangle some of those honey producing centipedes. Locate a population, study their diet and needs, and try to capture some for domestication. Big hats required, lassos optional but probably not going to be used. Probably.

The probe launched towards the more distant of the two energetic anomalies in-system, taking several months to reach its destination. The anomaly turned out to be a superheavy asteroid -- a naturally occurring fission reactor, whose radiation was tripping the tachyonic sensors of your original sensor sweeps. Interesting in terms of the physics and cosmological-history questions it raises about how such an asteroid could actually exist, but ultimately not all that useful except as a case study object. ( Build Radrock Observation Station to gain +10 to all nuclear physics research rolls.)

The study of the honeypedes reveals that they are a marginally eusocial species of carnivore with strong metamorphic characteristics -- not all that unusual in the "realm" of arthropods and 'bugs' for that. They seem to live in 'communal' nests much like some species of spider on old Earth, dug into rotting tree stumps. Rather than having 'castes' like bees or ants or truly eusocial organisms, however, they have stages of development. Their pupae equivalent tend to the nest itself, while fully mature females mostly act reproductively and as egg-tenders, and the fully developed males wander and bring back food for the young and females. It is from this activity that the honey-producing behavior is developed; the males digest the food initially and then excrete fructose from specialized spiracles when nudged to do so by pupae, who collect it into cells within the nests made of the same material wasps on old earth make their nests from -- a half-digested combination of cellulose and chitin.

This is not the domestication issue it might otherwise seem to be. The primary food of these centipedes is also found in the same location they prefer their nests to form in: the humble termite. Or, rather, kithhame's equivalent which is an arachnid rather than an insect ... but otherwise largely a case of form following function: a small arthropod that digests dead wood as part of the natural decay cycle.

Without further development, the colony couldn't produce proper economic benefits out of actual honeypede farming; but as a civilian luxury good you could choose to reserve an additional -1 Biomass/t and 1 Job to improve the colony's overall morale.

-- Results:
-- 2nd anomaly revealed: Radrock. Establishing Observation Station will give +10 bonus to all nuclear physics research.
-- Honeypede Studies I completed. Increase civilian economy reservation by -1 Biomass/t to improve Morale bonus. (cannot be repeated).

Research:
-- Continue Blight Research. Using our Blight-Hardened lab attempt to capture, isolate,and sustain a sample of active Blight in safe and secure conditions.
-- Continue existing projects

The ongoing studies of the Blight have now extended to attempts to create a sort of "electroscrambler" field emitters. The Namikazes think they're onto something with this new approach -- the Ancients could not have implemented it because their EMF emitters would have been biotech and thus infected, and thus actively propagate the infection through themselves. The current generation of scramblers do seem to be effective in preventing an organism's electrical field from being a viable vector ... so long as they stay within the field. The challenge is that the current fields could not be built at sufficient scale to cover a wide enough area to be worth implementing. The energy costs would be ruinous, and any powerful field emissions would need to be accounted for -- meaning amongst other things they wouldn't work during Storm Years. They are assuring you that it is merely a matter of finding the right harmonics to work with; software-modulated magnetic field emitters make the search quite rapid. Once done, a wide-scale field emitter could be constructed that would cover the entire colony, drastically impairing the Blight's ability to infest others. This still doesn't cure the Blight, but it could prevent future generations from incurring it.

In more progressive news, the designs for the Astro-Mining Bay and incumbant living quarters now seems to be fully operational. There's still the matter of actually launching the thing into orbit and assembling it -- this would require no lesser a commitment than four shuttles making repeat trips for a year -- but once in orbit and connected to at least 2 Basic Fusion Reactors, it could provide the housing and habitation for a year-round crew who could remotely pilot those same shuttles for dedicated near-Kithhame asteroid harvesting. Orbit being 99% of the way to any point in a star system, these shuttles would have a much longer range to work with to reach asteroids -- thus also ensuring a more viable supply. ( Orbital Station Core and Astro Mining Bay unlocked. Need 4 Orbital Operations and 2 Basic Fusion Reactors to complete and deploy. )

The basic survey of the Future Transport system has revealed many of the design principles and reasoning behind the humble mass conveyor transport ship. If necessary, your people could now design a much less effective version of the cargo transport using the technologies you currently have access to. This basic understanding, however, will reduce significantly the difficulty of any reverse engineering attempts for the critical and intact systems -- a better understanding of why they are configured the way they are makes simulating a design for manufacture much more effective.

In much more interesting news, the careful probing and attempts to configure the colony's autofactories to reproduce the psi-crystal manufacturing machine -- made all the more difficult due to the need to avoid disrupting the one machine the colony originally had -- has reached a crossing point. The first human-made psi-crystal machine has produced its own crystals. They're rougher than the ancient device, twice the size and half as energy-efficient. But they work. And this is without question a "not how well the bear waltzes" scenario. And the sheer range of possibilities being able to destructively analyze a working machine would allow for improving upon their output -- specialized crystals for example -- could not be overstated.

-- Results:
- (54 + 1d100->79 + 20 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened )=183 out of 200 to study Ancient Blight Studies III. (Lab1) -2 Food, -2 Biomass.
- (172 + 1d100->57 + 20 Psi-Amps + 10 Labs )= 259 out of 200 to unlock Astro-Mining Bays (Lab2) -2 Autofabber Actions, -10 Minerals. (9/9 Autofabbers)
- (71 + 1d100->55 + 20 Psi-Amps + 10 Labs )=151 out of 100 to study Future Transport Systems I. (Lab3) -2 Energy, -2 Minerals
- (122 + 1d100->54 + 20 Psi-Amps + 10 Labs + 10 Psi-Drones )=216 out of 200 to unlock Psi-Crystal Machines. (Private Lab)
-- Orbital Station Core, Astro Mining Bay designs completed. (Each require a Basic Fusion Reactor and 2 Orbital Operations to launch. Other manufacturing requirements are already completed: 10 Minerals and 4 Autofabber actions each.)
- Orbital Station Core allows Jobs to be worked in Orbit (Requires 1 Orbital Operation per Job to support.)
- Astro Mining Bay allows 1 Job to work 4 Asteroid Mining Operations (needs shuttles). Astro-Mining Bay rolls are "best-of-2".
-- Future Transport Systems I completed. Design schematic "Primitive Cargo Ship" unlocked (requires manufacturing facilities the colony does not yet have.)
-- Retro-engineering research point targets for Future Transport systems reduced by 50. Future Transport systems research rolls will rollover to next project related to the transport ship.
-- Psi-Crystal Machine design unlocked. Allows 1 Psi-Crystal Build per turn. Requires 5 Minerals, 2 Biomass, -1 Energy/t, 1 Psi-Crystal Build, 1 Autofactory Action to build.


Diplomacy:
-- Art competitions focused on imagining potential space craft we could design. In the next few years we may start creating our own manned space installations. We already have started to modify our Earth based shuttle designs to adapt to the materials we have access to. In the coming years we will likely start to design our own spacecraft. We have examples of what Earth's future designs look like: windowless boxes in space. We also have glimpses of alien craft from the memories of the uptimers,memories of the footage of Minbari warships from back during the war,maybe look at a Drazi or Narn transport ship while a Blip was fleeing the psi-cops and looking to stow away. Any of these sources, as well as the ruins of this planet's previous inhabitants and it's flora and fauna, are valid influences for a visual art competition. This is not a design competition, we are nowhere near that point, but an imaginative exercise designed to get the creative juice flowing and engage people with our rise to space.
-- Start discussions about the ethical issues around potential empathic concealment techniques. Point out that empathic stealth techniques aren't going to erase anyone from camera records, and while we don't want to become a society with cameras everywhere it is an option if there are signs of a problem.


[ Please submit more designs for you guys to discuss over! Comments, suggestions, and AI art all acceptable -- this isn't a for-profit quest. ]

The military games demonstrating the limits of the stealth techniques drove home the limits of what they could achieve. While there are already a number of locations within the colony that are under constant surveillance, short of implementing psi-amp based "mind shields" to make anyone on civic watch harder to influence there wasn't much that could be done -- short of keeping everyone on their best recognizance and keen for the signs of someone doing something untoward. Nothing could stop people skilled in the newfound stealth techniques from using them in regular life, not really, but noticing when things have been moved or if objects have been used can indicate someone having hidden themselves.

-- Results:
- Images posted for ship design inspiration.
- Weaknesses of stealth technique shared more widely with colonists. Likelihood of abuse drastically reduced.

Personal:
-- Try to continue on the solid re-connection with Mira from last year. Maybe start thinking of baby names again...
-- Get a big hat and join the great Centipede drive. No, a bigger hat than that.

You are grateful the twins aren't quite out of the "latent" telepathic stage just yet. Having to also hide the ... enthusiasm ... with which you and Mira "renew your vows" at the telepathic level to avoid traumatizing the girls would be rather problematic given how much 'enthusiasm' there was. Still, merely trying for another child between all the meetings and planning sessions and keeping up appearances amongst the workers wasn't enough to actually result in a new child.

-- Results:
- No new additions to the family just yet.




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.)
-- []
 
Last edited:
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.)
-- []
 
Last edited:
Turn 20: Readiness Is Next To Hardiness
Scheduled vote count started by Logos01 on Aug 28, 2024 at 2:48 AM, finished with 50 posts and 9 votes.

  • [X] Fears for the Future
    [X] Fears for the Future
    -[X] Economy
    --[X] 1 Autofactory will serve as 3 Autofabbers this turn (1/7)
    --[X] Build 1 Storm Hardened Autofactory. Cost:2 Autofabber Actions (2/5) -6 Minerals
    --[X] Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (3/5)
    --[X] Build 1 Storm hardened Storm Peat mine. -1 Mineral, 1 Autofabber Action (4/5)
    --[X] Build 1 Storm hardened Basic Hab Complex. Cost: -1 Mineral 1 Autofabber Action. (5/5)
    --[X] Build 2 Storm Hardened, Blight Hardened Exo-womb nurseries. Cost: Cost: 2 Autofactory Actions (3/8). -6 Minerals. -2 Food
    --[X] Build 2 Storm hardened Psi-Crystal Machines. Cost: -12 Minerals, -4 Biomass, 2 Psi-Crystal Builds (2/4), 2Autofactory Actions (5/8)
    --[X] Build 1 Psi-drone pops, assign to Lab III.Cost: 1 Autofactory Actions (6/8), 1 Psi-Crystal Machine Actions [3/4], -2 Minerals.
    --[X] Build Sensor Grid Satellites. Cost: -5 Minerals, 1 Autofactory Action (7/8), 1 Orbital Action
    --[X] Total Build Cost: -10 Food, -31 Minerals, -4 Biomass. Energy needs will rise and we will drop into deficit temporarily even if we spin up the syngas
    --[X] Set syngas burn rate to (3/3) to help mitigate the deficit
    --[X] 1 Autofactory and 1 Psi-Crystal machine will be held in reserve to support other Actions
    --[X] Blight Harden the medical facility in the Cultural Center, the Habitation buildings, and all Exo-womb nurseries
    -[X] Orbital
    --[X] 1 Action to supply mining bay [1/8]
    --[X] 1 Action to support construction [2/8]
    --[X] 4 Actions Asteroid mining [6/8]
    --[X] 2 Actions to support Military Action [8/8]
    -[X] Military
    --[X] Contemplating Space Combat 101: We have no idea what it means to fight in space. No teep from the future was allowed to join Earthforce, and all Mira's experience was on the ground. So we need to work things out from first principles. 2 shuttles and associated ground crews will be made available to the militia for theorycrafting and training purposes. Shuttles are clearly not starfighters, and we have seen Earth Propaganda from the future so we know Starfuries are a thing, but we can still come up with experiments and theories about what we might need to defend ourselves. Like, is dogfighting a thing? How does that work when a ship being chased can just cut thrust and spin around? Continuing training in EVA and potentially attempting to board vessels can be practiced. If new equipment is needed resources have been held in reserve to facilitate.
    --[X] "Mira, please don't just make a giant shotgun and try to strap it to a shuttle."
    -[X] Exploration
    --[X] Kobold Study: We know very little about our little friends; their nutrition, their reproduction and life-cycle,and their medical needs. If we are contemplating allowing Kobolds in off-planet installations we need a fuller understanding of them.
    -[X] Research
    --[X] Lab I will study Blight Cure I
    --[X] Lab II will continue existing High-Tensile Strength Biomaterial research
    --[X] Lab III will study Future Transport:Transport Hulls
    -[X] Diplomacy
    --[X] Try to gauge the mood in the colony concerning the proximity of the Hyach and Brakiri, and the fears of some of the up timers that we are in the path of a future war that will see horrifying crimes by the Dilgar as well as the intercession of Earth. Awareness of threats is good, but panic or paranoia are not; so discussions about what we should do to protect ourselves is better than letting things fester.
    -[X] Personal
    --[X] Meet with the Matriarchs to discuss the expansion of the Exo-wombs. With the initial success of the technology in our 2 existing facilities expansion to meet the needs of the population seems prudent. We will have teenagers turning into tweens in the coming years, and potentially wanting to start families of their own so the elimination of wait lists and expansion of service 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 accommodations might be made to allay concerns from the Matriarchs about losing relevance or influence.

