Voting is open
--[X] Build 1 Storm hardened civilian autofactory. Cost 2 autofabber 6 minerals
This would put you at six autofactories. I can let you have the existing Civilian Autofactory do this, but it would come with an expected increase of the reserve budget from -2 to -4 (all categories).

This will impact the scale of the reward you get for maintaining the civvie economy when it finally gets revealed.
 
This would put you at six autofactories. I can let you have the existing Civilian Autofactory do this, but it would come with an expected increase of the reserve budget from -2 to -4 (all categories).

This will impact the scale of the reward you get for maintaining the civvie economy when it finally gets revealed.
We have 5 autofactories and 3 autofabbers.

The Rectenna, Lab, and sattelite are each 1 autofactory for 3 autofactories total.

The remaining 2 autofactories can each perform 3 autofabber actions. This gives us a total of 9 autofabber actions.

Solar farms are 1 autofabber
Gun shuttles are 2 each or 6 autofabbers total.
Civilian autofactory is 2 autofabbers.
1+6+2=9
So I have literally used up every non civilian autofabber but I have not gone over by my count.

I may have mucked up by putting the Science lab at the bottom.

Edit: I have edited the post to put the science lab with the other autofactory actions and state that 2 autofactories will serve as 6 autofabbers this turn.

The reason I had put the science lab at the bottom originally was that I viewed it as the lowest priority. If I had miscalculated just drop the lab.
 
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@Logos01 Can you confirm the calculations above? I want to be sure I haven't made an error, but by my count we can produce everything in the plan without drawing on the civilian production.

If I am in error I can either drop 1 shuttle and 1 anomaly exploration, or drop the science lab, depending on how far off I was.
 
@Logos01 Can you confirm the calculations above? I want to be sure I haven't made an error, but by my count we can produce everything in the plan without drawing on the civilian production.

If I am in error I can either drop 1 shuttle and 1 anomaly exploration, or drop the science lab, depending on how far off I was.
I mis-remembered the 2 autofabber actions as 1 autofac action for building a new autofactory.

Solar Farms are 2 minerals each though. (You /can/ use Biomass thanks to the biomech structure facility though.)
 
I mis-remembered the 2 autofabber actions as 1 autofac action for building a new autofactory.

Solar Farms are 2 minerals each though. (You /can/ use Biomass thanks to the biomech structure facility though.)
I've updated the plan, 18 minerals and 6 biomass for the 12

After thinking about things overnight I switched to 3 mining actions and only 1 anomaly exploration this turn. We need to leave some minerals for next turn.
 
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Turn 17: To Vicinity And Beyond!
Scheduled vote count started by Logos01 on Aug 7, 2024 at 3:57 AM, finished with 36 posts and 5 votes.

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

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

Year: 2087 -- Storm Year

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


Military Assets:
-- Telekinetic Militia. (+1 Effectiveness)
-- Networked Watch Drones ( +1 Effectiveness )
-- 1 Squadron of Telekinetic Tactical Ground Effect Vehicles.

== Database Techs
- Colonization Basics.
Can build Tier 0 "Basic" basic facilities with autofabber action.
- Defense Basics.
Can build basic military gear, both personal and semi-autonomous drones.
- Energy Production Tier 1
Can design specialty Tier 1 facilities for power production. Most will require a Basic Autofactory.
- Ecological Architecture.
Can perform special actions to modify buildings to better perform or integrate better with local environment. (Example: "Storm Hardening").
- Space Operations.
Spaceports, Shuttles, Sensor Grids, and bears. Oh my!
- Ground Effect Vehicles.
Amphibious colonial survey design found in database. Increases efficacy of surveys, patrols, and hunts.

