I may have to cut the solar farms from this plan for the moment with the corrected cost. With a Storm year coming in 2087, the year after this coming one, over investing in solar farms may be a poor choice. And if we can get the mining bay, and not spend all our minerals/biomass on other things, satellites may be a better return on investment.
I still think shutting down the extra machinery and conserving energy and biomass is the way to go moving into a Storm year. Losing 1 or more Fusion Reactors would hurt right now.
Edited to Add: We could always make some Psi-drones, but I'm not sure if we have the need of the extra workers given we are already going up in population. Still weird that we haven't built 1 in all these years, when we even get plans saying to use the drones for something.
Or we could make another Habitation complex. If we role the 10% chance and lose a complex to the Storm we may lose fewer people if we have extra housing for the displaced to move to quickly.
I don't think that's likely. Iirc there's a base 50% chance of damage and both the nullifier sats and hardening reduce it by 25%, to 0 for a facility which is both hardened and under a nullifier array. We've had I think 3 storm turns with no damage because of that?
Another way of looking at the solar farms is that they're paying a 50% surcharge over current fusion and risk future damage, in exchange for using an autofabber to free up autofactory uses now.
Could be worth it, especially in a growth context of using autofactories to make more autofactories + associated power supply. Particularly if the new factory builds some sort of productive asset.
In general I'm not a fan of shutting off infrastructure that could be building things.
Needless to say this has all upset my thoughts, though I suspect I probably won't try some sort of shock manufacturing project to put up an orbital solar grid.
Where are y'all getting the idea we're going to run out of housing? We currently have 4 pops worth of housing available - we built it shortly after the uptimers got dropped on us, when we were worried about more people appearing without warning.
I don't think that's likely. Iirc there's a base 50% chance of damage and both the nullifier sats and hardening reduce it by 25%, to 0 for a facility which is both hardened and under a nullifier array. We've had I think 3 storm turns with no damage because of that?
Another way of looking at the solar farms is that they're paying a 50% surcharge over current fusion and risk future damage, in exchange for using an autofabber to free up autofactory uses now.
Could be worth it, especially in a growth context of using autofactories to make more autofactories + associated power supply. Particularly if the new factory builds some sort of productive asset.
In general I'm not a fan of shutting off infrastructure that could be building things.
Needless to say this has all upset my thoughts, though I suspect I probably won't try some sort of shock manufacturing project to put up an orbital solar grid.
So as it stands, anything you guys rebuild now will have a chance to be destroyed in the storm turn.
Anything you build, now that you know about the need for the basic storm hardening, will have a 50% chance to survive the storms.
By adding 1 Minerals or Food (to represent structural plastics processed from biomatter) to the build cost will make them "Storm Hardened" as a trait, giving a -1 penalty to performance but reducing the chance of destruction to 10%. Future research actions can mitigate that -1 penalty. "Storm Hardened" also applies to orbital bombardment should that ever become a thing, as you'll be building in reinforced concrete and reinforced stormproof glass as well as with underground bunkers.
A single Storm Nullifier satellite will reduce the 50% chance to 25%, and the 10% to 0. It will also eliminate the -1 performance penalty buildings have on the Storm Turn. (Storm Hardened buildings ignore the Storm Turn -1 penalty but don't get a +1 from the Storm Nullifier.)
So with the corrected cost for solar farms and the correction on the storm danger I think I will drop the solar farms from the plan. I'm not sure
I agree that we are switching off any infrastructure, with the exception of the Civilian use dedicated autofactory the autofabbers and factories aren't really infrastructure, they are construction equipment. As long a we have sufficient inputs it make sense to use them, but we don't have that much right now. We dropped below 0 biomass the turn before last and currently have 5 biomass. We have 18 minerals after getting 29 from asteroid mining alone last year because we have been spending so far beyond our means. We don't have the economic fundamentals to run 5 autofactories continuously. Having to build and crew 1 fusion reactor for every 1.5 autofactories we build isn't improving the situation. We can have lean years where we save rather than expanding. Particularly because completing research projects often imposes unexpected costs, so we want to have a little of each resource in the bank so we don't hit 0.
Anyway, dropping the solar saves 6 minerals and one autofabber. If we start up one more factory we could produce a fusion reactor for 4 minerals or 3 and 1 biomass. If we want to start up the last autofactory, we won't have enough saved minerals to build much.