Event Roll: 58
Sandworm Attack: 21
Blight Check: 34

Year: 2090

Economy:
  • Income:
    • Food: +23 ( Base +18, Fishing +5 )
    • Biomass: +32
    • Minerals: +73 ( Base: +18, Asteroid Mining +55)
    • Energy: +73
  • Expenses:
    • Food: -26 (Maint: -4 Pop Cost, -4 Civ Economy, -4 Exowombs) ( -12 Construction ) ( -2 Research )
    • Biomass: -18 ( Maint: -4 Civ Economy, -3 Buildings ) ( -7 Construction ) ( -4 Research )
    • Minerals: -46 (Maint: -4 Civ Economy ) ( -42 Construction )
    • Energy: -69 ( Maint: -8 Civ Economy, -31 Infra, -28 Buildings, -2 Pops
  • Reserves:
    • 21/60 Food Units
    • 23/60 Biomass
    • 47/60 Minerals
    • 30/30 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.
- 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 (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.
-- High Tensile: Biomechanoid Materials usage reduces total Minerals/Biomass cost by 10%. Highly suitable as armor.

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, 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.)
- 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.
- 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: 4 Units (~860 people) ( -4 Food/t )
      • Kobolds: 7 Units (Self-sustaining)
      • Psi-Drones: 2 Units ( -2 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).
      • 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.)
      • 2 Ironwood Deposits Found (2 Lightly Exploited). (Build Logging Camp to produce +1 Minerals, +1 Biomass.)
      • 1 Ironwood Deposit Growing: 3/4t. -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.
      [*]
    • [*]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)
      • 3 Basic Hab Complex: 6 Pop Cap ( 2 Pop Limit, +2 Purification, Storm Hardened)
      • 3 Basic Warehouse Complex. +60 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).
      • 3 Exowomb Nursery ( +30 Births/t, -6 Energy/t, -3 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.)
      • 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.)
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 8 Autofactory. -16 Energy ( Storm Hardened )
      • 4 Psi-Crystal Manufacturing Devices. -4 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->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. +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.)
      • 5 Basic Peat Mine Complex. +10 Energy, +10 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. +3 Energy -3 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:
-- Clan Choirs have once again doubled-down on the Dueling Leagues, making a visible effort to channel the enthusiasm for potential future conflicts along a route that the Matriarchs of the colony view as 'productive'. People in general see the more devoted Clanners' attempts to be "responsible" for everyone as a whole, but since it's for a good purpose nobody really minds.


Civilian Economy:
-- There's a spate of emergency readiness kits being sold in the form of camping gear and purportedly "sensor dampening" blankets, but some quiet talking to the would-be entrepeneurs prevents outright fraud or price-gouging from going on.


Spaceport Beacon Transcripts:
-- No new data.




Industry:
-- 1 Ironwood Deposit Seeding ( -1 M, -3 B, 1/3 Autofabbers, 3/4 Years )
-- 1 Autofactory will serve as 3 Autofabbers this turn (1/7) ( 1/7 Autofactories -> 1/6 Autofabbers )
-- Build 1 Storm Hardened Autofactory. Cost:2 Autofabber Actions (2/5), -6 Minerals ( -7 M, -3B, 3/6 Autofab, 1/8 Autofac, -2 E/t)
-- Seed 1 Storm Peat deposit. -10 food, 1 Autofabber Action (-10 F, -7M , -3B 4/6 Autofab)
-- Build 1 Storm hardened Storm Peat mine. -1 Mineral, 1 Autofabber Action (4/5) (-10F, -8M, -3B, 5/6 Autofab)
-- Build 1 Storm hardened Basic Hab Complex. Cost: -1 Mineral 1 Autofabber Action. (5/5) ( -10F, -9M, -3B, 6/6 Autofab )
-- Build 2 Storm Hardened, Blight Hardened Exo-womb nurseries. Cost: Cost: 2 Autofactory Actions (3/8). -6 Minerals. -2 Food ( -12F, -15M, -3B, 3/8 Autofac, -4 E/t, -2F/t )
-- Build 2 Storm hardened Psi-Crystal Machines. Cost: -12 Minerals, -4 Biomass, 2 Psi-Crystal Builds (2/4), 2Autofactory Actions (5/8) ( -12F, -27M, -7B, 2/4 Psi-Mach 5/8 Autofac, -6E/t, -2F/t)
-- Build 1 Psi-drone pops, assign to Lab III.Cost: 1 Autofactory Actions (6/8), 1 Psi-Crystal Machine Actions [3/4], -2 Minerals. ( -12F, -29M, -7B, 3/4 Psi-Mach, 6/8 Autofac, -7E/t, -2F/t)
-- Build Sensor Grid Satellites. Cost: -5 Minerals, 1 Autofactory Action (7/8), 1 Orbital Action ( -12F, -34M, -7B, 7/8 Autofac, -7E/t, -2F/t )
--[X] Total Build Cost: -10 Food, -31 Minerals, -4 Biomass. Energy needs will rise and we will drop into deficit temporarily even if we spin up the syngas
--[X] Set syngas burn rate to (3/3) to help mitigate the deficit ( -3B/t, +3 E/t )
--[X] 1 Autofactory and 1 Psi-Crystal machine will be held in reserve to support other Actions
--[X] Blight Harden the medical facility in the Cultural Center, the Habitation buildings, and all Exo-womb nurseries ( -8 M)
~~ Orbital
-- Supply Job: Astro-Mining Bay ( 1/8 )
-- Deploy Asset: Planetary Sensor Grid. ( 2/8 )
-- 4x Astro-Mining Bay Mining ( 6 / 8 )
-- 2x <See: Military> ( 8/ 8 )


-- Results:
--( 2d12->(12,7)->12 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +16 Minerals Acquired.
--( 2d12->(12,6)->12 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +16 Minerals Acquired.
--( 2d12->(8,4)->8 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +12 Minerals Acquired.
--( 2d12->(7,3)->7 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +11 Minerals Acquired.

-- Build Costs:
-> -12 F, -42 M, -7 B, 6/6 Autofab, 7/8 Autofac, 3/4 Psi-Mach, -7E/t,-3B/t, -2F/t
-> 1 Autofactory, 1 Psi-Crystal Machine, 2 Orbital Ops reserved for below.
->

Military:
-- Contemplating Space Combat 101: We have no idea what it means to fight in space. No teep from the future was allowed to join Earthforce, and all Mira's experience was on the ground. So we need to work things out from first principles. 2 shuttles and associated ground crews will be made available to the militia for theorycrafting and training purposes. Shuttles are clearly not starfighters, and we have seen Earth Propaganda from the future so we know Starfuries are a thing, but we can still come up with experiments and theories about what we might need to defend ourselves. Like, is dogfighting a thing? How does that work when a ship being chased can just cut thrust and spin around? Continuing training in EVA and potentially attempting to board vessels can be practiced. If new equipment is needed resources have been held in reserve to facilitate.
-- "Mira, please don't just make a giant shotgun and try to strap it to a shuttle."

The amount of armchar quarterbacking on the notions proposed for what the colony could feasibly accomplish in terms of preparing against potential military operations and concerns were ... well, people were enthusiastic about the subject. Ultimately, however, the main constraints were more ... practical. What could the Kith people achieve, and what tools did they have to work with in order to do it, and what kind of threats would they most likely need to address when the time came?

Fears of the Dilgar were of course brought up -- but so were the fact that the Dilgar were a threat more than a century from the present. More realistically, would be what might come through Exploration, and what kinds of challenges the colony might face once that door was 'opened'. Some (read: Mira) argued for heavy gun emplacements to be built around the colony to fire heavy rounds into orbit, or for the largest possible Telekinetic Accelerators to be deployed on the stations along with capacitor banks to make anti-capital weapons. But that was a pie-in-the-sky solution at best. Something to be explored once traffic was actually occurring.

More realistically, was the notion of expanding and doubling down on militarized mining shuttles. Something that could be adapted easily from existing templates, with the advantage of leveraging the psi-crystal technology to augment the performance profile of the colony's vehicles well beyond what they otherwise ought to have. With only minor retrofitting for example, it was discovered that the mining lasers used to cut up asteroids for easy loading into the cargo compartments of the shuttles could be imbued with psychokinetic force -- directly tapping a shuttle's power systems to dramatically improve the range and damage potential of the lasers to something approaching practical, albeit "knife-fighting", range. If nothing else, lasers that actually packed a kinetic punch were a novel concept.

In the meantime, this would be supplemented by focusing on the stealth capabilities of the pilots and gunners -- to make potentially hostile intruders ignore the colony's fleet of shuttles such that mining charges could be deployed against the hulls of intruders and thus defend the colony against hostile military or piratical action.

Both proposals did, however, have something of a limitation: The psi-amps the colony could make put a burden on their operators, even when operating in "choir" mode. There is a maximum throughput of energy that a psi-amp user can channel. This would mean that capital ships utilizing stealth or telekinetic augmentation would be functionally out of the question, even if they could be constructed.

Based on the results of the simulated games, a fleet of 10 of the vehicles would be required to provide any adequate defense against invaders -- though that does include a Ready Reaction Launch Bay (and Job) for the Orbital station or Spaceport facility (though this will cost more Energy/t due to the need for Magnetic Catapults.)

-- Results:
-- Militarized Shuttle designs unlocked. 'Upgrade' from Standard Shuttle. Requires 1 Psi-Crystal Machine, 1 Autofactory Action, 1 Psi-Crystal Action, 7 Minerals, and 7 Biomass. Nobody's favorite solution, excepting the fact that it's better than anything else.



Exploration:
-- Kobold Study: We know very little about our little friends; their nutrition, their reproduction and life-cycle,and their medical needs. If we are contemplating allowing Kobolds in off-planet installations we need a fuller understanding of them.