== Social Development
- Production/Energy Credit Economics
Basic and specialist pops have a minimum output that will always be met, and maintenance cost.
- Sporting Event Telepathic Training
Psi-amps have allowed teep training to be viewed as a form of athleticism rather than something to be endured. Long term impacts yet to be revealed.
- Clan Secrets
The Council of Matriarchs is planning to have each Clan develop their own unique spin on the skills one acquires as a teep and how to obtain them. While this can't affect Psi-ratings, the techniques one focuses on can have an impact on the jobs one is good at.
- Apprenticeships
The teens of the colony have persuaded the original generation to allow them to take on more responsibility and provide practical aid to the workers of the colony, easing the burden on the workforce.
- Telekinetic Dueling Culture.
The people of the colony are growing more invested in the personal prowess capabilities offered by the psi-amps.
- Civilian Economy Morale
The Civilian Economy has expanded to the state that it now provides a +1 Morale bonus to any facility with a malus that turn.
- Disaster Preparedness.
Militia Effectiveness now applies to disaster events.
- Storm Festivals.
Shocking culinary practices will now be a long-term part of the colony's social identity, representing endurance and togetherness. The Storm Month will be seen as a time when social status is secondary to reconciliation.

== Kithhame Techs
- Anti-Sandworm Thumpers
Sonic generators designed to mimic pestilent sandworms' predators.

== Kobold Techs
- Kobold Veterancy Archives.
Eliminates potential unskilled labor penalties. Grants +1 bonus to tasks requiring extreme skill (combat rolls, medical performance, etc.,)
- Squadlink Technique.
Provides +1 effectiveness in small units from superior coordination.
- Stealth Technique.
Can allow militia members to remain undetected by sentient beings.

== Psi-Crystal Techs
- Psi-Amps (Primitive)
Through the use of electrically charged Psi-Crystals, a telepath can -- very clumsily -- use telekinetic abilities. The surface has barely been scratched with this. Psi-Amps can now also enhance telepathic operations and mind-machine interactions. +1 benefit (+10 to Research rolls).
- Telekinetic Weapons
Can use unengraved but larger psi-crystals to create heavy recoilless slug-thrower weapons, though they require hip or backpack power supplies.
- Psionic Interfaces
Telepathic interface technology can now work reliably with human-made computer components.
- Telekinetic Auras
By imbueing telekinetic energy into one's own bioelectric field, the field can draw on the person's metabolic energy and provide a basic 'reinforcement' of the bioelectric field into a sort of aura.
- Psi-Amp Multitasking.
Stronger telepaths can split their attention to perform telepathic and telekinetic actions simultaneously by 'shoring up' the strength of the 'psychic echo' in the psi-amps.

== Clan Psi-techs
> Alexander
-- Telescopic Clairsentience: Alexanders learn to use psi-amp interactions with light and sound to amplify signals coming from a given direction. Improves Psi-Amp bonus to some military actions.
> Gray
-- Empathic Telemetry: Grays learn to use their telepathic senses to detect the emotional resonance a person experiences with objects, thus determining in a sense the nature and degree of any importance personal possession, greatly easing disputes over personal possessions and theft complaints.
> Runningdeer
-- Kobold Memory Art: Runningdeers learn to use the Kobold Veterancy Archive in an abstract way, allowing the 'encryption' of personal secrets within the group by pairing symbolic references within the Archive with imagery that's shared as 'decryption keys' with fellow teeps.
> Ironheart
-- Circle Amplification: Ironhearts learn to include psi-amps in their cooperative choirs. While traditionally choirs cannot actually increase their effective P-rating, including a trained Ironheart into a choir can make psi-amps more energy-efficient when multiple teeps are involved. Adds +1 to the effect of psi-amps on any telepathic action that requires a choir.
> Stoner
-- Psychic Contracts: Stoners learn to use their telepathic capabilities and the informed consent of those involved to create a 'resonance' with a certain list of terms between those individuals. This creates a sort of mutual awareness of compliance with the agreement and, with psi-amp assistance, an aversion to breaking the terms as understood by both parties. Improves Civilian Economy yields with +1.
> Namikawa
-- Psi-Hand Technique: Namikawas have learned methods to partner the telekinetic 'bubble' psi-amps can maintain with the tactile response of their hands, drastically improving the resolution of sensory feedback from psi-amps when analyzing or appreciating the shapes and flows within the field. Adds +10 to Psi-Amp bonus to Research Rolls.



