I don't think I entirely understood what was meant by "you can use facilities the same turn they're built" but I'll certainly be making use of that next turn.
I do have some thoughts about future strategy, but nothing that really bears on the current vote.
As we expand our space presence we are going to become more visible if another group discovers this system. It's worth thinking about what our strategies will be for that eventuality. We know from conversations with the uptimers that for nearly a century after our departure Earth will notget better. The Psi Corp will continue to exist and hunt and human telepath outside their rule as a "blip". EarthGov will not tolerate independent human colonies, as their treatment of Mars shows.
Avoiding detection is a good first priority plan but is has it's limits; we may not be able to conceal ourselves sand it leaves us unable to trade with outsiders. A backup strategy may be an attempt to hide in plainsight:
Quite simply, we need to make up a species name for ourselves.
When the Centauri first contacted Earth they tried to claim the Earth was a long lost Centauri colony. We should do the same in reverse, claim to be anindependent species that evolved here, that happens to resemble the Centauri. If it happened once it can happen again. This won't standup to detailed physical examination obviously, if someone from Earth gets some of our blood or other biological sample the jig will be up,but it will open the possibility of peaceful contact with other groups of aliens with less risk of news of a rogue colony of humans reaching Earth.
I am not proposing we create a false history for ourselves, we must remember who we are and why we left, but rather a narrative to tell to outsiders who discover us to help us hide.
While our current spacecraft and building designs are driven by necessity, in future we may want to modify our designs so they look less like the designs produced by the Earth Alliance in the uptimers' future. If we can integrate visual elements from the ruins on Kithmake it may help with this. While the discovery of psi-crystal technology understandably caught the imagination, the city's material construction and architecture should not be neglected. If we can make the things we build look more like the ruins on this planet we will appear as survivors of a catastrophe, not colonists.
Two other future projects could have major effects on our space presence. Firstly, our new weapons can launch projectiles without recoil, producing an action without a reaction. We should attempt experiments to applu this principle to propulsion, to see if we can make our ships move without reaction mass using the same principle.
The second project concerns our colony ship: at some point we will want to disassemble it to get at the gravity plating. We know from the uptimers this is technology the Earth Alliance still lacks in 2260. Reverse engineering it could make our space presence far more livable, and bopen up new opportunities. We are clearly not at this point yet, we not only need the ship but our research capabilities are too limited right now. It's worth thinking about for the future though.
In response to your predictions, yes i need some words outside the spoiler
While I agree with your plan. what we need is to make ourselves a not worthy target.
We first begin with wht you say, or go further and meet other races in a full environtmentl suit, there are races that need it after all.
So, we must have a navy, fake medical Data to fake us being another race or just an environtmental suit in which we meet any other race.
The navy is for when the lie is eventually discovered, which begets the questions. What should we do about the rogue telepths? should we rach them? if so. when and how? should we risk war with EarthGov? should we reach for outside help? the narn/Centauri not the Minbari, i doubt any colonist would agree (with their genocide being reasonably recent).
We need defenses capable of blasting EarthGov vessels and make them PsiCorps Proof
Hiding is definitely the first line of defense. Presenting a plausible false identity is a second line of defense. Sooner or later we will be discovered, and we can't let word of a rogue human colony get back to Earth. Far better they see some aliens who have taboos about medical exams by outsiders.
As far as space forces go we are a few hundred people at present. Maintaining a few fighters to scare off raiders would be a goal, but obscurity and stealth are our best defenses.
I don't want to outproduce EarthGov, just to make the cost of annexing us not worth the effort, if in order to annex us they have to sacrifice a small fleet. Is it relly worth it? for a planet?
If we can build enough defenses, around the planets, have a small fleet ourselves, EarthGov would find it more trouble than usefull to annex us.
Yes, they are, but would they protect us? for that matter where are we in the galaxy map? and where are the different powers? Maybe we won't even need to worry about Earth.
Hiding is definitely the first line of defense. Presenting a plausible false identity is a second line of defense. Sooner or later we will be discovered, and we can't let word of a rogue human colony get back to Earth. Far better they see some aliens who have taboos about medical exams by outsiders.
