Working on a vote, running into some questions:

How much does a Computer Core for the Community Center cost? The best I've been able to find is
that would require an autofactory action and minerals as well as increase the energy cost of the facility.

What is the cost to mine or increase the exploitation of a storm peat deposit? Is that separate from the cost of creating the deposit? Does a new deposit come pre-exploited? (Im only seeing the option to build a deposit, but previous comments have suggested that creating a deposit is a separate action from getting power out of it)

I'm seeing some resources listed as low/medium exploitation. How high can we take that exploitation level? Are the costs for increasing exploitation the same as the cost to establish, or do they increase? Do higher exploitation levels change staffing requirements, or is it a flat 1 pop per location?

Do psi-drones have an ongoing energy cost to operate?
 
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Working on a vote, running into some questions:

How much does a Computer Core for the Community Center cost? The best I've been able to find is

You don't know yet, as nobody in your colony has actually attempted to design one or see if there are viable designs in the colony database that can be adapted to work with the telepathic interfaces if you want to use them. It will at minimum cost an autofactory action and require -1 Energy per turn to keep operational, and likely somewhere between 2 and 5 Minerals. Some of this will depend on just how much you really try to accomplish with the central computer core.

What is the cost to mine or increase the exploitation of a storm peat deposit? Is that separate from the cost of creating the deposit? Does a new deposit come pre-exploited? (Im only seeing the option to build a deposit, but previous comments have suggested that creating a deposit is a separate action from getting power out of it)

The action to build a deposit just makes the deposit. You need to build the "mine" to actually exploit it.

I'm seeing some resources listed as low/medium exploitation. How high can we take that exploitation level? Are the costs for increasing exploitation the same as the cost to establish, or do they increase? Do higher exploitation levels change staffing requirements, or is it a flat 1 pop per location?
So I'm kind of cheating in you guys' favor there on account of the narrative constraints. Realistically you don't have enough pops to fully operate everything you have built, even with the Kobolds helping out.

Increasing exploitation will come in the form of increasing the facility's yield. The one mineral deposit that's at medium exploitation is because it has the Powered Machinery mod which is a precursor for the Robotic tier upgrade specifically for mines (Increases +1 yield for +1 energy cost.)

Do psi-drones have an ongoing energy cost to operate?
Yes, they produce +1 of /resource/ where allocated at the cost of -1 Energy. Unlike the Robotic facility upgrade, Psi-Drones can be reallocated from one facility to another as needed, and can extend the number of Facilities you keep operational at full capacity. (Automated and Robotic facilities require no Pops, and you can maintain/operate 10 Facilities per human pop otherwise.)
 
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Ok, thanks!

Other questions I guess:

Do things come automatically storm-hardened these days? Would that take actions or resources or both? (If possible, could we retroactively harden last turn's construction? I kinda forgot)

3 autofab
2 autofac
1 psi
8 minerals
9 energy
22 food
2 FoodCost

Need energy, minerals
Incoming pop capacity limit

So we're going to need to start automating stuff; as a prerequisite we must build a computer core. Apparently, gonna have to research that / not building it this turn

Computer Core for culture center:
But if for example you wanted a central computer core to for example rehouse the colony database or provide an internet backbone for automating things, that would require an autofactory action and minerals as well as increase the energy cost of the facility.

Mandatory - Basic Autofactory: -2 Energy Prod. Allows 3 Autofab Actions OR 1 Autofactory Action. Cost: 2 Autofab Action. 5 Minerals.

(So I've worked through this like twice, and we're somehow hurting even more for power. We're going to have to automate so much shit soon, and that all costs power.)

Syngas Reactor: +1-3 Energy/-1-3 Food Prod. 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.
- Basic Kelp Farm. +1 Food, -1 Food Cost, -1 Energy Prod. Requires deposit. Cost: 1 Autofab Action, 1 Minerals.
- Build Storm Peat Deposit. Adds a Storm Peat deposit to the planet. Cost: 1 Autofab Action, 10 Food.