For the most part, the mossy-scaled reptiloids don't require much in the way of special attention. This has been the general rule for handling kobold hives' "glomping" onto humans. But with the desire -- especially amongst the younger population -- to have the continued aid of the pint-sized critters in space, more attention has been brought back to their dietary habits and behaviors. Kobolds are, it turns out, both obligate carnivores and ... not. Their digestive process requires them to kill in order to extract nutrient from their food, but once they have a fresh kill -- however small -- they can digest almost anything without any meaningful issue as long as it has the requisite micronutrients common to biology. So perhaps it would be better to say that they are omnivorous obligate predators. With some basic accommodations -- the inclusion of worms and honeypedes in the station's agri-systems, for example, having Kobolds aboard the space station should not face ecological issues.

This 'bait-and-switch' approach of killing something very small and then mostly eating vegetative matter isn't even an accommadation made by human ecologists; the kobolds themselves engage in the practice in their native environments. The kobolds themselves mostly seem to be native tunnelers -- it took sending drones into their nests to find anything about their young or gestational periods. It seems that they mostly have a sort of hypergamous period wherein the newly adult bear the 'responsibility' of producing the next generation and caring for them, whereupon they start leaving the nest as fully formed adults and perform labors like expanding and reinforcing their nests or accruing the harvestables. With the ability to act as living 'garbage disposals', the domesticated kobolds have far more "luxury" time available to them than other hives -- taking the waste and leftovers straight from people's trash-bins to feed their young.

-- Results:
-- Minor adjustments to Orbital Core have made it compatible with housing kobolds for off-world operations. With completion of Hive Repeaters, "Kobold Pets" perk now applies to off-world operations involving the station.


Research:
-- Lab I will study Blight Cure I
-- Lab II will continue existing High-Tensile Strength Biomaterial research
-- Lab III will study Future Transport:Transport Hulls

As of yet, there is some "missing ingredient" in determining how to reliably and safely "burn out" the Blight from patients. Triggering the burnout mode is fairly reliable, but it has a tendency to either kill the patient or switch back to an inert state while still infectious. Neither outcome is exactly ideal, but the colony's doctors -- such as they are -- assure you that it's just a matter of finding that "sweet spot", and might even be able to trigger the response in 'phases' such that minimal patient oversight would be required. But they're not quite there just yet.

In more 'exciting' news, the trick for developing High Tensile Strength Biomaterials has been unlocked. Abandoning hope of actually 'programming' the material, and instead relying on its flexibility in growth, the use of high-pressure bladders to compress and release cyclically during the mass's growth was determined to be an effective "compromise". The resulting material improves its response to compression shocks by a dramatic amount. The exact numbers are hard to reliably procure -- no two samples have quite the same outcome -- but the end result is that any constructions using biomechanoid materials can see 10% of their total mass reduced over conventional constructions and see no loss in performance metrics.

Of course, applying those same materials would be a complication to larger craft such as the Uptimer's Transport. The hull it turns out was far more damaged and incomplete than was expected. Turns out, when your cockpit is shot right off, other bits and pieces tend to go for the ride. Reconstructing what was where is possible of course, but it largely would have to be figured out "from first principles" rather than simply uploading a scan and inputting it. This is surmountable, but the challenge is a bit of a setback.

The private lab's research, meanwhile, has yielded successful results: the orbital core now has a functioning "Hive Repeater" which will in tandem with the minor adjustments to accomodate the creatures should allow Kobolds to reside for a few months at a time in the Orbital Core -- they don't do well with microgravity operations but you imagine that's just a matter of being given time to adapt or perhaps finding opportunities to teach Kobolds terrestrially using beaches and swimming pools to get used to navigating without walking.

-- Results:
- ( 73 + 1d100->73 + 20 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened )=196 out of 200 to study Blight Cure I. (Lab1) -2 Food, -2 Biomass.
- ( 40 + 1d100->87 + 20 Psi-Amps + 10 Labs )=157 out of 100 to unlock High Tensile Strength Biomaterials (Lab2) -2 Biomass
- (31 + 1d100->8 + 20 Psi-Amps + 10 Labs )=69 out of 150 to study Future Transport Hulls. (Lab3)
- (67 + 1d100->33 + 20 Psi-Amps + 10 Labs + 20 Psi-Drones )=150 out of 100 to unlock Hive Repeaters. (Private Lab)
(Costs: -2 F, -4 B )


Diplomacy:
-- Try to gauge the mood in the colony concerning the proximity of the Hyach and Brakiri, and the fears of some of the up timers that we are in the path of a future war that will see horrifying crimes by the Dilgar as well as the intercession of Earth. Awareness of threats is good, but panic or paranoia are not; so discussions about what we should do to protect ourselves is better than letting things fester.


The mood of the colony is fairly split on the matter of the location of the Kith star system with relation to other races. Some people are excited about the possibility of actually purchasing designer goods and finished materials rather than making do with locally designed versions. Others are much leerier about the idea of being forcibly integrated into the galactic community again.

Mostly, however, people are more concerned in terms of what kinds of plans the colony will need to make to "be ready". The far-off feeling of it being "distant shores" and not yet "on our doorstep" helps... but there's always the inkling that if we could get here, who else might show up unannounced? As much as nobody's willing to be 'reunited' with the Psi Corps when the time comes, though, so too is there a general sentiment that the colony must never fall into the hands of future despots.

That feeling had always been present, at least a little, but the blatant reminder of what awaits your grandchildren is something that has people discussing more along the lines of what sacrifices should be made and what steps to "be prepared" should be made.

-- Results:
- General enthusiasm now exists for a more militarized stance for the colony. Moral considerations that a less wary community might not be willing to set aside are now seen more as luxuries that come at the cost of your grandchildren's freedom.
- Colony in general will expect "Readiness" steps shown. We can no longer rely upon being unknown for our safety, even as we continue to enjoy that hidden-ness in keeping the colony safe.

Personal:
-- Meet with the Matriarchs to discuss the expansion of the Exo-wombs. With the initial success of the technology in our 2 existing facilities expansion to meet the needs of the population seems prudent. We will have teenagers turning into tweens in the coming years, and potentially wanting to start families of their own so the elimination of wait lists and expansion of service 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 accommodations might be made to allay concerns from the Matriarchs about losing relevance or influence.

If anything, the Matriarchs are enthusiastic about the expanded Exo-Wombs. They see the initial nursery as a sufficient assurance that the Clans will have dedicated population, and are happy to continue to simply avail themselves of the others as would any other colonist. A significant part of this, however, is their reaction to the future of the coming potential conflicts with neighbors. While everyone else is focused right now on the realization that the colony is very likely within the zone that will one day be assaulted by the Dilgar, there are any number of other concerns that contact with other races will represent. The Brakiri, for example, are notoriously commercial in pretty much every aspect of their lives -- and their syndicates are known to engage in slave trading. The idea of Militarized shuttles for defense of the colony are one thing, but they are also asking for special operative groups to be trained up that could recover kidnapped and enslaved members of the colony should a far-off raid be successful. These traditions aren't founded overnight.

To ensure such a group exists before it is needed, facilities and Jobs will be needed to provide the real kind of training in infiltration and intelligence recovery that however distasteful will be a requirement for the future. They are excited to see what can come from the Dueling Leagues especially towards this end.

-- Results:
- Matriarchs inform you that they will be training "ready squads" amongst themselves, and encourage your participation/oversight.




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.)
-- []
 
Last edited:
Turn 21: A Sunday Drive
Scheduled vote count started by Logos01 on Sep 5, 2024 at 4:15 AM, finished with 40 posts and 6 votes.

  • [X] Goodbye Old Friend
    [X] Goodbye Old Friend
    -[X] Major Event: Decommission the Centauri-built colony ship
    -[X] Industry:
    --[X] 3 Autofactories will serve as 9 Autofabbers this turn (3/9)
    --[X] Build 2 Storm hardened Basic Autofactories: Cost: -4 Autofabber (4/11). -12 Minerals.
    --[X] Build 2 Telekinetic Militia Equipment. Cost: -2 Autofabber (6/11), -2 Psi-Crystal Machine (2/4), -4 Minerals.
    --[X] Build 12 Orbital solar farms and boost them to Orbit. Cost: -24 Minerals,= -1 Autofabber (7/11), 1 Orbital Action
    --[X] Build 1 Storm hardened Basic Vehicular Maintenance Bay. Specialized for military use. Cost: -2 Autofabber (9/11), -2 Biomass, -3 Minerals.
    --[X] Build 1 Storm hardened Warehouse. Cost: 1 Autofabber Action (10/11), -1 Minerals
    --[X] Build 1 Storm hardened Hydro Reservoir. Cost: 1 Autofabber Action (11/11), -3 Minerals
    --[X] Build 1 Storm hardened science lab, -1 Autofactory, (4/11) -5 Minerals -1 biomass
    --[X] Build 1 Storm hardened, Blight hardened Exowomb Nursery. Cost: -1 Autofactory, (5/11) -3 Minerals. -2 Food
    --[X] Build 1 Storm hardened Psi-Crystal Machine. Cost: -6 Minerals, -2 Biomass, -1 Psi-Crystal Machine (3/5), -1 Autofactory Action (6/11)
    --[X] Build 1 Militarized Shuttle: Cost: -1 Autofactory Action (7/11), -1 Psi-Crystal Machine Action (4/5), -7 Minerals, -6 Biomass.
    --[X] Build 1 Solar Satellite and boost to Orbit. Cost: -5 Minerals, -1 Autofactory Action (8/11), 1 Orbital Operation
    --[X] Total Build cost -2 Food, -74 Minerals, -10 Biomass
    --[X] Syngas Burn Rate set to 0/3
    --[X] Remaining 3 Autofactories and 1 Psi-Crystal Machine held in reserve to fulfill other Actions
    -[X] Orbital
    --[X] 1 supply Job (1/8)
    --[X] 4 asteroid mining (5/8)
    --[X] 2 Building installations (7/8)
    --[X] 1 Shakedown flights. The new militarized shuttle needs to be taken out to test capabilities and provide data to Lab 4's research. Crew needs to become familiar with the craft as well.
    -[X] Military:
    --[X] Design and build Special Ops training facility. To support the Matriarch's efforts to create a special ops tradition training facilities must be created. Creating designs for such a facility is closer to Mira's expertise than any of our research teams so designing training facilities falls to the militia, as does supporting the Matriarchs' efforts with promising recruits.
    -[X] Exploration:
    --[X] Continue planetary surveys in the area around the colony, now with support from the Orbital Sensor network
    -[X] Research:
    --[X] Lab 1 will continue current project
    --[X] Lab 2 will conduct a detailed examination of the decommissioned Colony Ship. Highest priority is the preservation of the gravity plating for study. After that try to look at other components while not ripping the ship apart too badly. The ship served us well and it would nice to keep some kind of memorial.
    --[X] Lab 3 will continue current project
    --[X] Lab 4 will focus on Psi-Crystal assisted weaponry, fighter/shuttle scale
    -[X] Diplomacy:
    --[X] Hold the decommissioning ceremony. It's funny to think that the overwhelming majority of the people in attendance have no memory of fleeing Earth or the voyage here. Besides the uptimers those born on Kithmake now outnumber the first colonists. As this event passes into memory, and then into History, it's worth it to take a moment to commemorate our voyage and the last two decades that have followed. Before any components are removed recordings should be made of the ship's entire interior, a record of the ship as it was. Once useful technology has been extracted from the vessel what remains should be stored in a secure hardened warehouse or hanger safe from the storms and with as much climate control as we can manage to preserve it. One day this may be part of a museum, or even a museum ship if we can keep the hull together while extracting the gravity plating
    -[X] Personal:
    --[X] Walk the old ship one last time before the crews get to work on her. Then head home to Mira and the girls. It's times like this that you think about Legacy, about what you leave behind when your time passes.