As far as space forces go we are a few hundred people at present. Maintaining a few fighters to scare off raiders would be a goal, but obscurity and stealth are our best defenses.
I agree with you, hiding first, lie if discovered but eventually the lie will be found out.
So while right now we can't have a fleet, not even a small one, it does not mean that we won't we able to field one in the future.
right now we generate 10 children per year, but as our population grows that number will increase, and even if we eventually substarct deaths (old age accident conflicts) the number of births will augment. So it is not that hard to think that we will eventually be able to field small fleet.
On another note, if we reasearch PsiTech, could we research some form of cloaking or notice me not field? so that even if a spaceship comes, it says "nothing interesting here let's leave", it is not like PsiCorps has people in Earth Exploring vessels.
We can lure EarthGov vessels somewhere, using telepath nd then sieze the vessels for ourselves, improve them with our PsyTech, that way we need not to build it. muhahahahaHAHAHAHAHA
I don't want to outproduce EarthGov, just to make the cost of annexing us not worth the effort, if in order to annex us they have to sacrifice a small fleet. Is it relly worth it? for a planet?
If we can build enough defenses, around the planets, have a small fleet ourselves, EarthGov would find it more trouble than usefull to annex us.
Considering Clark's actions, I do not think this is a likely outcome. Like the only station to get free is Babylon 5 and even though it was effectively not worth his time and busy doing other things, he still kept a focus on it.
1 thing at the time, first anti.EarthGov measures, then think about antiClark measures.
Besides, Babilon 5 was an EarthGov station, which was suposed to be neutral territory.
We, at least for now, are a world far from EarthGov, maybe even under the protection or influence of a first one, something we my be able to use to keep EarthGov away.
And yes i just though about the first one, could we use that to get people to leave us alone?
Hey guys. Tiny status update so you don't all get left hanging.
I've just found out I'm in a place of rather extreme financial hardship with few recourses, and this has fairly killed my creative impulses. I'm not going to officially declare this quest abandoned or anything but I need a breather to bounce back and hopefully work something out in the meantime.
Look after yourself and good luck.
Do you have a patreon? It might not go too far but you might end up with something over nothing.
There is that kofi site too but I haven't used it before to say if its worth it.
Scheduled vote count started by Logos01 on May 22, 2024 at 12:57 AM, finished with 95 posts and 12 votes.
[X] Plan: LIVIN' ON A PRAYER
--[X] Build two Storm-Hardened Ironwood Logging Camps, -2 Biomass, 2 autofabbers.
--[X] Build the first stage of the Storm-Hardened Starport, -5 Minerals, -2 Energy/turn, -1 Biomass, 1 autofactory.
--[X] Build another Storm-Hardened Greenhouse, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Hab Complex, 1 Biomass, 1 autofabber.
--[X] Set Syngas Production to 3/3.
--[X] Turn off three autofabbers and an autofactory since we're not using them, +2 Energy/turn.
--[X] Have the militia alert for both Sandworm incursions and subtly keep an eye on our new arrivals, use the stealth techniques for the arrivals to avoid any social faux pas.
-- [X] With our new GEV and scans of the planet, look for more mineral deposits around the area we live in, preferably striking a good mix between proximity and size.
-- [X] Now that the exploration team has finished securing the ruins, start having the research team comb through everything and anything.
-- [X] Have a few people work with the new arrivals to identify technical skills, new languages, or other applicable knowledge when they've settled in.
-- [X] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [X] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
-- [X] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
[X] Plan: CHECKING THE INBOX
--[X] Build two Storm-Hardened Ironwood Logging Camps, -2 Biomass, 2 autofabbers.
--[X] Build the first stage of the Storm-Hardened Starport, -5 Minerals, -2 Energy/turn, -1 Biomass, 1 autofactory.
--[X] Build another Storm-Hardened Greenhouse, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Hab Complex, 1 Biomass, 1 autofabber.
--[X] Build another Storm-Hardened Syngas Reactor, -2 Minerals, 1 Biomass, 1 autofabber.
--[X] Set Syngas Production to 6/6.