3 fab + 4 minerals = 1 syngas + 2 kelp = +2 food net (foodcost to syngas to power to kelp upkeep) = both syngas to full power net +2 energy = terrible, uses all our pop.

Basic Fusion Reactor: +2 Energy Prod. Cost: 1 Autofactory Action. 2 Minerals.
Unused mine to med exploitation: 2 autofab +1food for storm hardened

1 autofab available after paying debts...
Build storm peat deposit.

So, turns out supporting that autofactory requires all our industry for the year. Whoops.

[X] Plan I'm sorry I started an economy
-[X] Industry:
--[X] build the required Autofactory
--[X] to support that autofac, build a basic fusion plant, make a new mine and bring it up to medium exploitation, and dedicate the foodcost bonus from the existing storm peat bog
--[X] Seed/plant/start another storm peat deposit
--[X] Storm-harden everything as we go (I think that just costs food?)
--[X] Increase SynGas energy production to 3/3 (burning food this turn)
-[X] Military:
--[X] If we run out of food, go hunting
--[X] Otherwise, work on creating/formalizing tactics that use our unique psychic abilities/knowledge/tech
-[X] Exploration:
--[X] Complete biosurvey. Summarize most troublesome and most useful findings.
-[X] Research:
--[X] We're gonna need automation soon. Figure that out. There's been talk of using a Computer Core in the Community Center? There may be some overlap with what we need for internet and/or e-democracy; a more expensive generalized system would be preferable to something too specialized.
-[X] Diplomacy:
--[X] What will it take to get more folks than just the Namikazes doing research? Do I need to set up some sort of catfish-cookout X-Prize? (we need more research actions per turn, is that possible?) (removed after GM clarification)
--[X] Big Catfish Cookout (and potlucks. and, idunno, community theater and stuff). Encourage inter-clan mingling; don't want anyone getting too isolated or insular.
-[X] Personal:
--[X] The kids are only going to be kids once. Lets spend time with the family, make some good memories.
 
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Do things come automatically storm-hardened these days? Would that take actions or resources or both? (If possible, could we retroactively harden last turn's construction? I kinda forgot)
I included the cost in doing so.

Your existing Storm Peat FoodCost reduction is going to the SynGas reactor by the by; if you want to keep its Energy you'll need to account for the 2 Food it takes to produce power. You're trying to use the FoodCost for buildings.

EDIT: Oh I see, you were wanting to build a second peat mine fully so you'd have 4 total FoodCost rather than 2. That checks out then.

we need more research actions per turn, is that possible?)

Each category is a write-in action. Complex actions that can be seen as one thing can be permitted. You can for example dedicate an Autofactory to the Research category by having a prototype of something built. The Namikazes are just the technophiles of the colony so they are the ones who are best at handling the database to search for stuff.
 
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I included the cost in doing so.
Thank you.

I couldn'n figure out a good way to keep the syngas running this turn short of burning food biomass; I'll go back and make that more explicit. Figured that if we needed to permanently supply the new communal autofac then the peat would be a good place to pull from, as that's basically biomass that doesn't roll over.

Edit: also changed my diplo action
 
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I'll be closing out the vote here in a few hours if anyone wants to submit new ones or change the old...
 
Turn 9: Bodies In Motion
Scheduled vote count started by Logos01 on May 14, 2024 at 12:44 AM, finished with 21 posts and 6 votes.