Where are y'all getting the idea we're going to run out of housing? We currently have 4 pops worth of housing available - we built it shortly after the uptimers got dropped on us, when we were worried about more people appearing without warning.
Sorry, saw the 2 Habitation complexes and didn't realize that was enough space for double that. Clearly I need to adjust the plan a little. That frees up 2/3 of an autofactory and 6 minerals 1 biomass.
[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 2ndExo-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.
ENERGY
1 Basic Peat Mine Complex: +2 Energy
1 Storm Nullifier: +2 Energy
9 Basic Fusion Reactor: +27 Energy
1 Syngas Reactor: +3 Energy
Cultural Center - Automated Field Hospital: -1 Energy
Cultural Center - Central Computer Core: -2 Energy
Cultural Center - Archives: -1 Energy
1 Govt. Research Facility: -1 Energy
1 Public Research Facility: -1 Energy
1 Vehicle Maintenance Bay: -1 Energy
1 Vehicle Maintenance Bay (fishing): -1 Energy
5 Autofactory: -10 Energy
1 "Civilian" Autofactory: -2 Energy
3 Basic Mine Complex (powered): -3 Energy
Starport (Phase 3): -6 Energy
1 Gunshuttles: -1 Energy
1 Exowomb Nursery: -2 Energy
2 Kelp Farm: -2 Energy
FOOD
- Base income: 10 -- 6 from greenhouses suffering Ancient Blight: 20% chance of total crop failure in Farms annually.
- Base expenses: 5
- Projected surplus: 5 (80% odds) / -1 (20% odds)
-- "Expected" surplus = 5*.8-1*.2 = 3.8
- Fishing Fleets: 1
- Expected fishing yield: 1x(1d4+1) =3+ (50% odds); =2+ (95% odds)
- Current stockpile: 22/40
- We have enough food stockpiled to survive FOUR blight years
-- Odds of four consecutive blight years: 0.16%
- In the worst possible case, we will have POSITIVE (+1) food income
BIOMASS
- Base income: 16
- Base expenses: 5
- Current stockpile: 5/40
- Projected surplus: 11
MINERALS
- Base income: 13
- Base expenseys: 2
- Current stockpile: 18/40
- Projected surplus: 11
- Expected asteroid mining: 3x(1d12+3) =29+ (50% odds); =19+ (95% odds)
-- (assuming all available ships used for mining)
ENERGY
- Base income: 34
- Syngas Burn Rate: 3/3
- Base expenses: 34
- Current stockpile: 10/20
- Projected surplus: 0
I guess I simply have to disagree. Biomass mostly doesn't go down unless we build things, barring the syngas, and 28 is pretty much exactly the average for 3 ships mining - 3d12+9.
We had 20, we gained 10 from surface mining, and we were going to get 12-45 from space mining. Ie there was at least 42 to work with.
My plans are aggressive with minerals I admit, but part of that is that it's better to get something working now and possibly have to slow down later, and partly that if get a really bumper year on the mining and maintain too much reserve we might end up with too much to fit in the warehouses. I'm sure the civilian economy will do something with it, but...
In a pinch there's a fair few low-mineral things that could be done with factories. For ex. those dredges.
My calc is net 0. But I've been going over the numbers tonight long enough I'm not sure of anything at all.
I think the food calc are wrong too. At least, my baseline was 4 (kelp) + at least 2 (fishing).
In any case, here is my scheme:
[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.
Additionally, is the semi-organic alien material infected by or harbouring the Blight?
--- [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.
For now, it should have dedicated educational spaces and equipment beyond those in the community center. This includes both general and specialised fields of study, though it's highly likely that this will be a project that takes years to complete.
--- [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.
At the end of the year, we should have:
At least 21 Food, ie 3 years reserve at 7/t
7 Biomass
11 Energy
Minerals idk, somewhere between 0 and 33 depending on research cost and mining rng but probably 15ish and almost certainly more than 6
If that's cutting things too close, someone could short the solar arrays and replace the exowombs with a fusion plant instead, or smth. It's quite possible the research cost estimate is pessimistic, but it is backing up two projects at once.
Construction:
I want to double down on the Blight but I also want economic research.