--[X] Turn off three autofabbers and an autofactory since we're not using them, +2 Energy/turn.
--[X] Have the militia alert for both Sandworm incursions and subtly keep an eye on our new arrivals, use the stealth techniques for the arrivals to avoid any social faux pas.
-- [X] With our new GEV and scans of the planet, look for more mineral deposits around the area we live in, preferably striking a good mix between proximity and size.
-- [X] Comb over blip transport, see what is salvageable; Copy all data and schematics we can find; See what improvements from 90 years of tech advance can be applied to our equipment; If any resquees' are willing to help, we'll gladly accept. 1 autofabber if we need any specialized equipment.
-- [X] Have a few people work with the new arrivals to identify technical skills, new languages, or other applicable knowledge when they've settled in.
-- [X] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [X] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
-- [X] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
[x] Plan Bootstraps
- [x] Industry:
-- [x] Build a hardened and roboticised Ironwood lumber camp, maximum output (4 biomass, 3 minerals, -3 energy, 1 autofab, 1 autofactory)
-- [x] Build a hardened Ironwood lumber camp (1 biomass, 2 minerals, 1 autofab)
-- [x] Build a Psidrone swarm and send them directly to the Ironwood gulag (1 biomass, -1 minerals, -1 energy, 1 psycrystal plant, 1 autofactory)
-- [x] space mining D (3 to 12 minerals, Orbital Action)
-- [x] Increase current syngas plant production to +3 (-1 biomass, +1 energy)
-- [x] Build a hardened syngas reactor, maximum output (-4 biomass, -2 minerals, +3 energy, 1 autofab)
-- [x] Build a small fusion reactor (-1 biomass, -3 minerals, +3 energy, 1 autofactory)
-- [x] Build the first stage of a hardened spaceport (-1 biomass, -5 minerals, -2 energy, 1 autofactory)
-- [x] Increase the private resource allocation to remain proportionate with the increased population (-1 biomass, -1 minerals)
- [x] Military:
-- [x] Keep a low-key eye on the new 'blips' for a while, in case one of them isn't what they appear to be. No psi-cop type behaviour, though.
- [x] Exploration:
-- [x] Begin work on a deep geological survey, focusing on the sorts of things that could literally sink a colony. Plate tectonics, geothermal vents, volcanic activity, aquifers. Where do those magma tunnels lead?
- [x] Research:
-- [x] Look through the database for more modern housing templates, furniture, appliances etc. The manifold conveniences that go into a civilised lifestyle.
-[x] Diplomacy:
-- [X] Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- [X] Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
- [x] Personal:
-- [X] Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- Basic Watch Drones.
-- 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.
== 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.
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: 2 Units (~470 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 Biomass.)
2 Kelp Forest Deposits Found (2 Unexploited). (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 Syngas Reactor. +3 Energy -3 Biomass. (Max of 3) (Storm Hardened.)
Industry:
-- Build two Storm-Hardened Ironwood Logging Camps, -2 Biomass, 2 autofabbers.
-- Build the first stage of the Storm-Hardened Starport, -5 Minerals, -2 Energy/turn, -1 Biomass, 1 autofactory.
-- Build another Storm-Hardened Greenhouse, 1 Biomass, 1 autofabber.
-- Build another Storm-Hardened Hab Complex, 1 Biomass, 1 autofabber.
-- Set Syngas Production to 3/3.
-- Turn off three autofabbers and an autofactory since we're not using them, +2 Energy/turn.
-- Results:
Facilities builds and temporary mothballing completed. No more risk of loss of shuttles from storm events. No more risk of loss of Colony Ship for orbital operations.
Military:
-- Have the militia alert for both Sandworm incursions and subtly keep an eye on our new arrivals, use the stealth techniques for the arrivals to avoid any social faux pas.
-- Results:
Nothing eventful to describe here. The new colonists somewhat expected to be monitored and took it gracefully that the monitoring was so unobtrusive.
Exploration:
-- With our new GEV and scans of the planet, look for more mineral deposits around the area we live in, preferably striking a good mix between proximity and size.