  • [X] Plan: More Energy For More Industry To Build More Energy
    --[X] Build another Storm-Hardened Autofactory, 1 food for hardening, 2 autofabbers, reserve 2 food and 2 minerals for upkeep.
    --[X] Build two more Storm-Hardened Mining Complexes on the two untapped mineral veins, 2 autofabbers, and 2 food for hardening.
    --[X] Build an extra Storm-Hardened Fusion Reactor, 1 food for hardening, 1 autofactory.
    --[X] Keep protecting the survey and keep hunting, though do so conservatively as we don't want to harm the local environment.
    -- [X] Keep the planetary biosurvey going, look into the possible Sandworm repellent, 1 autofabber for any maintenance or repellent production.
    -- [X] Research more advanced power generation and basic facilities. (Basically larger fusion reactors to produce more energy and upgrade the Tier 0 Basics to Tier 1), 1 autofabber for prototypes or whatever is needed.
    -- [X] Keep an eye on the credit system while it's still in its infancy, watch for any abuse/exploitation, and intervene when necessary. Discuss with the Council on how to approach these issues when it comes up.
    -- [X] Use the colony ship to do a year-long survey of the solar system, and see if you find anything in the local neighborhood.
    [X] Plan I'm sorry I started an economy
    -[X] Industry:
    --[X] build the required Autofactory
    --[X] to support that autofac, build a basic fusion plant, make a new mine and bring it up to medium exploitation, and dedicate the foodcost bonus from the existing storm peat bog
    --[X] Seed/plant/start another storm peat deposit
    --[X] Storm-harden everything as we go (I think that just costs food?)
    --[X] Increase SynGas energy production to 3/3 (burning food this turn)
    -[X] Military:
    --[X] If we run out of food, go hunting
    --[X] Otherwise, work on creating/formalizing tactics that use our unique psychic abilities/knowledge/tech
    -[X] Exploration:
    --[X] Complete biosurvey. Summarize most troublesome and most useful findings.
    -[X] Research:
    --[X] We're gonna need automation soon. Figure that out. There's been talk of using a Computer Core in the Community Center? There may be some overlap with what we need for internet and/or e-democracy; a more expensive generalized system would be preferable to something too specialized.
    -[X] Diplomacy:
    --[X] What will it take to get more folks than just the Namikazes doing research? Do I need to set up some sort of catfish-cookout X-Prize? (we need more research actions per turn, is that possible?) (removed after GM clarification)
    --[X] Big Catfish Cookout (and potlucks. and, idunno, community theater and stuff). Encourage inter-clan mingling; don't want anyone getting too isolated or insular.
    -[X] Personal:
    --[X] The kids are only going to be kids once. Lets spend time with the family, make some good memories.

Event Roll: 57
Sandworm Attack: 56. No attack.

Year: 2079

Economy:
  • Income:
    • +11 Food
    • +7 Minerals
    • +12 Energy
  • Expenses:
    • -7 Food
    • -9 Minerals
    • -9 Energy
  • Reserves:
    • 15/15 Food Units
    • 5/20 Minerals
    • 4/10 Energy

Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- Basic Watch Drones.
-- 1 Squadron of Improvised 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.

== 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.
- 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.

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: Reduces non-pop food costs by up to 1 per turn. Cost: 1 Autofab Action.
- Wind/Solar Farm: +1 Energy Prod. Cost: 2 Minerals. Up to 1 Autofab Action (build multiple with 1 action.) (Cannot be Storm Hardened.)
- Syngas Reactor: +1-3 Energy/-1-3 Food Prod. 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. -2 Energy Prod. Allows 1 Orbital Operation /turn. Cost: 2 Autofab Actions. 10 Minerals.
- Basic Kelp Farm. +1 Food, -1 Food Cost, -1 Energy Prod. Requires deposit. Cost: 1 Autofab Action, 1 Minerals.
- Build Storm Peat Deposit. Adds a Storm Peat deposit to the planet. Cost: 1 Autofab Action, 10 Food.
- 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 Food, 2 Minerals. Includes the squadron.

Psionic Tier 0:
- Telekinetic Militia: +1 Effectiveness. Cost: 1 Autofab Action, 1 Psi-Crystal Machine Action, 2 Minerals.

Tier 1:
- 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.

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.