Event Roll: 98
Sandworm Attack: 62
Blight Check: 22

Year: 2091

Economy:
  • Income:
    • Food: +20 ( Base +18, Fishing +2 )
    • Biomass: +32
    • Minerals: +73 ( Base: +18, Asteroid Mining +56)
    • Energy: +84
  • Expenses:
    • Food: -17 (Maint: -4 Pop Cost, -4 Civ Economy, -5 Exowombs) ( -2 Construction ) ( -2 Research )
    • Biomass: -27 ( Maint: -4 Civ Economy, -5 Buildings ) ( -12 Construction ) ( -6 Research )
    • Minerals: -84 (Maint: -4 Civ Economy, -2 Buildings ) ( -73 Construction ) ( -5 Research )
    • Energy: -84 ( Maint: -9 Civ Economy, -43 Infra, -32 Buildings
  • Reserves:
    • 24/80 Food Units
    • 28/80 Biomass
    • 38/80 Minerals
    • 30/40 Energy
      • Hydro-Store:



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.

== 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 (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.
- Laser-kinetic Weapons
Vehicle-scale weapons based on mining lasers using telekinetic "bubbles" as supplemental focusing media, imparting kinetic energy psychically to the energy streaming through creating lasers with kinetic impact.
- 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.

== 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%. Highly suitable as armor.

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.
- 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.

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

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: 4 Units (~940 people) ( -4 Food/t )
      • Kobolds: 7 Units (Self-sustaining)
      • Psi-Drones: 2 Units ( -2 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).
      • 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 (2 Lightly Exploited)(1 Unexploited). (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.
      [*]
    • [*]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.
      • One ruined/derelict transport ship from 2260
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 3 Basic Hab Complex: 6 Pop Cap ( 2 Pop Limit, +2 Purification, Storm Hardened)
      • 4 Basic Warehouse Complex. +80 Storage Caps. (Storm Hardened.)
      • 1 Hydroelectric Reservoir. No Storage Cap. Costs 2 Power to store 1. Can output 12 E/t.
      • 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)
      • 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.) (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 )
      • 1 Militarized Shuttle ( +1 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).
      • 4 Exowomb Nursery ( +40 Births/t, -12 Energy/t, -4 Food/t. Max 1 Facility per Human Pop. Storm Hardened. Blight-Hardened.)
      • 4 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.)
      • 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.
      • 2 Neuro-Throne Rooms. -2 Energy/t, 2 Human Jobs. Provides 6 Psi-Drone Jobs.
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 10 Autofactory. -20 Energy ( Storm Hardened )
      • 5 Psi-Crystal Manufacturing Devices. -5 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->1+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.)
      • 5 Basic Peat Mine Complex. +10 Energy, +10 Biomass ( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +0 Energy -0 Biomass. (Max of 3) (Storm Hardened.)
      • Solar Rectenna Station: 3/5 Satellites. (Storm Hardened).
        • 3 Solar Satellite(s). +6 E/t, ( Supports 12 Orbital Solar Farms. )
        • 36 Orbital Solar Farms. +36 E/t.
      [*]


Clan Activity:
-- Matriarchs have begged/borrowed/stolen/cajoled their way into utilizing the private psi-machine and autofactory in order to develop personal military equipment for the highest performers in the teek dueling leagues, with a special focus in developing personal operator mobility gear. Telekinetic thruster packs -- working by squeezing compression springs in a chosen direction in continuous pulse -- with charged battery packs and redundant crystals to allow teek bubbles in preemption to possible attacks; and training their operators in telepathically sensing "intent to kill" to respond to attacks in advance.

-- Result:
- Telekinetic Irregulars unlocked. 1 Clan Unit established.


Civilian Economy:
-- Autofactories and psi-crystal machine co-opted by Clans.


Spaceport Beacon Transcripts:
-- Recent beacon intercepts include what appears to have been a Drazi explorer ship's broadcast. It was barely detectable, and your people estimate it was more than four jumps away regardless.




Industry:
-- 1 Ironwood Deposit Seeding ( -1 M, -3 B, 1/3 Autofabbers, 4/4 Years )
-- 3 Autofactories will serve as 9 Autofabbers this turn (3/8 Autofactories -> 1/12 Autofabbers )
-- Build 2 Storm hardened Basic Autofactories: Cost: -4 Autofabber (4/11). -12 Minerals. ( -13M, -3B, 5/12 Autofab, -4E/t )
-- Build 2 Telekinetic Militia Equipment. Cost: -2 Autofabber (6/12), -2 Psi-Crystal Machine (2/4), -4 Minerals. ( -17M, -3B, 2/4 Psi-Mach, 7/12 Autofab)
-- Build 12 Orbital solar farms and boost them to Orbit. Cost: -24 Minerals,= -1 Autofabber (7/11), 1 Orbital Operation ( -41M, -3B, 8/12 Autofab, -4 E/t, +12 E/t)
-- Build 1 Solar Satellite and boost to Orbit. Cost: -5 Minerals, -1 Autofactory Action (8/11), 1 Orbital Operation ( -46M, -3B, 4/10 Autofac, -4E/t, +14E/t )
-- Build 1 Storm hardened Basic Vehicular Maintenance Bay. Specialized for military use. Cost: -2 Autofabber (9/11), -2 Biomass, -3 Minerals. (-49M, -5B, 10/12 Autofab, -5E/t, +14 E/t )
-- Build 1 Storm hardened Warehouse. Cost: 1 Autofabber Action (10/11), -1 Minerals ( -50M, 11/12 Autofab )
-- Build 1 Storm hardened Hydro Reservoir. Cost: 1 Autofabber Action (11/11), -3 Minerals ( -53M, 12/12 Autofab)
-- Build 1 Storm hardened science lab, -1 Autofactory, (4/11) -5 Minerals -1 biomass ( -58M, -6B, 5/10 Autofac, -6E/t )
-- Build 1 Storm hardened, Blight hardened Exowomb Nursery. Cost: -1 Autofactory, (5/11) -3 Minerals. -2 Food ( -61M, -6B, -2F, 6/10 Autofac, -1F/t, -9E/t, +14E/t )
-- Build 1 Storm hardened Psi-Crystal Machine. Cost: -6 Minerals, -2 Biomass, -1 Psi-Crystal Machine (3/5), -1 Autofactory Action (6/11) ( -67M, -6B, -2F, 7/10 Autofac, -1F/t, -10E/t, +14E/t )
-- Build 1 Militarized Shuttle: Cost: -1 Autofactory Action (7/11), -1 Psi-Crystal Machine Action (4/5), -7 Minerals, -6 Biomass. ( -73M, -12B, -2F, 8/10 Autofac, 4/5 Psi-Mach, -1F/t, -10E/t, +14E/t )
-- Syngas Burn Rate set to 0/3
~~ Orbital
-- Supply Job: Astro-Mining Bay ( 1/8 )
-- Deploy Asset: Solar Satellite. ( 2/8 )
-- Deploy Asset: Orbital Solar Farms x12 ( 3/8 )
-- 4x Astro-Mining Bay Mining ( 7 / 8 )
-- 1x "Shakedown" <See: Research> ( 8/ 8 )

Something unexpected happened while harvesting asteroids; one of your shuttles' hull scraped against some of the non-metallic debris left over from acquiring asteroid material for harvest. This in itself is relatively ordinary, and had happened dozens if not hundreds of times over the years.

But in this case, a freak outcome occurred: the self-repair mechanisms of the living material activated, and started to harvest the debris despite being in space -- feathering out into a webwork to catch orbital dust and solar energy to form more of itself. By "seeding" more organic asteroids, further biomass could thus be harvested from the dust emitted by the planet into space and solar irradiation. While a given captured asteroid would not yield huge amounts, the cumulative nature of the strain could make harvesting quite profitable over time.


-- Results:
--( 2d12->(12,6)->12 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +16 Minerals Acquired.
--( 2d12->(10,3)->10 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +14 Minerals Acquired.
--( 2d12->(9,3)->9 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +13 Minerals Acquired.
--( 2d12->(9,1)->9 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +13 Minerals Acquired.

-- Build Costs:
-> -73M, -12B, -2F, 8/10 Autofac, 4/5 Psi-Mach, 12/12 Autofab, -1F/t, -10E/t, +14E/t
-> 2 Autofactory, 1 Psi-Crystal Machine, 1 Orbital Ops reserved for below.
->

Military:
-- Design and build Special Ops training facility. To support the Matriarch's efforts to create a special ops tradition training facilities must be created. Creating designs for such a facility is closer to Mira's expertise than any of our research teams so designing training facilities falls to the militia, as does supporting the Matriarchs' efforts with promising recruits.

The Clan Irregulars make extensive use of the simulated urban and randomized targets and simulated weapons, undergoing constant operations and practice in simulated rescues, boarding operations, and sabotage runs. The repairs and rebuilds of the materials requires constant resupply to keep the Irregulars at their peak efficacy, but their knock-on training effect of being the "best fighters of the colony" is lost on no-one.

-- Results:
-- 1 Autofactory used. -2 E/t, -2M/t, -2B/t to Training Facility. Requires 1 Job. Provides ongoing Training Experience to colony militia and especially Irregulars.



Exploration:
-- Continue planetary surveys in the area around the colony, now with support from the Orbital Sensor network

With the orbital sensor grid in place, certain spectrographic and thermal signatures led your surveyors to make deeper terrain analysis than in years past. This has led to the discovery of a number of possible anomalies worth further digging that would require dedicated equipment. The initial surveys have however given some idea of what might be found.

-- Results:
- 2 Deep Minerals Sites Found. (Autofactory action to develop Deep Core Mine. 1 E/t, 1d4 Minerals yield.)
- 2 Petrochemical Sites Found (Autofactory action to develop Deep Gas Rig. 1 E/t, 1d4 Syngas yield.)



Research:
-- Lab I will study Blight Cure I
-- Lab II will study Colony Ship Systems
-- Lab III will study Future Transport:Transport Hulls
-- Lab IV will study Psi-Crystal Weaponry (vehicle/fighter scale)


The Blight Cure research has reached a turning point. You can now screen your personnel in a month-long process that can result in a patient being cured of any trace of the Blight. This process is much like having a month-long low-grade flue, and doesn't immunize a patient from being reinfected. Partial treatments are ineffective. But it is, critically, safe. Further, your researchers are convinced that the Storm Nullifier system could be retuned to use the stimulation frequencies that trigger the Blight burnout on a truly wide area effect, possibly eliminating the threat of the Blight permanently.

The colony ship's decommission would have been much simpler if it weren't for the extreme care that all involved were taking. No one was quite willing to disassemble the ship; so work got "lost" and was "rechecked" often. And a good thing it was: the Centauri, it turned out, were not always as diligent as they could have been with their refurbishing work. Had you not made the decision to decommission the colony ship, its reactor and most of its equipment would have needed a complete drydock overhaul and replacement within years at most. Ironically, about the only thing that wasn't at risk of falling apart at the seams metaphorically speaking was the gravity plates. It seems they were designed to be easily removed from the cargo ship design so it could be rendered "safe for export". This allowed the plates to be extracted intact, as they were highly modular and always intended for rapid installation and removal. This should make actual study of the devices far easier, you hope. Interestingly, however, the thrusters and fusion reactor of the colony ship are at first glance less effective than the Future Transport's systems.