-- Results:
No new useful deposits found this time. There were some sites that might be ideal for growing new kelp forests or ironwood stands, but they'd have to be actually explored.
Research:
-- Now that the exploration team has finished securing the ruins, start having the research team comb through everything and anything.
-- Have a few people work with the new arrivals to identify technical skills, new languages, or other applicable knowledge when they've settled in.
-- Results:
Your people aren't quite sure, but there might be some hull material from the alien ruins that are merely dormant rather than outright dead. The Namikazes think they might be able to mimic the data cabling in the walls to produce higher-speed data operations; and closer scrutiny shows that the psi-crystals have a significantly more dense data-structure than the computers your people purchased from the Centauri. While it would be madness to use the psi-crystals as actual data storage directly, fine microscopic analysis could inspire better data architecture to get more performance from smaller crystals than what your people are currently using.
The new inhabitants are settling in mostly well; knowing that there's somewhere actually safe from the Psi Corps has made a significant difference, despite the almost a century of cultural differences between your families and the Corps blips.
Diplomacy:
-- Welcome the new arrivals properly with a few colony-wide social events, explain our cultural norms, a general overview of what's acceptable and what isn't, how things work regarding credits and labor distribution, etc.
-- Make sure you're not just info dumping all of this on them, try to be personable, avoid coming on too strongly, and let them get settled in first.
-- Results:
It helps that much of how your people operate is the least alien thing about their circumstances. A lot of the newcomers were already from fairly isolated colonies off-world -- and wasn't that a kick in the pants -- who were considered fairly "backwater" to begin with; as that was the best place to hide from the Corps. The hardest part of integrating the newcomers was the slowly dawning realization of the many who had family members that they will likely never see them again. But that was offset in large part by the sheer welcoming and accepting presence of the original colonists; it's hard to feel truly alone when you can feel the warmth of the minds of those around you and know that you are accepted.
Personal:
-- Use your smooth talking to help integrate the new arrivals, and invite them to the cultural center to talk about their needs, wants, desires, etc.
-- Results:
Most of the newcomers integrate fairly well into the Clans -- but a significant portion don't. The Families had been slowly but surely deteriorated by the Psi Corps over the eighty-ish years since you left the homeworld, and as a result there's a significant subset of newcomers that choose to opt out of the existing Families. As a compromise you promise to hear their concerns directly; between that and the recently established "psi-democracy" system for voting on major issues this potentially ugly problem was nipped before it ever became intractable.
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.)
-- []
Sorry for the brevity of this post, y'all. I just decided it's better to do a sub-par turn than no turn at all, if that was what was going to get in the way of me getting back in the swing of things.
I'm opening the voting but please, self-discipline moratorium on votes for the weekend. I'll post a next turn Tuesday evening.
EDIT: FYI -- Food can be substituted for excess Biomass spending, but excess Biomass /can't/ be subbed in for excess Food spending. That "Sub" thing only goes one way.
Yeah that's part of why I didn't make this turn too complicated. There's no way it hasn't fallen off of everyone's mental caches.
As to the Food to Biomass thing -- it was "FoodCost" I was replacing with Biomass as its own resource. Food is still Food (directly edible things and morale-boosting spices and the like), Biomass is non-food organic harvest (think wood, wood products, burnable fuels, and plastics or what-have-you.) I didn't like the "FoodCost" mechanic I originally came up with.
First, how many people are currently in our militia? Would it be feasible to have them (or whoever volunteers) become full-time members or would that affect our economy too much?
Secondly, could we get an informational thread to keep track of which clan does what? I vaguely remember the Alexanders doing research, but the rest is a blank for me.
Third, I'm trying to think of ideas for Starport modules, are any of these feasible?
Asteroid Mining Bay Dedicated storage and equipment for supporting asteroid mining operations.
What it says on the tin, hopefully gives us more minerals when we do asteroid mining.
Dedicated Sensor Module A collection of various high-fidelity sensors and equipment to keep watch over our solar system.
Also pretty straightforward, I'm not sure if this is already included in the Starport itself, though.
Auto-Maintenance Bay An autofactory/fabber jury-rigged to repair shuttles and small spacecraft.