Kith Prime System:
  • 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: 1 Unit (~340 people)
      • Kobolds: 4 Units
      • Psi-Drones: 0 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 (1 Medium Exploited. 2 Lightly Exploited).
      • 1 "Storm Peat" Deposit Found (1 Lightly Exploited). ( Build mine to produce +1 Energy/turn, -1 Food Cost/turn.)
      • 2 Kelp Forest Deposits Found (2 Unexploited). (Build Kelp Farm to produce +1 Food, -1 Food Cost.)
      • 2 Ironwood Deposits Found (2 Unexploited). (Build Logging Camp to produce +1 Minerals, -1 Food Cost.)
      • 1 Alien Ruins Found. Unlocks biotech, telepathic interface, cybernetics technology paths. Contains 1 Psi-Crystal Fabricator.
    • Colonization status:
      • One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 1 Basic Hab Complex: 2 Pop Cap ( 1 Pop Limit, +1 Purification, Storm Hardened)
      • 1 Basic Warehouse Complex. +10 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

      • 1 Vehicle Maintenance Bay. -1 Energy. (Provides 'care and feeding' for 1 squadron of GEVs.) (Storm Hardened.)
    • Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 2 Autofactory. -4 Energy ( Storm Hardened )
      • 1 "Civilian" Autofactory. -2 Energy, -2 Food, -2 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy.)
      • 2 Basic Greenhouse Farm: +6 Food, -0 Energy ( 1 Food, +1 Kobold Pets, +1 Purification, Storm Hardened)
      • 1 Basic Mine Complex. +3 Minerals, -1 Energy ( 1 Minerals, +1 Kobold Pets, +1 Powered Machinery, Storm Hardened. )
      • 2 Basic Mine Complexes. +4 Minerals (2 Minerals, +2 Kobold Pets, Storm Hardened).
      • 1 Basic Peat Mine Complex. +2 Energy, -2 FoodCost ( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 2 Basic Fusion Reactor. +6 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +2 Energy -2 Food. (Max of 3) (Storm Hardened.)


Industry:
-- Build another Storm-Hardened Autofactory, 1 food for hardening, 2 autofabbers, reserve 2 food and 2 minerals for upkeep.
-- Build two more Storm-Hardened Mining Complexes on the two untapped mineral veins, 2 autofabbers, and 2 food for hardening.
-- Build an extra Storm-Hardened Fusion Reactor, 1 food for hardening, 1 autofactory.

While you grumbled a little internally in the necessities of establishing a private economy when there were so many things that needed doing that sometimes you felt your hair literally pulling itself out of your scalp of its own volition -- the general sense of things getting better was simply impossible to argue against. Specialty goods like chocolate and incense and handheld game consoles made locally on Kithhame were starting to make their presence genuinely felt, as well as a significant uptick in customized furnishings for the apartments. It wasn't long before it was quite apparent that whatever manpower "loss" in terms of what you could allocate as the colony's leader was at least fully offset by the increased morale and industriousness of the colony as a whole.

The improved energy yields of the second Fusion Reactor were just another assurance of the truth that your people's future was all that much more robust.

-- Results:
1 Civilian Autofactory Built. 5 minerals, 1 Food spent.
2 Basic Mines built. 2 Food spent.
1 Fusion Reactor built. 2 Minerals, 1 Food spent.

Military:
-- Keep protecting the survey and keep hunting, though do so conservatively as we don't want to harm the local environment.

So. It turns out, Alien whale-catfish is indeed good eatin's. Mira was nigh insufferable for a month. The damn thing took three GEVs to tow it back to shore. You still aren't sure how to feel about caviar whose individual eggs are larger than your head however. But at least you don't have to worry about depopulating the critters -- unlike Old Earth, there has never been a whaling industry to make the animals endangered, and it shows.

Oh, the crews insisted they were only protecting the transit lanes for the GEVs, but everybody knew better. Not that even you would call them out on it.

Especially not when your twins were so happy to have "helped" with the catch. The little spitfires had more of their mother in them than you, and you couldn't be prouder.

-- Results:
5 Food acquired. (1 base, +1 Kobold Pets, +1 KVA, +1 GEVs, +1 Squad-link.)

Exploration:
-- Keep the planetary biosurvey going, look into the possible Sandworm repellent, 1 autofabber for any maintenance or repellent production.

For the most part, the ongoing survey has little in the way of interesting finds. While there are many potentially exploitable sites, their remoteness compared to your current capabilities would make actually exploiting them meaningless; you'd have to invest too much in the way of manpower and your GEVs to even attempt doing so, and that's resources that just don't justify the yield. Still -- it says good things about the possibility of future city sites for your childrens' children.