With the immense focus on the Centauri colony ship that first freed your people, however, the most experienced personnel when dealing with such studies were retasked. This resulted in a slowdown in the blueprint-reconstruction efforts on the Future Transport, so further attention on that matter will be needed before the design can be made ready for reproduction.

Meanwhile, the attempts to further militarize the psi-amps for vehicle/shuttle grade equipment are somewhat daunting. No one is quite satisfied with the idea of merely "jerry-rigging" a solution, so optimizing the possible weapons available and learning how to channel more energy through the psi-amp fields safely have been seeing far more attention. Alternative designs for psi-crystals to more selectively operate on light over other kinds of energy are being worked on, based on past hints at possible paths to research. But this is a long process that will take more time than can be squeezed into a single year.

In other news, however, significant turn that could have longer term ramifications, the private lab's experience with the psi-drones has resulted in a new method of interacting with them. Rather than embedding individual drones with psi-crystals, a new "neuro-throne" was developed -- a chair with a headrest lined with psi-crystals to best read the operator's mental activity and feed it back to that operator with the greatest fidelity. This allows individual operators to run multiple Drones simultaneously.

-- Results:
- (196 + 1d100->39 + 20 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened )=285 out of 200 to study Blight Cure I. (Lab1) -2 Food, -2 Biomass.
- ( 0 + 1d100->11 + 20 Psi-Amps + 10 Labs )=41 out of 100 to study Colony Ship Systems (Lab2)
- (31 + 1d100->19 + 20 Psi-Amps + 10 Labs )=69 out of 150 to study Future Transport Hulls. (Lab3)
- ( 0 + 1d100->3 +20 Psi-Amps +10 Labs, +10 Shakedown )=43 out of 200 to study Psi-Crystal Weaponry (Lab4) (Psi-Crystal Machine, Autofactory, -5 Minerals, -2 Biomass)
- (50 + 1d100->38 + 20 Psi-Amps + 10 Labs + 30 Psi-Drones )=148 out of 100 to unlock Psi-Thrones. (Private Lab)
(Costs: -2 F, -5M, -6 B )
- Psi-Drone Pops converted to Neuro-Throne Rooms.


Diplomacy:
-- Hold the decommissioning ceremony. It's funny to think that the overwhelming majority of the people in attendance have no memory of fleeing Earth or the voyage here. Besides the uptimers those born on Kithmake now outnumber the first colonists. As this event passes into memory, and then into History, it's worth it to take a moment to commemorate our voyage and the last two decades that have followed. Before any components are removed recordings should be made of the ship's entire interior, a record of the ship as it was. Once useful technology has been extracted from the vessel what remains should be stored in a secure hardened warehouse or hanger safe from the storms and with as much climate control as we can manage to preserve it. One day this may be part of a museum, or even a museum ship if we can keep the hull together while extracting the gravity plating

The ceremony to decommission the colony ship consisted of a final flight under escort of the colony's gun-shuttles, followed by a "missing man" formation sweeping overhead as you spoke at length about the ship's faithful service to your people and what your experiences were like during that first furtive escape from the nascent Psi-Corps and Old Earth. This was accompanied with Archive memory transfer and replay of the events and a founding memory -- "Arrival Day". The ship's 'well-worn' condition just made her more seasoned.

-- Results:
- Arrival Day now considered the formal New Years' for the colony. Colony ship formally decommissioned and its warehouse converted to a museum location with mimicked gravity plating put in place to be replaced with the originals when the technology is mastered to new purpose.

Personal:
-- Walk the old ship one last time before the crews get to work on her. Then head home to Mira and the girls. It's times like this that you think about Legacy, about what you leave behind when your time passes.

The eerie silence of the colony ship with no systems aboard running at all gave you a hell of a case of nostalgia. One that lasted all the way back to home where your little girls dropped a bomb on you: you and Mira were now grandparents. Four times over. Juniper and Aspen had, it turns out, leveraged their status as Alexanders to get reserved time with the Clan Exo-Womb and arranged to have twins of their own each.

A part of you wanted to be furious, but with the colony's practice of increased emancipation and earlier majority, the girls had made the case that it was their "civic duty" to show the rest of the colony that the First Family of the colony was as enthusiastic about the population growth and the rights of the new generation as everyone else. And that commitment leaves you incredibly troubled... and immensely proud.

-- Results:
- The First Family of the colony is now 3 generations big. The girls won't be 18 for another year. Nothing makes sense anymore.




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.)
-- []
 
Last edited:
Turn 22: The Beat Goes On
Scheduled vote count started by Logos01 on Sep 9, 2024 at 4:28 AM, finished with 40 posts and 6 votes.

  • [X] Preparing for the big one
    [X] Preparing for the big one
    -[X] Industry:
    --[X] 1 Autofactory will serve as 3 Autofabbers this Turn (1/11)
    --[X] 1 Storm hardened Basic Autofactory: Cost: 2 Autofab Actions (2/6). -6 Minerals.
    --[X] 1 Storm hardened Basic Autofactory, assigned to support the Militia permanently: Cost: 2 Autofab Actions (4/6). -6 Minerals.
    --[X] 1 Storm hardened Syngas Reactor. Cost: -2 Minerals, -1 Biomass. 1 Autofab Action (5/6)
    --[X] 1 Storm hardened Syngas Storage tank (24 Capacity). Cost: 1 Autofab Action (6/6) -13 Minerals
    --[X] 3 Militarized Shuttles. Cost: 3 Autofactory Actions (4/12), 1 Psi-Crystal Machine Action (3/5), -21 Minerals, -18 Biomass.
    --[X] 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)
    --[X] 1 Storm hardened Shipscale Fusion Reactor. Cost: -10 Minerals, -6 Biomass, 4 Autofactories (9/12).
    --[X] Total build Cost: -58 Minerals, -27 Biomass
    --[X] 3 Autofactories (12/12) and 1 Psi-Crystal machine (5/5) left on standby to fulfill other Actions
    --[X] Convert Biomass to Syngas and store at rate (6/6)
    --[X] Assign 1 psi-drone job each to Labs 1, 2, and 3.
    -[X] Orbital
    --[X] 1 Supply Operation (1/11)
    --[X] 4 Asteroid Mining Operation (5/11)
    --[X] 5 Capture Asteroid Operations (10/11)
    --[X] 1 harvest Biomass Operation (11/11)
    - [X] Military:
    --[X] Disaster Preparedness: Shelters. Look through the database and try to find designs for Hurricane shelters or Bomb shelters. Fabricate some test models and see how they stand up to the storms this year, or maybe do some destructive testing. The data may be useful in designing shelters for people to temporarily relocate to during a disaster.
    -[X] Exploration:
    --[X] Storm Study. Use the Orbital sensor net to observe the Storms. This is the first Storm year we have had this capability for, so we may learn some things.
    -[X] Research:
    --[X] Lab 1 will begin Research on Blight Cure II, hopefully the last one
    --[X] All other labs will continue current projects
    -[X] Diplomacy:
    --[X] Bureau of Kobold Welfare. Organize policies and monitoring of Kobold Welfare and ensure they are not being exploited or unduly endangered. Set PPE standards for Kobolds in dangerous environments like space installations. Try to gather DNA samples from Kobold pets to start the Gene Bank for Kobolds.
    -[X] Personal:
    --[X] Just get ready to be a grandfather. Willow and Aspen probably have no idea what they are getting into.

Event Roll: 90
Sandworm Attack: 73
Blight Check: 81

Year: 2092 -- Storm Year
Economy:
  • Income:
    • Food: +23 ( Base +18, Fishing +5 )
    • Biomass: +42
    • Minerals: +75 ( Base: +18, Asteroid Mining +57)
    • Energy: +102
  • Expenses:
    • Food: -16 (Maint: -5 Pop Cost, -4 Civ Economy, -5 Exowombs) ( -0 Construction ) ( -2 Research )
    • Biomass: -50 ( Maint: -4 Civ Economy, -2 Military, -5 Buildings ) ( -27 Construction ) ( -6 Research ) ( -6 Syngas )
    • Minerals: -77 (Maint: -4 Civ Economy, -2 Military, -2 Buildings ) ( -64 Construction ) ( -5 Research )
    • Energy: -89 ( Maint: -9 Civ Economy, -46 Infra, -34 Buildings )
  • Reserves:
    • 31/80 Food Units
    • 20/80 Biomass
    • 36/80 Minerals
    • 40/40 Energy
      • Hydro-Store: 2
      • Syngas-Store: 6/24



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.

== 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 (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.
- Laser-kinetic Weapons
Vehicle-scale weapons based on mining lasers using telekinetic "bubbles" as supplemental focusing media, imparting kinetic energy psychically to the energy streaming through creating lasers with kinetic impact.
- 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.

== 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%. Highly suitable as armor.

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.
- 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.

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

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: 5 Units (~1030 people) ( -5 Food/t )
      • Kobolds: 9 Units (Self-sustaining)
      • Psi-Drones: 2 Units ( -2 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).
      • 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 (2 Lightly Exploited)(1 Unexploited). (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.
      [*]
    • [*]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.
      • One ruined/derelict transport ship from 2260
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 3 Basic Hab Complex: 6 Pop Cap ( 2 Pop Limit, +2 Purification, Storm Hardened)
      • 4 Basic Warehouse Complex. +80 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.)
        • 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.) (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).
      • 4 Exowomb Nursery ( +40 Births/t, -12 Energy/t, -4 Food/t. Max 1 Facility per Human Pop. Storm Hardened. Blight-Hardened.)
      • 4 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.)
      • 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.
      • 2 Neuro-Throne Rooms. -2 Energy/t, 2 Human Jobs. Provides 6 Psi-Drone Jobs.
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 11 Autofactory. -22 Energy ( Storm Hardened )
      • 5 Psi-Crystal Manufacturing Devices. -5 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 "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: +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->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. +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.)
      • 5 Basic Peat Mine Complex. +10 Energy, +10 Biomass ( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Ship-Scale Fusion Reactor. +18 Energy/t. (Storm Hardened).
      • 2 Syngas Reactor. +0 Energy -0 Biomass. (Max of 6) (Storm Hardened.)
      • Solar Rectenna Station: 3/5 Satellites. (Storm Hardened).
        • 3 Solar Satellite(s). +6 E/t, ( Supports 12 Orbital Solar Farms. )
        • 36 Orbital Solar Farms. +36 E/t.
      [*]


Clan Activity:
--



Civilian Economy:
--


Spaceport Beacon Transcripts:
-- The Drazi explorer ship's broadcasts have not been picked up again this year, but notably some of the Brakiri transmissions have included English "loan" words.