Automatic repair or maintenance if the shuttles or possibly GEV ever get damaged in return for lowered energy and mineral costs.
Orbital Launch Bay Some mechanism for faster and easier ground-to-orbit launches, possible boons for emergencies and military operations?
I doubt we can make a space elevator, but really just anything that could give us bonuses in crisis events or lower any costs related to space actions.
Orbital Autofactory An autofactory solely dedicated to producing ship equipment and facilitating limited repairs/maintenance to large ships.
This is a bit of a stretch so I'm not expecting this to go through, but this module would help us repair our colony ship and construct new equipment/modules for it?
Starport Defensive Module Whether we scrounge up missiles from somewhere or just stick to using a large version of our psychic boom guns, hopefully this will allow us to shoot down any hostile aircraft or small ships.
Again, not something I expect to be used or needed, but it could be in the future.
Automated Security Protocols Prevents or deters hostile ground attacks, sabotage, intruders, etc.
Doubt this'll be used, but it's another example.
I'm assuming with all of these modules that our Starport isn't going to be anything large or very advanced considering our population size, but let me know if I'm wrong on that.
And lastly, it's been a few turns since we started the education/teaching program, is it worth checking in on how that's going or do we need to wait a bit more?
First, how many people are currently in our militia? Would it be feasible to have them (or whoever volunteers) become full-time members or would that affect our economy too much?
Strictly volunteer and rotated duty. Basically it's everyone. Even with the added people your total population does not yet meet the legal minimum (in the US) to be declared a village.
Secondly, could we get an informational thread to keep track of which clan does what? I vaguely remember the Alexanders doing research, but the rest is a blank for me.
Bear in mind that the Starport itself is not -- until Phase III anyhow -- actually comprised of any orbital facilities.
The first stage is a fuel-synthesizing machine, runway, hangar, and ground navigation beacon.
The second stage is a launch platform of some sort (you could for example scavenge one of the alien ruins' magnetic catapults) and "ground control tower" for scheduling and tracking in-system traffic. (This will improve orbital operations performance an extra step)
The third stage is a small space station suitable for permanent (or at least long-term) habitation of say a dozen people with full tachyonic sensor suites, a dedicated standard shuttle for frequent launches, and allows operations beyond "orbital" (meaning full navigation of the system).
Most of the things you suggested could be done in some form, but just keep in mind the scale of the facility.
Also: yes, once you have the third stage of the starport you can start building proper orbital infrastructure such as orbital factories, which would be able to directly deploy things that would otherwise require an Orbital Operation such as orbital power satellites.
ENERGY
1 Basic Peat Mine Complex: +2 Energy
1 Storm Nullifier: +2 Energy
3 Basic Fusion Reactor: +9 Energy
1 Syngas Reactor: +3 Energy
Cultural Center - Automated Field Hospital: -1 Energy
Cultural Center - Central Computer Core: -2 Energy
1 Vehicle Maintenance Bay: -1 Energy
4 Autofactory: -8 Energy
1 "Civilian" Autofactory: -2 Energy
1 Basic Mine Complex (powered): -1 Energy
Starport (Phase 1): -1 Energy
FOOD
- Base income: 6
- Base expenses: 2
- Current stockpile: 12
- Projected surplus: 4
BIOMASS (NEW)
-Base income: 6
- Base expenses: 5
- Current stockpile: 0
- Projected surplus: 1
MINERALS
- Base income: 11
- Expected asteroid mining: 1d10+2 =7+ (50% odds); =3+ (95% odds)
- Base expenses: 2
- Current stockpile: 1
- Projected surplus: 9
ENERGY
- Base income: 16
- Syngas Burn Rate: 3/3
- Base expenses: 16
- Current stockpile: 8
- Projected surplus: 0 (Note: Some fabbers/factories were turned off last turn. My projection assumes that all are used/powered)
Thanks for that, last question before I put up my first draft, but what's the difference between light/medium/heavy exploitation?
I know about the Robotic and Powered Tools upgrades, but I'm not sure if that's what it refers to or if there's an entirely different way of upgrading our deposits.