One of the more interesting exceptions to this, however, is a find that was only noticeable thanks to the GEV's sensor equipment but had been previously somewhat overlooked. There are copses strewn throughout the forests of sequoia-like "giant" redwoods. While these trees aren't all that surprising -- so much of the biosphere on Kithhame does prove the adage that form follows function after all -- the more interesting aspect of these trees is the fact that they are built upon trace deposits of mineral ores. The deposits themselves are too dilute to be exploited economically by your people directly ... but the trees have "solved" that problem, by way of an evolved defense mechanism against the quinquennial storms. The trees have a vasculature system in which they deposit elementally pure minerals extracted through their root systems, thus acting not only as a reinforcement against wind damage but also as a defense against lightning strikes, thereby also protecting the ambient forestry while they grow in greater scale.

A simple logging camp could harvest the less-viable saplings surrounding the "mother trees" and thereby not only accrue additional industrial biomass (FoodCost) but also extract the elemental mineral deposits accrued within the trees while doing so. It might even be possible to improve the colony's mines by introducing transplanted mature trees into the mine tailings.

In other news, the project to emulate the sonic signature of the pestilent sandworms' movements has seen some meaningful progress. While not an entirely perfect solution -- a sufficiently hungry group of worms would risk the passage regardless -- it should drastically reduce the likelihood and scale of future attacks. The "anti-thumpers" the Runningdeers worked out seem to be working quite well, and are simple enough that maintaining and powering them should be a negligible drain on the colony's resources.

-- Results:
2 Ironwood "Deposits" found. (Build "Logging Camp" for +1 Minerals, -1 FoodCost base.)
Anti-Sandworm Thumpers built. Mitigates Sandworm attacks by 1 step. (from 25% to 10%, reduces base loss from 4 to 3).

Research:
-- Research more advanced power generation and basic facilities. (Basically larger fusion reactors to produce more energy and upgrade the Tier 0 Basics to Tier 1), 1 autofabber for prototypes or whatever is needed.

No matter how your people tried working around the issue, it all came back to the fact that a fusion reactor is ultimately a truly complex thing, and while it is known that they can scale -- actually designing a much larger scale fusion reactor just isn't feasible without spending years doing so, even for companies that have more qualified engineers than you have actual people of any age. And you ... don't have that many engineers. The colonial "bootup" fusion design you have access to, however, did make a number of assumptions about the quality of fuel input that a deep review assessed and realized wasn't actually true for your colony anymore. By increasing the amount of fuel input and increasing the heatsinks and thermovoltaic systems -- things which don't actually affect the interior core of the reactor but allow it to "burn hotter" (and admittedly run far less fuel-efficiently, which would be a problem for a vehicle but not a grounded reactor) -- you can increase the yield of the basic reactors by a meaningful margin. The only reason why this is safe for you to do, admittedly, is because the Water Purifier system could be tweaked to isolate deuterium at large scale, allowing you to functionally ignore the fuel costs of your new "dirty" reactors.

-- Results:
"Purified" modifier added to Basic Fusion Reactor design. Minerals cost increased by +1, Energy Yield increased by +1.
2 Minerals spent on these upgrades.

Diplomacy:
-- Keep an eye on the credit system while it's still in its infancy, watch for any abuse/exploitation, and intervene when necessary. Discuss with the Council on how to approach these issues when it comes up.

After significant discussion, it was decided between the Greys and the Stoners that establishing a proper "bank" for the credit system would make things much easier for future growth of the economy of the colony. While for now this is nothing more than an accounting ledger on a securely tracked notepad kept in a well-monitored location, in future days the First Bank of Kithhame should be able to provide lending and assistance for private ventures, which should allow what is currently more of a morale upkeeping mechanism to become a proper system of prosperity and socioeconomic mobility. At least, so the Stoners keep insisting.

For now -- you'll just be happy that nobody can fake their credit accounts or overrun the factory access.

-- Results:
First Bank of Kithhame founded, to act as central repository and tracking system for credits. Auditable records are available for Council review.
For now the civilian economy will not be taxed.