Industry:
-- 1 Autofactory will serve as 3 Autofabbers this Turn (1/11) -- ( 1/10 Autofactories )
-- 1 Storm hardened Basic Autofactory: Cost: 2 Autofab Actions (2/6). -6 Minerals. -- ( -6 M, 2/6 Fabbers, -2 E/t )
-- 1 Storm hardened Basic Autofactory, assigned to support the Militia permanently: Cost: 2 Autofab Actions (4/6). -6 Minerals. -- ( -12M, 4/6 Fabbers, -4E/t, -2M/t, -2B/t)
-- 1 Storm hardened Syngas Reactor. Cost: -2 Minerals, -1 Biomass. 1 Autofab Action (5/6) -- ( -14M, -1B, 5/6 Fabbers)
-- 1 Storm hardened Syngas Storage tank (24 Capacity). Cost: 1 Autofab Action (6/6) -13 Minerals -- ( -27M, -1B, 6/6 Fabbers )
-- 3 Militarized Shuttles. Cost: 3 Autofactory Actions (4/12), 1 Psi-Crystal Machine Action (3/5), -21 Minerals, -18 Biomass. -- ( -48M, -19B, 4/11 Autofac, 3/5 Psi-Mach )
-- 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 )
-- 1 Storm hardened Shipscale Fusion Reactor. Cost: -10 Minerals, -6 Biomass, 4 Autofactories (9/12). ( -64M, -27B, 9/11 Autofac, +18 E/t, -5E/t, -2M/t, -2B/t)

-- 3 Autofactories (12/12) and 1 Psi-Crystal machine (5/5) left on standby to fulfill other Actions -- ( Only 2 Autofactories available.)
-- Convert Biomass to Syngas and store at rate (6/6) -- ( -33B )
-- Assign 1 psi-drone job each to Labs 1, 2, and 3.
-[X] Orbital
--[X] 1 Supply Operation (1/11)
--[X] 4 Asteroid Mining Operation (5/11)
--[X] 5 Capture Asteroid Operations (10/11)
--[X] 1 harvest Biomass Operation (11/11)
~~ Orbital
-- 1 Supply Operation ( 1/11)
-- 4 Asteroid Mining Operations. ( 5/11 )
-- 5 Capture Asteroid Operations. ( 10/11 )
-- 1 Harvest Biomass Operation. ( 11/11 )

-- Results:
--( 2d12->(11,4)->11 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +15 Minerals Acquired.
--( 2d12->(11,3)->11 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +15 Minerals Acquired.
--( 2d12->(9,3)->9 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +13 Minerals Acquired.
--( 2d12->(8,2)->8 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +12 Minerals Acquired.
-- +10 Biomass

-- Build Costs:
-> -64M, -33B, +18 E/t, -5E/t, -2M/t, -2B/t
-> 2 Autofactory, 1 Psi-Crystal Machine, reserved for ops below.
->

Military:
-- Disaster Preparedness: Shelters. Look through the database and try to find designs for Hurricane shelters or Bomb shelters. Fabricate some test models and see how they stand up to the storms this year, or maybe do some destructive testing. The data may be useful in designing shelters for people to temporarily relocate to during a disaster.

The colony's experience in constructing facilities that can withstand intensive assault plays into the efforts at scouring the colonization database further. Most of the facilities that the colony has implemented are already quite robust and interconnected in ways that make the idea of going to the surface to seek other shelter counter-productive. Instead, the militia leaders decide to settle upon "shelter/survival kits" to be distributed to various places throughout the colony. Backpack-sized kits with kevlar-and-mylar pop-up tents, with air conditioning systems, water filters, high-nutrient bouillion, and survival manuals, along with short-range radios. The idea is that should the worst happen somewhere, the most that anyone would need to do is endure the weather and live with it. The designs that they instead scour for are for highly rugged textiles like the kevlar-mylar tents. This is compounded on by adding additional "service tunnels" for the various facilities to ensure that no matter the damage to the colony's buildings, the people within could always find a way out -- or emergency services could find a way in.

All of this, it is felt, would make the colony's people better prepared to survive any attacks or catastrophes. But the colony itself is, it is felt, not very prepared for catastrophe -- all of your people's eggs, so to speak, are all in the same basket. The militia feels that a secondary settlement might be ideal; someplace to act as a "fallback" in case something catastrophic happens to the main colony. The exact particulars of what that might look like are not well-established, and this is a decision that will be left to your making.

-- Results:
- Kits improve colonists' general sense of feeling prepared for disaster.
- Militia recommends the possibility of establishing some kind of fallback outpost to recover and rebuild from in the case of extreme catastrophe. What that might look like -- a new hamlet, a mothballed bunker, a concealed fortress for military units to operate out of, or something more exotic -- will be an exercise for the colony's leader.



Exploration:
-- Storm Study. Use the Orbital sensor net to observe the Storms. This is the first Storm year we have had this capability for, so we may learn some things.

Watching the storm systems' progression in the geopositional sensor grid is revelatory. Specifically, the storm systems themselves don't seem to simply swell and decline as was previously believed. Instead, it is discovered that there is some sort of tectonic-electrical pattern to the progression. New storm fronts are revealed to come from areas that appear to be some sort of fault-lines. Sending GEVs to those areas once the peak of the storm cycle passes is not very informative -- the storms are still fairly frequent and the GEVs must 'batten down' for the intermittent storms -- but the result is interesting nonetheless. Unlike what was previously believed, the blue-dwarf star that Kithhame orbits is not likely the source of the planetary storms. The initial checks reveal what appear to be natural springs of some kind of naturally occurring room-temperature ionic liquids. You can't be certain at this time, but it seems that the storms might very well be operating on some sort of interaction between aquifer veins strewn across the planet of these fluids and some cyclical tectonic activity. With further study, more might be learned.

-- Results:
- Piezoelectric aquifers discovered to be responsible for storm cycle.


Research:
-- Lab I will study Blight Cure II
-- Lab II will study Colony Ship Systems
-- Lab III will study Future Transport:Transport Hulls
-- Lab IV will study Psi-Crystal Weaponry (vehicle/fighter scale)

The wide-area blight cure approaches have almost paid off. With the storm year approaching, there was more focus on ensuring the proposed planet-wide delivery mechanism would actually work than ensuring the cure would be safer than the disease. With just a little more time to confirm the right pattern needed, by the time the next Storm Year rolls around, your doctors feel quite confident this menace can be put behind your people's worries.

With the storms making it harder for anyone to actually spend time outside, your researchers were far more willing to engage in the kind of tedious work that had staved off finalizing the ship design research from previous years. You are now quite confident that you could recreate the Uptimer's transport ship's basic hull structure if necessary. The exact science behind why the design has the stress tolerances it does aren't quite understood at this time, however -- while you can adapt the basic template should you get to the point of having offworld construction capabilities, they would have to be basically recognizable as being of the same general shape and structure as the transport itself. As these things go, however, that's not necessarily the end of the world: whoever designed the transport ship in the first place had clearly meant for it to haul large and not well-balanced masses over periods of weeks or months at a time. This means that some adaptability in the exact cargoes is built-in with the design, and your people could very likely make great use of that.

In the meantime, the basic understanding of how exactly all of the Centauri ship's components fit together is now completed. Any hopes of the original colony ship's systems giving insights to any really revolutionary technologies will have to be put on hold for the time being, however: you got that ship "pre-owned" and "refurbished" and it shows. The thing was over a century old when you first acquired it -- which goes to show how tough the old bird really was -- but furthermore, it was made with largely substandard parts wherever it could be. A "cheap knockoff" as it were. Still, the variant design philosophies could help future colonist ship designers, engineers, and physicists with the diversity of application of common principles if nothing else. The one exception to this is the grav-decking. That has your engineers and researchers scratching their heads a little: unlike the other systems which are all quite well explicable, the grav-decking will take dedicated research. The initial attempts at simply 3D and spectrographic scanning and inputting into the autofabbers did output something that looked the same as the original, but the new-build simply didn't work. Discerning the reasons why will need to be a full project to itself.

The private research lab has worked out, in the meantime, the basic module structure necessary to build and deploy a Neuro-Throne module into orbit. The end product simply awaits an Orbital Operation and a Basic Fusactor to be deployed.

-- Results:
- (85 + 1d100->41 + 20 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened +10 Psi-Drones )=186 out of 200 to study Blight Cure II. (Lab1) -2 Food, -2 Biomass.
- ( 41 + 1d100->55 + 20 Psi-Amps + 10 Labs +10 Psi-Drones )=136 out of 100 to study Colony Ship Systems (Lab2)
- (69 + 1d100->41 + 20 Psi-Amps + 10 Labs +10 Psi-Drones )=150 out of 150 to study Future Transport Hulls. (Lab3)
- ( 43 + 1d100->92 +20 Psi-Amps +10 Labs )=160 out of 200 to study Psi-Crystal Weaponry (Lab4) (Psi-Crystal Machine, Autofactory, -5 Minerals, -2 Biomass)
- (48 + 1d100->37 + 20 Psi-Amps + 10 Labs + 30 Psi-Drones )=145 out of 100 to unlock Neuro-Throne Orbital Module. (Private Lab)
(Costs: -2 F, -5M, -6 B )
- Neuro-Throne Orbital Module prototype completed. Requires 1 Basic Fusactor and 1 Orbital Operation to be deployed to the station.


Diplomacy:
-- Bureau of Kobold Welfare. Organize policies and monitoring of Kobold Welfare and ensure they are not being exploited or unduly endangered. Set PPE standards for Kobolds in dangerous environments like space installations. Try to gather DNA samples from Kobold pets to start the Gene Bank for Kobolds.

While kobolds living in space require far more human supervision and interaction than their terrestrial counterparts, they do take to a sort of "monkey-see monkey-do" attitude when it comes to using tools and equipment. They can't, however, actually understand why they're being made to do certain things. This makes it a necessary requirement to develop "smart" safety gear for the kobolds that can report its configuration and do self-checks for human companions to monitor and affirm. Training sessions are planned and conducted for humans to learn to look out for indications that their happy green friends are likely to have somehow tampered with said gear. With great care, some of the hives even come to understand the general purpose of the gear as being meant to keep them safe from general hazards, if not specifically which gear and what hazards. Still, members of those hives work much better in orbit, and this is noticed by your people.

-- Results:
- DNA banks now extend to kobold "lineages" as well as human usage.
- Kobolds will be safer in offworld operations, though they are not yet fit for EVA rockhopping in spacesuits.

Personal:
-- Just get ready to be a grandfather. Willow Juniper and Aspen probably have no idea what they are getting into.

The girls are actually much better prepared for child-rearing than you'd anticipated. Turns out, they'd spent much of their apprenticeship time at the exowombs already which was part of what made their decision so straightforward.

This didn't stop you and Mira from fussing over the little tykes -- two boys and two girls -- that your daughters had brought into the world. While not the first of the second-generation Kithhame people, they were the first Alexanders. And you couldn't help but feel a true and deep sense of permanence whenever you looked at them: these twenty years since you first fled the Psi-Corps... they were not escaping a past, but laying the foundation of a future.

-- Results:
- James now slightly more forward-thinking, with concerns over the world he'll leave behind to his grandkids.




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.)
-- []
 
Last edited:
Turn 23: We CAN stop digging here, this ISN'T balrog country
Scheduled vote count started by Logos01 on Sep 18, 2024 at 8:16 AM, finished with 35 posts and 5 votes.