The exowombs seem popular and make sense to have as a medical thing or just for people who don't want to carry a baby around for 9 months.
Grabbing the last kelp farm because of course.
We've got triple the population now but only enough gear for one pop to mobilise. I don't actually know how that works and if it's a problem but it shouldn't hurt and might make sandworms and the like less likely to slip through the net.
Syngas: my plan last turn intended to build an automining facility of unknown cost and accept a negative Energy income - it would have run at least a -3. Maximising the syngas was to defray that. But biomass is now useful for more than power and stormproofing, and the longer it runs the more it costs.
Solar: I'm doubling down on research in this one, and using these to handle the power needs. We'll need to replace some after the storm, but we'll probably have the new reactors by then. There might end up being 1 or 2 more than we need, I'm not sure exactly how much power the research and university will need.
Research: big swollen telepath brain makes research backlog disappear in a flash. I expect they'll need all sorts of specialised equipment for this. If they don't, I still want to see what the psi drones do. That makes those experimental equipment too, right? I estimated this to take 5 Minerals, 1 Energy, but didn't explicitly budget it because it will cost what it needs to cost.
University: baby telepath very smrt. Invent many useful things in future. Buddy, this infinite Energy generator of yours is just a perpetual motion machine with a telekinetic crystal attached. This is "cover myself in oil"-tier research.
In future I'd like to have training facilities for all kinds of things, flight simulators and militia training ranges and all sorts, but at the moment I don't want to get too specific. Expecting another multi-phase project that becomes more thorough as it goes. We could probably use a dedicated hospital too, instead of just the Field Hospital.
Personal: poke the catwhale. Pet the catwhale. Love the catwhale (when fried with onions). Ask the catwhale to introduce you to all of its friends.
People wanted to integrate with the ecology, right? It doesn't get much more integrated than a mystical psychic bond like the protagonist of a horse novel.
Also this should turn up all sorts of fun details about the local wildlife. Like what sandworms taste like to those creatures with the intestinal fortitude to snack on one.
I considered having this as part of the military action and doing research assistance personally but it seems a bit too Exploration-ey to get away with that.
Anyway I'm 90% sure my calculations are correct but I've been staring at them forever and recounting dozens of times as I tweak the budgeting so you know how it goes.
When and if this whole Founder Era system gets too cumbersome to keep proper track of I'll switch things up to the zoom-out. We're getting close to that so yeah it's messy.
New system should be a looot more simple to keep track of. Instead I'll have Pop Centers of 5 types: Cities, Spreads, Hubs, Bases, and Universities. That's matched by 5 Pop types: Laborers, Biotechs, Merchants, Officers, and Academics. Cities can support 6 Laborers, and specialized Pop Centers can support 3 of their type. Kobolds and Psi-Drones don't take up space -- though Kobolds may need pop centers for orbital and deadworld pop centers.
Common Laborer Pops produce a base of 0.5 of each type of Resource. Biotechs produce 3 Biomass, Merchants produce 3 Industry, Officers produce 3 Readiness, and Academics produce 3 Learning.
Kobold Pops produce 1 of each Resource type and cannot be upgraded.
Psi-Drones are partnered with a Human Pop and produce what that human pop produces, but cost 1 Industry to produce and maintain per turn.
Human Pop growth rate is determined at a rate that is affected by the State of the Colony at the end of the Founder Era. (The stuff you guys are doing now will affect many aspects of the Nation Era, such as what starting techs you have when the transition kicks off. These will affect many things, such as Growth Rate.) Turns will increase in length to 5 years rather than 1, and there will be more opportunities to properly be Space Operatic.
There are 4 Resources: Biomass, Industry, Readiness, Learning.
Costs:
Human Pop: 1 Biomass, 0.5 Readiness.
Kobold Pop: 0.5 Biomass.
Psi-Drone: 1 Industry.
Specialize Human Pop: 1 Learning.
Respond to Disaster: 5 Readiness
Research Technology: 5 Learning
Build New Pop Center: 5 Industry
As things progress you will unlock new technologies that will do things like increase the Pop capacity of Pop Centers, increase the productivity of your Pops, or perform other special actions. (Examples that you will almost certainly not start with: Blaze Hyperspace Route: 10 Readiness, 3 Industry; Improve Planetary Defenses: 3 Readiness, 5 Industry, Colonize Dead World: 10 Industry, 10 Biomass).