Personal:
-- Use the colony ship to do a year-long survey of the solar system, and see if you find anything in the local neighborhood.

When your colony ship originally found itself in the Kin Prime system, you didn't have much time to properly chart anything. There were just too many of you crammed into the crew berthings to make waiting any longer than the immediately local scan that revealed the habitable planet you landed on. To say nothing of the fuel needs that scanning the star system would take up -- you just didn't have the spare resources up until now to do anything more than harvest near-orbit asteroids when the telescopes showed them approaching.

A proper survey of the system revealed it was a quite interesting one. Trinary star systems are among the more common in the galaxy -- solitary stars like Sol are actually more the exception than the norm -- but the star Kithhame orbits was believed to be purely a theoretical category: the blue dwarf. A red dwarf so old that it had essentially run out of hydrogen, and massing at a quarter of Sol itself, the continuing fusion processes were hot enough that it had exceeded the white temperature phase directly back to the blue. Meaning that your colony's homeworld had once been bathed by a Red Dwarf and the cindered husk of a rock had had long enough to redevelop an entire biosphere. The other rocky planets -- closer to the star -- were still "hadean", unfortunately (hellish worlds like Venus and Mercury). In a study of contrasts, one of the other two "stars" in the system wasn't properly a star at all but a Brown Dwarf. Fifteen times denser than Jupiter while gravitationally limited to the same diameter, the radio emissions made the closest planets to the 'star' utterly uninhabitable even with the most advanced environmental technologies your people know. The central star, however, while much larger than Sol was a far more 'conventional' stellar body; a standard "yellow" star despite its size, and more accessible.

While Kithhame itself is the only habitable world directly, there are a number of moons and terrestrial/rocky worlds that could be viably inhabited in the future. Or possibly even terraformed. All within a region not more than two light-days from Kithhame (Now charted formally as Kin Prime C IV) itself.

More alarmingly but too distant to be accessed by the colony ship with its available fuel reserves -- the ship's sensors were able, if barely, to differentiate two "anomalous energy signatures" in the interorbital region between the brown dwarf and the prime star. A dedicated mission could send a direct observation of either one, but that will have to wait for another day. They could be nothing; a simple sensor glitch, or large enough asteroids with a heavy elemental composition to create natural nuclear reactors. Or given the ruins on Kithhame proper, they could be derelict beacons of a long-defunct interstellar beacon network. Only a proper examination could say.

-- Results:
"Charted" modifier added to Asteroid Mining operations, improving yields by +1.
2 Sensor Anomalies -- possible energy signals -- found.




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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So I apologize for the lateness on this one. Working out a stellar system 'chart' that could possibly explain the storm system on your homeworld sent me down a literally astronomical rabbit hole.

Anyhoo, vote's open again as always. I'll delay next turn 'till Tuesday so there's enough time for discussion and planning.
 
Maybe it's an idea to have a vote mortarium for like 8 hours or so? Just to give people who are in different time zones a chance to post their plans before everyone already voted.

And no, I'm totally not just saying this because this chapter was posted at 2 AM for me. :D
 
thanks for the chapter and for writing. well we need to send a sensor/scanner probe to slingshot using gravity wells to get close enough to the two anomalous anomalies and figure them out
 
thanks for the chapter and for writing. well we need to send a sensor/scanner probe to slingshot using gravity wells to get close enough to the two anomalous anomalies and figure them out
Or you could build an actual shuttle and send it out to do a detailed analysis, in which case you'd still have the shuttle for doing Orbital Operations. (Heavy up-front minerals cost, but it pays for itself on average after 2 turns; 1d10+2 Minerals yields average 7.5 Minerals, and a shuttle costs 12 Minerals).
 
As much as I like the idea of exploiting the Ironwood trees for our economy. Doing so on a psychic planet? Seems like a great way to get into a war with Ents. Just saying. Thank you for the update!
 
As much as I like the idea of exploiting the Ironwood trees for our economy. Doing so on a psychic planet? Seems like a great way to get into a war with Ents. Just saying. Thank you for the update!