  • [X] Digging Deep
    [X] Digging Deep
    -[X] Industry:
    --[X] 1 Autofactory (1/12) will serve as 3 Autofabbers.
    --[X] 1 Storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/6)
    --[X] 1 Storm hardened Warehouse. Cost: -1 Minerals, 1 Autofabber Action (3/6)
    --[X] 1 Storm Hardened Blight hardened Basic Hab Complex. Cost: -1 Biomass, 1 Autofabber Action (4/6)
    --[X] 1 Storm Hardened Ironwood Logging Camp. Cost: -1 Biomass, 1 Autofabber Action (5/6)
    --[X] 1 Telekinetic Militia Equipment. Cost: 1 Autofabber Action (6/6), 1 Psi-Crystal Machine Action (1/5), -2 Minerals.
    --[X] 1 Storm Hardened Blight hardened Exowomb Nursery: Cost: 1 Autofactory Action (2/13). -3 Minerals. -2 Food
    --[X] 1 Storm Hardened Research Lab. Cost -5 Minerals, -1 Biomass, 1 Autofactory Action (3/14)
    --[X] 1 Storm Hardened Shipscale Fusion Reactor. +18 Energy/t. Cost: -16 Minerals, 4 Autofactory Actions (7/13)
    --[X] 2 Storm Hardened Neuro-Throne Rooms. Cost: 4 Autofactory Actions (11/13), 2 Psi-Machine Actions (3/5), -6 Minerals, -6 Biomass.
    --[X] 6 Psi Drones will be assigned as follows: 1 each to Labs 1, 2, and 3 bringing each to +20. 2 to lab 4 bringing it to +20, 1 to the newly constructed lab 5, bringing it to +10.
    --[X] 2 Autofactories and 2 Psi Crystal Machines kept in reserve to help other actions.
    --[X] Total Build Cost -2 Food, -34 Minerals, -9 Biomass
    --[X] Continue Syngas storage rate at (6/6)
    -[X] Orbital
    --[X] 1 Supply Operation
    --[X] 4 Asteroid Mining Operations
    --[X] Boost 1 Basic Fusion Reactor to Orbit and install in Astro-mining bay
    --[X] Boost 1 Neuro-throne module to Orbit and install in Astro-mining bay
    --[X] 3 Capture Asteroid Operations
    --[X] 1 Harvest Biomass Operation
    -[X] Military:
    --[X] Create a list of possible sites for a hidden supply cache within a few hundred miles of the colony. Location must be safe from worms and ideally close to features that would aid in concealment. A mountain valley far from any aquifer would be perfect, but islands closer to the settlement may also be considered as well as boring right into a mountain, though that would be more complicated. The purpose of the site would be to conceal essential equipment and materiel in case of an attack. Preventing visual or thermal detection from orbit is therefore a priority, along with still being reachable if our capacities were diminished, and being worm proof.
    -[X] Exploration:
    --[X] Map the magma tunnels beneath the colony. Evaluate areas for structural strength and the possibility of constructing a deep shelter to protect people from an attack, or just temporary shelter from really bad storms.
    -[X] Research:
    --[X] Labs 1 and 4 will continue present projects.
    --[X] Lab 2 will research the Stormrider Anemone crystals
    --[X] Lab 3 will research subterranean Bunker/Vault designs
    --[X] Lab 5 will begin to study the Piezoelectric aquifers and their relationship to the Storm cycle
    -[X] Diplomacy:
    --[X] With the probability that the next Storm cycle will be complicated by our efforts to end the Blight propose a temporary interruption of service at the Exowomb Nurseries to protect the lives of staff and their charges during and before that Storm cycle. Since it would be impossible to evacuate incubators if a building were endangered by the storm we should ensure that the schedule has been cleared so that 9 months gestation of all patients completes before the storms and the buildings are safely empty when the storms hit. Full service will return as soon as damage from the storm is repaired.
    -[X] Personal:
    --[X] Have some sit-down meetings with the Matriarchs. Get a sense of any concerns they have and discuss future steps.

Event Roll: 43
Sandworm Attack: 66
Blight Check: 27

Year: 2093
Economy:
  • Income:
    • Food: +23 ( Base +18, Fishing +5 )
    • Biomass: +50
    • Minerals: +67 ( Base: +20, Asteroid Mining +47)
    • Energy: +120
  • Expenses:
    • Food: -19 (Maint: -5 Pop Cost, -4 Civ Economy, -6 Exowombs) ( -2 Construction ) ( -2 Research )
    • Biomass: -32 ( Maint: -4 Civ Economy, -2 Military, -5 Buildings ) ( -9 Construction ) ( -6 Research ) ( -6 Syngas )
    • Minerals: -53 (Maint: -4 Civ Economy, -2 Military, -2 Buildings ) ( -39 Construction ) ( -5 Research )
    • Energy: -95 ( Maint: -9 Civ Economy, -50 Infra, -36 Buildings )
  • Reserves:
    • 31/100 Food Units
    • 38/100 Biomass
    • 50/100 Minerals
    • 50/50 Energy
      • Hydro-Store: 9
      • Syngas-Store: 12/24



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.

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.
- 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.


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: 5 Units (~1140 people) ( -5 Food/t )
      • Kobolds: 9 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.
      • 8 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.
      • 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)
      • 4 Basic Warehouse Complex. +80 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.)
        • 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.) (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 -5 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 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.
      • 4 Neuro-Throne Rooms. -4 Energy/t, 4 Human Jobs. Provides 12 Psi-Drone Jobs. ( 12 to Labs )
      [*]
    • [*]Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 12 Autofactory. -24 Energy ( Storm Hardened )
      • 5 Psi-Crystal Manufacturing Devices. -5 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 "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: +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->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. +12 Minerals, +3 Biomass, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Ironwood Tailings [ +3 Minerals, +3 Biomass], Storm Hardened. )
      • 3 Basic Ironwood Logging Camps. +6 Minerals, +6 Biomass (2 Minerals, 2 Biomass, +2 Kobold Pets, Storm Hardened)
      • 1 Dredging Station +3 Minerals, -1 Energy ( 2 Minerals, +1 Kobold Pets, Storm Hardened.)
      • 5 Basic Peat Mine Complex. +10 Energy, +10 Biomass ( +1 Energy, +1 Kobold Pets, 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).
      • 2 Syngas Reactor. +0 Energy -0 Biomass. (Max of 6) (Storm Hardened.)
      • Solar Rectenna Station: 3/5 Satellites. (Storm Hardened).
        • 3 Solar Satellite(s). +6 E/t, ( Supports 12 Orbital Solar Farms. )
        • 36 Orbital Solar Farms. +36 E/t.
      [*]


Clan Activity:
--



Civilian Economy:
--


Spaceport Beacon Transcripts:
--




Industry:
-- 1 Autofactory (1/12) will serve as 3 Autofabbers. -- ( 1/11 Autofac -> 0/6 Fabber)
-- 1 Storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/6) -- ( -6M, 2/6 Fabber, -2 E/t)
-- 1 Storm hardened Warehouse. Cost: -1 Minerals, 1 Autofabber Action (3/6) -- ( -7M, 3/6 Fabber, -2 E/t)
-- 1 Storm Hardened Blight hardened Basic Hab Complex. Cost: -1 Biomass, 1 Autofabber Action (4/6) -- ( -7M, -1B, 4/6 Fabber, -2 E/t)
-- 1 Storm Hardened Ironwood Logging Camp. Cost: -1 Biomass, 1 Autofabber Action (5/6) -- ( -7M, -2B, 5/6 Fabber, -2 E/t, +2M/t, +2 B/t)
-- 1 Telekinetic Militia Equipment. Cost: 1 Autofabber Action (6/6), 1 Psi-Crystal Machine Action (1/5), -2 Minerals. -- ( -9M, -2B, 6/6 Fabber, -2 E/t, +2M/t, +2 B/t)
-- 1 Storm Hardened Blight hardened Exowomb Nursery: Cost: 1 Autofactory Action (2/13). -3 Minerals. -2 Food -- ( -12M, -2B, -2F, 2/12 Autofac, -5 E/t, +2M/t, +2B/t )
-- 1 Storm Hardened Research Lab. Cost -5 Minerals, -1 Biomass, 1 Autofactory Action (3/14) -- ( -17M, -3B, -2F, 3/12 Autofac, -6 E/t, +2M/t, +2 B/t )
-- 1 Storm Hardened Shipscale Fusion Reactor. +18 Energy/t. Cost: -16 Minerals, 4 Autofactory Actions (7/13) -- ( -33M, -3B, -2F, 7/12 Autofac, -6 E/t, +18 E/t, +2 M/t, +2 B/t )
-- 2 Storm Hardened Neuro-Throne Rooms. Cost: 4 Autofactory Actions (11/13), 2 Psi-Machine Actions (3/5), -6 Minerals, -6 Biomass. -- ( -39M, -9B, -2F, 11/12 Autofac, 3/5 Psi-Mach, -8 E/t, +18 E/t, +2 M/t, +2 B/t )
-- 6 Psi Drones will be assigned as follows: 1 each to Labs 1, 2, and 3 bringing each to +20. 2 to lab 4 bringing it to +20, 1 to the newly constructed lab 5, bringing it to +10.
-- 2 Autofactories and 2 Psi Crystal Machines kept in reserve to help other actions. ( Only 1 Autofac available)
-- Continue Syngas storage rate at (6/6)


~~ Orbital
-- 1 Supply Operation ( 1/11)
-- 4 Asteroid Mining Operations. ( 5/11 )
-- Deploy Asset: 1 Basic Fusion Reactor ( 6/11 )
-- Deploy Asset: Neuro-Throne Module ( 7/11 )
-- 3 Capture Asteroid Operations. ( 10/11 )
-- 1 Harvest Biomass Operation. ( 11/11 )

-- Results:
--( 2d12->(10,3)->10 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +14 Minerals Acquired.
--( 2d12->(9,2)->9 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +13 Minerals Acquired.
--( 2d12->(8,1)->8 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +12 Minerals Acquired.
--( 2d12->(4,1)->4 + 1 KVA, +1 Charted, +1 Kobold Pets, +1 Spaceport Launchers) +8 Minerals Acquired.
-- +16 Biomass

-- Build Costs:
-> -39M, -9B, -2F, 11/12 Autofac, 3/5 Psi-Mach, -8 E/t, +18 E/t, +2 M/t, +2 B/t
-> 1 Autofactory, 2 Psi-Crystal Machine, reserved for ops below.
->

Military:
-- Create a list of possible sites for a hidden supply cache within a few hundred miles of the colony. Location must be safe from worms and ideally close to features that would aid in concealment. A mountain valley far from any aquifer would be perfect, but islands closer to the settlement may also be considered as well as boring right into a mountain, though that would be more complicated. The purpose of the site would be to conceal essential equipment and materiel in case of an attack. Preventing visual or thermal detection from orbit is therefore a priority, along with still being reachable if our capacities were diminished, and being worm proof.

The completion of the psi-crystal weapons technology couldn't have come soon enough for this project's survey. The GEVs aren't exactly the best cargo carriers, not for large volumes; and while suborbital transits of shuttles can carry large masses, establishing a proper outpost just requires far more than even that.

The list of sites recommended for an outpost were originally going to be written up in terms of what cargo could be carried by the colony's available vehicles -- and frankly, none of them were all that appealing to either the militia or to yourself. But when the improved weapons techs, and the earthworking potential resulting from them, were completed -- a new option, far more ideal at that, availed itself to your colony.

Mt. Salcedo -- named for Juan de Salcedo, whose historical fame included one of the earliest known psyops in military history -- was ideal in that it was a defunct volcano surrounded by a caldera lake, thus ensuring both that it could be isolated from potential worm attacks and that it would have copious ready space should it but be accessible. The only challenge was that digging into the volcano to establish a fortress would have been nearly impossible with the equipment your people had access to previously -- the caldera itself was surrounded by badlands that are functionally unnavigable, and the caldera made landing a shuttle near enough to get work done an impossibility.

But with the new devices, camouflaged tunnel networks and paved roadways not visible from orbit were now something that the new tools could actually manufacture in a feasibly small enough time to be worth the effort.

-- Results:
- Mt. Salcedo Fortress/Vault location found. Will require establishment of a concealed transport road covering a range of over 200 kilometers from the main colony.


Exploration:
-- Map the magma tunnels beneath the colony. Evaluate areas for structural strength and the possibility of constructing a deep shelter to protect people from an attack, or just temporary shelter from really bad storms.