Will we zoom back in if we are in more dramatic circumstances? 5 year blocks of time is probably really good for mapping growth over a century or 2, but the entirety of Babylon 5 took place in 5 years, and the Earth Minbari war only took 2 years.
When and if this whole Founder Era system gets too cumbersome to keep proper track of I'll switch things up to the zoom-out. We're getting close to that so yeah it's messy.
So just incorporating the costs to the benefits on the new play model:
Every Kobold pop is 0.5 Biomass, 1 Readiness, 1 Industry, and 1 Learning
Every Human Laborer pop is -0.5 Biomass, 0 Readiness, 0.5 Industry and 0.5 Learning
Every Human Biotech pop is 2 Biomass, -0.5 readiness, 0 Industry and 0 Learning
Every Human Officer pop is -1 Biomass, 2.5 Readiness, 0 Industry and 0 Learning
Every Human Merchant pop is -1 Biomass, -0.5 Readiness, 3 Industry and 0 Learning
Every Human Academic pop is -1 Biomass, -0.5 Readiness, 0 Industry and 3 Learning
Every Psi-Drone Laborer pop is 0.5 Biomass, 0.5 Readiness, -0.5 Industry, and 0.5 Learning
Every Psi-Drone Biotech pop is 3 Biomass, 0 Readiness, -1 Industry, and 0 Learning
Every Psi-Drone Officer pop is 0 Biomass, 3 Readiness, -1 Industry, and 0 Learning
Every Psi-Drone Merchant pop is 0 Biomass, 0 Readiness, 2 Industry, and 0 Learning
Every Psi-Drone Academic pop is 0 Biomass, 0 Readiness, -1 Industry, and 3 Learning
And it is 1 Learning to promote a Human Laborer to a specialist category. Every Human Laborer gets us net +0.5, every Human specialist gets us net +1.5. Every Kobold pop is a whopping Net +3.5! Psi-Drone Laborers are net +1 and Psi Drone specialists are net +2.
Kobolds are superstars, we really want to specialize our human pops, and one Psi-Drone Merchant can support 2 other Specialist Psi-Drones in the sense that it can pay their upkeep cost, though they need human pops to allow them to function.
I (tentatively; haven't finished digging fully into the new system) recommend dropping kobolds to producing 0.5 of each resource, and requiring no upkeep (kobolds in the current era are self-supporting). Then, fold any kobold 'upkeep' costs into the operating costs of facilities needed to support them on worlds w/o air or biosphere.
Clarification question: would a specialized Pop Center like a University support 3 specialists and 3 laborers, or just the 3 specialists?
I think a University only supports the 3 Academics. With the cost to specialize being only 1 Learning the main barrier to our expansion will be building enough specialized pop centers. 6 Laborers per city vs 3 for the other types.
Also, I wouldn't assume these numbers will stay constant, there may be ways to further boost our productivity through further investments in our population centers. Which may not be possible with Kobolds but will be possible with humans.
I (tentatively; haven't finished digging fully into the new system) recommend dropping kobolds to producing 0.5 of each resource, and requiring no upkeep (kobolds in the current era are self-supporting). Then, fold any kobold 'upkeep' costs into the operating costs of facilities needed to support them on worlds w/o air or biosphere.
They will have other limits on them that aren't apparent in the things described so far. Examples being that their population count and how it's set it obfuscated to you guys thus far. They're a special resource, and one that you can't control really.
Also, I wouldn't assume these numbers will stay constant, there may be ways to further boost our productivity through further investments in our population centers. Which may not be possible with Kobolds but will be possible with humans.
Also planning an early game Psi-Drone boosted Merchant and Academic Rush which will be completely scuppered when we discover we're in the Dilgar's neighborhood and desperately need Readiness.
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 2ndExo-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.
== 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.
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.)
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.)
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.
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.
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 2ndExo-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.)
-- []
2 ongoing research projects, unless we get a 3rd lab that will probably consume all our research for the next year.
I definitely under-spent on minerals, but we could put 12 Solar farms in orbit for one shuttle's action which would set up a lot of energy for 12 minerals plus the use of the shuttle.
Some interesting material science possibilities from Stormrider Anemone, and some potential directions for psi research from the Catxlotls and the sparring.