If the planet itself or the general ecology were psychic you'd have noticed this by now. The closest to that you've found are the kobolds, who admittedly are forest-dwellers, and the hundred-thousand-plus year old ruins left behind by an unknown race that seems to have been seeking to commercially exploit the kobolds and didn't clean up after themselves when they left.
 
[X] Plan: SNOWBALLING
- Industry:
--[X] Build two more Storm-Hardened Autofactory, 4 autofabbers, 2 food, 10 minerals.
--[X] Build another Storm-Hardened Fusion Reactor, 1 autofactory, 1 food, 3 minerals.
- Military:
--[X] Set up a framework for an organized defense force to handle any external threats, and ask Mira what such a force would need regarding equipment and facilities, 2 autofabbers.
- Exploration:
-- [X] Take the colony ship and go asteroid mining for more minerals.
- Research:
-- [X] Look into building a central computer core for the colony while incorporating the telepathic interfaces, get us the pros/cons and some designs. Depending on how long that takes, look into providing more amenities/space for our hab complexes.
- Diplomacy:
-- [X] Look into what a psionic educational program would like, teaching newly awakened teeps to use their abilities, how to do so responsibly and ethically, how to get the most use out of them, etc.
-- [X] Come up with a framework to categorize all the various psionic abilities and disciplines.
- Personal:
-- [X] Help the Council set up the educational program, share your experience, and make sure the upcoming proposals don't cross any ethical/moral boundaries, allow plenty of space for privacy instead of constant sharing, if possible.
-- [X] Host a feast or holiday for the colony and your family, use 6 food max.

So, we start off by building two more autofactories since that would double our production capabilities while not using any pops since they're automatic.

Another fusion reactor to keep our energy high, I'm not entirely sure if that takes a pop but we can always have it automated later.

The military needs something a bit more organized than just Mira and some rag-tag volunteers for future expansion, I can't really think of anything else we'd need to do right this second, so we might as well.

The 2 autofabbers they get are just for the equipment they can make or think of in the meanwhile, I still intend to give them more upgrades/facilities with autofactories later.

The hope is that we get, as the name implies, a mostly defensive force that could double as emergency responders or provide civil support with logistics/engineering/transport, like the National Guard somewhat.

Asteroid mining as always, but I definitely want to get started on that Starport after this turn once we have more autofactories and make some orbital shuttles.

For research, let's get started on the computer core and possibly getting some more amenities/morale boosts for our people considering they've been living in colony hab complexes for the past few years, maybe the civilian autofactory can provide for that?

The next action for research is hopefully going to be some sort of research wing in the colony center, also more organized rather than just letting one family handle everything, which should hopefully allow them to do more.

I wanted to do another regular education upgrade for the diplomacy action, but then I remembered that we don't have any psionic training beyond just what your parents teach you, which seems like a recipe for disaster.

I'm also hoping to get another "common base set of values" regarding the use of their abilities like we did with the regular education, mostly by way of our personal action intervening.

And that's it for my TED talk, folks, thank you for reading.
 
.. why more autofactories instead of more mines?

I don't get it.
We have +5 mineral income alongside the asteroid mining right now, so next turn when we have autofactories we can just start mass-producing mines or any other resource we need.

EDIT: And we'll be able to make orbital shuttles soon enough so that increases our mineral production even more.
 
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So, we start off by building two more autofactories since that would double our production capabilities while not using any pops since they're automatic.

Another fusion reactor to keep our energy high, I'm not entirely sure if that takes a pop but we can always have it automated later.

Fusion reactors and autofactories count as automated. Syngas reactors, mines, and greenhouses do not. The warehouse and purifier do, the hab complex and vehicle maintenance bay do not. The automated med facility obviously does as well. That puts you guys at 9/10ths employment.

You guys will also likely want to take into account that this is the last available turn for the Colony Ship before its emergency fuel accumulator gives out. That means you'll need to supply power to the ship rather than drawing power from it, and it won't be able to do further orbital operations until you can get a fuel system constructed.

The Autofabbers would require -1 Energy each and the ship's computer (database) -2 Energy to use. That will kick in starting Turn 11.
 
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