The initial dig to access the old magma tunnels well beyond the in-fill done decades ago goes fairly smoothly, as does the deployment of the basic sensor-equipped drones meant to explore the tunnels. They are found to be quite extensive, in fact; it would seem that the Salcedo Caldera is far from alone in being a remnant of ancient volcanic activity in the vicinity of the colony. Careful samplings are taken to estimate the age of the tunnels, and more effort is made to determine, if any, the presence of other such signs of volcanism. The tunnels themselves are found to lead to a "chute" -- long since solidified or filled with rubble -- that leads to an extinct magma chamber some twenty kilometers away from the colony, and well under the sea. The chamber itself has long since flooded from microfractures, but could with some preparation and a not so small investment in energy to pump the flooded area out, be established as a quick-transit accessible deep vault, or even extra hardened location for high priority facilities. The tunnel network extends far and is complex enough that your people realize it would be a multi-year effort to properly map out; but every age sample taken shows the last the signs of any activity is from tens of millions of years ago.

-- Results:
- Deep Vault potential location found kilometers beneath the colony. Would take extensive digging and energy investment to make viable, but is large enough to house a small town unto itself once completed.


Research:
-- Lab I will study Blight Cure II
-- Lab II will study Storm Anemone Shells
-- Lab III will study Deep Vault Bunkers
-- Lab IV will study Psi-Crystal Weaponry (vehicle/fighter scale)
-- Lab V will study Piezoelectric Aquifer Studies I

The careful tests during intermittent "ordinary" rainstorms using the Storm Nullifier as a test system have long since paid out. Inducing the right frequences to cause a metabolic storm in the blight-infected cells of various flora and fauna but at a low enough rate to be survivable has been worked out, and the test samples exposed to the prototype storms have all shown a complete cure to be viable albeit at a 5% fatality rate for such a remote rate of operation. This could have long-term ecological impacts for the planet, but given the sheer robustness at which most life repopulates itself after a given Storm Year, it seems the planet would be dramatically less effected than if you had attempted to implement this on a well-settled world like Old Earth where ecosystems are far more fragile due to millennia of human activity. The only real problem is that the process would require actually selectively stimulating the storms rather than suppressing them, meaning the colony would need to prepare for the roughest Storm Year yet experienced. ( Storm-Hardened facilities will have a 25% chance of being destroyed, unless extra protections are put in place. Vault Facilities will be safe.)

There is some hope for a solution to that problem already in the colony's hands, however, thanks to other active research. The storm anemone shells are found to have pretty much all the properties one might hope for in an armoring solution; they actively distribute impact energies along their molecular bonds and significantly increase in maximum yield strength under compression shock, and respond to thermo-electric force in largely directional manner -- the material can radiate thermal energy from the concave side of the shell's curvature but the convex side are extremely thermally and ionically "reflective". While the nacreous rock-like material is too complex for the autofactories to produce, it seems that by injecting anemone skin into a biomechanoid material farm as a "seed", the biomech material can extrude significant amounts of the rock-armor. With some careful pruning/shaping, this means an interior layer of the biomech material can be induced to extrude an armor layer of this new stone-shell. It isn't long before the original biomech material of the militarized shuttles is swapped out for the new stone-shell skins, dramatically improving their potential survivability in combat.

The psi-crystal-backed weapons program finally comes out of its testing phase. Two major designs are mastered as a result of this program: the telekinetic missile and laser-kinetic weapons. Telekinetic missiles are a combination of a standard psi-drone, operated by a neuro-throne, married to an upscaled telekinetic thruster, cased with sensor-ablating materials, and given a shaped-charge high explosive warhead. The hope of such weapons is that they are hard enough to detect that they could penetrate enemy point defense systems to a close enough range to be highly effective at delivering explosive power. The main drawback to such weapons, however, is that they require psi-crystals to be used in expendable munitions. To be feasible, a psi-crystal machine and an autofactory would need to be dedicated to their manufacture -- as even in years when there is no combat, the operators would need to practice using the things for them to have any accuracy due to the lack of active sensors on the missiles themselves and all feedback/guidance happening by Neuro-throne operator.

The other major weapons systems are the evolution of the mining laser designs from the colony database. By utilizing stone-skin mech material for the lasing chamber (thus drastically increasing the maximum energy that the chamber can hold), and the improved psi-crystal circuitry, a rotary laser design can time the buildup of electrical energy in the weapon's dedicated psi-amp to the maximization of charge in the lasing chamber, thus not only "overclocking" the lasers in terms of maximum energy per shot, but also imbuing the telekinetic "stickiness" to the photons of the coherent beam. This will give your militarized shuttles a laser weapons range of roughly 2 kilometers, which is believed to be "short" rather than "point-blank" range for fighter-scale combat in space, when operating in "rotary" model. This theoretically improves the survivability of the shuttles in combat because the lasers can interdict incoming fire thanks to their photons being telekinetically "glued" to each other enough to interact like a solid object despite still being photons. The rotary laser cannons also have a "burst" fire mode, where the amp is applied to all the barrels at once -- this would make the weapons effective to a further 3 kilometers total, and deliver far more energy per shot -- at the cost of being less than 1/6th the rate of fire.

A significant part of why this is so feasible, however, is that the research project was only viable when the researchers actually attempted to implement optical crystal computer circuitry into the psi-crystals as had been previously theorized. This involved a significant amount of random guesswork into what circuitry patterns would effect what results, but with the years' worth of output of multiple crystals a fairly large number of effective patterns (which some wisecracker decided to call "runes", only to find that the name stuck much to everyone involved's chagrin), each of which when touched upon by the mind of the operator were found to be significantly more energy-efficient than an unattuned psi-crystal. This general application thus far applies to electrical, kinetic, thermal, optical, and cognitive functions. That energy efficiency is quite valuable, no less, as it means the same effects require channeling less energy through the mind of the telepath, thus increasing the output psi-amps can achieve without risking frying the mind of the operators. Should a psi-crystal machine be applied to enhancing a given facility, it could now be granted a permanent +2 Yield for -1 Energy/t (supplanting the Powered Tools perk, just to be clear).

The piezolectric aquifers, in other news, are found to be functionally "wellsprings" of a naturally occurring ionic fluid that reacts to compression shocks by emitting electrical currents. These patterns along with the general tectonic shifting of the planet in response to subtle planetary orbital mechanical effects, seem to result in the planet's atmospheric turbulence. The total energy at any given wellspring of said fluid isn't high enough to be greatly impactful, but it does occur to your researchers that adding common wind turbines to agitate reservoirs of the ionic fluid to the colony's Peat Bogs could increase their Yields by a not trivial amount. The turbines would have to be "Battened down" during storms, but those self-same storms would provide sufficient agitation for the piezoelectric effect to continue to draw down extensive lightning to the bogs. (Ionic Fluids perk available for Peat Bogs. 1 Autofab action increases Yield by +2.). With the planetary sensor grids, it is soon discovered that the ionic fluids "aquifers" form a vast near-fractal but not discernably meaningful 'webwork' throughout the planet's surface. The end result of this is that with this information in hand, the most turbulent locations where storms would appear during the "off-season" is now readily predicted by your people -- which should empower expansion and deployment of outposts in the future. (Higher/lower latitude locations now more viable for colonial expansion in the future.)

The last bit of developmental news for the colony comes from the 'private sector'. It turns out a pair of the Uptimers had gotten very much into improvising the necessary parts for maintaining their personal PPGs while on the run as "blips", and with the aid of the colony's research equipment and fabrication time, managed to take those lessons and understanding of how phased plasma guns -- or at least pistol-scale ones -- and re-implement them. While the resulting designs are all barely qualified as being viable for personal use, the most important parts are the principles. Should future researchers follow up on the technology, these weapons have significant potential for a multitude of uses by the colony. To say nothing of what energy caps could do if married to psi-amps in terms of reducing the bulk of the batteries now used.

-- Results:
- (186 + 1d100->55 + 30 Psi-Amps + 10 Labs +10 Sampling + 10 Hardened +20 Psi-Drones )=321 out of 200 to study Blight Cure II. (Lab1) -2 Food, -2 Biomass.
- ( 36 + 1d100->47 + 30 Psi-Amps + 10 Labs +20 Psi-Drones )=146 out of 100 to study Storm Anemone Shells (Lab2)
- ( 0 + 1d100->24 + 30 Psi-Amps + 10 Labs +20 Psi-Drones )=84 out of 100 to study Deep Vault Bunkers (Lab3)
- ( 160 + 1d100->86 +20 Psi-Amps +10 Labs +10 Psi-Drones )=296 out of 200 to study Psi-Crystal Weaponry (Lab4) (Psi-Crystal Machine, Autofactory, -5 Minerals, -2 Biomass)
- ( 0 + 1d100->41 +30 Psi-Amps +10 Labs, + 20 Psi-Drones )=101 out of 100 to study Piezoelectric Aquifer Studies I (Lab5)
- (45 + 1d100->29 + 30 Psi-Amps + 10 Labs + 30 Psi-Drones )=144 out of 100 to unlock Personal PPGs. (Private Lab)
(Costs: -2 F, -5M, -6 B )
- Civilian-grade PPG Pistol tech unlocked.
- Primitive Psi-Amps upgraded to Basic Psi-Amps. Now applicable in a much broader range of scenarios.
- -- Psi-Amp Tools perk unlocked for facilities, requiring 1 Psi-Machine action and replacing Powered Tools, but granting +2 Yield for -1 Energy/t per Facility this is applied to.
- Stone-Shell Skin Biomech material tech unlocked.
- Civilian Economy now has access to personal PPG pistol designs. (Not equal in effectiveness to telekinetic gunnery)


Diplomacy:
-- With the probability that the next Storm cycle will be complicated by our efforts to end the Blight propose a temporary interruption of service at the Exowomb Nurseries to protect the lives of staff and their charges during and before that Storm cycle. Since it would be impossible to evacuate incubators if a building were endangered by the storm we should ensure that the schedule has been cleared so that 9 months gestation of all patients completes before the storms and the buildings are safely empty when the storms hit. Full service will return as soon as damage from the storm is repaired.

The proposal goes over pretty well, all things considered. You barely have to make any recommendations on the matter -- it's a very sensible practice, and everyone's thoughts on the matter are clearly in alignment on the matter of the Blight cure is important enough for the risk. This is exactly the kind of call that a colony's leader ought to be making.

-- Results:
- There will be no objections to temporarily mothballing the Exo-Wombs during the next Storm Year.

Personal:
-- Have some sit-down meetings with the Matriarchs. Get a sense of any concerns they have and discuss future steps.

Overall the Matriarchs are quite pleased with where the colony has been going. There is one request made, by the Ironhearts of all people, however -- it turns out that a certain tree's bark, when 'stewed' in vinegar for a year, can be made into a kind of cinnamon. The Ironhearts want the trees to be declared a colonial resource. This confused you until Mawmaw shared her -- encrypted -- medical data. The "Vigor", as her family had taken to calling it, had a mild antiagathic effect for those consuming it. It didn't make you younger, per-se, nor did it prevent overall aging... but it did restore metabolic and immunological activity levels to those of one with far less senescent buildup. It is anticipated that the Vigor, if carefully managed, could result in lifespans for the colonists enduring to the upper bounds of naturally feasible human lifespans. The only problem being that Vigorbark trees require very specific briney conditions to grow in and none of the Ironhearts' attempts at surreptitiously cultivating new copses of the trees have had any success. This means that the spice must be harvested "in the wild", and that would keep the material extremely rare.

-- Results:
- "Vigor" spice now available to the colony in general. Vigor allows senior citizens to be as spry and full of "youthful vigor" in general as the middle-aged, and the middle-aged to have the energy and metabolic health of a college student. It does not prevent other aspects of aging, however.




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.)
-- []
 
Last edited:
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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