== Biomechanoid Techs
- Biomechanical Material Farms. Grows ancient alien's biomechanoid structural material from raw biomass.
-- Research Options: High Tensile variant.

Tier 0:
- Basic Autofab: -1 Energy Prod. Allows 1 Autofab Action/turn. Cost: 1 Autofab Action. 2 Minerals.
- Basic Militia Gear. Allows 1 pop to perform military actions. Cost: 1 Autofab Action. 1 Minerals.
- Basic Hab Complexes. +1 Pop Cap. Cost: 1 Autofab Action.
- Basic Greenhouses. +1 Food Prod. Cost: 1 Autofab Action.
- Basic Mines: +1 Minerals Prod. Cost: 1 Autofab Action.
- Basic Lumber Camp: +1 Biomass. Cost: 1 Autofab Action.
- Wind/Solar Farm: +1 Energy Prod. Cost: 2 Minerals. Up to 1 Autofab Action (build up to 12 with 1 action.) (Cannot be Storm Hardened.)
- Syngas Reactor: +1-3 Energy/-1-3 Biomass. Cost: 2 Minerals. 1 Autofab Action.
- Basic Autofactory: -2 Energy Prod. Allows 3 Autofab Actions OR 1 Autofactory Action. Cost: 2 Autofab Action. 5 Minerals.
- Gunshuttle. -1 Energy Prod. Allows 1 Orbital Operation /turn. Cost: 2 Autofab Actions. 5 Minerals, 5 Biomass (Biomechanoid).
- Basic Kelp Farm. +1 Food, +1 Biomass, -1 Energy Prod. Requires deposit. Cost: 1 Autofab Action, 1 Minerals.
- Cultural Center. 0/0/0. Negates all Cultural Crisis penalties when complete. 1 Autofab Action, 4 Food per stage. (Core / Ring / Wings )
- Basic Vehicular Maintenance Bay. Provides 'care and feeding' for 1 squadron of storm-hardened GEV's. -1 Energy. Cost: 2 Autofab Actions, 2 Biomass, 2 Minerals. Includes the squadron.

- Build Storm Peat Deposit. Adds a Storm Peat deposit to the planet. Cost: 1 Autofab Action, 10 Food.
- Build Ironwood Plantation. Takes 4 years. Requires at least one Dredging Station to be operational the entire term. Cost: 3 Biomass, 1 Minerals per turn. 1 Autofabricator action per turn.
- Seed Ironwoods Into Mine Tailings. Adds +1 Minerals and +1 Biomass to a Mine. Cost: 1 Autofab Action, 2 Biomass.

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

Tier 1:
- Basic Dredging Stations. +2 Minerals, -1 Energy. Costs 1 Minerals to build. 1 Autofactory Action.
- Basic Fusion Reactor: +3 Energy Prod. Cost: 1 Autofactory Action. 3 Minerals. (-1 Without Purifier.)
- Storm Nullifier Satellites: +2 Energy Prod. Cost: 1 Autofactory Action. 5 Minerals. (Mitigates Storm Turn Penalty.)
- Standard Shuttle: Allows 1 Orbital Operation /turn. Cost: 1 Autofactory Action. 12 Minerals.
- Exowomb Nursery: -2 Energy Prod, -1 Food. Counts as extra pop for Pop Growth calculations. Cost: 1 Autofactory Action. 2 Minerals. 2 Food.
- Sensor Grid Satellites: Requires ground control. Provides sensor coverage for star system. Less effective when used passively. -2 Energy. Cost: 1 Orbital Operation, 5 Minerals, 1 Autofactory Action.
- Spaceport (3 stage facility.) -2 Energy per stage. Provides subfacility slots for orbital-related activities. Cost: 1 Autofactory Action, 5 Minerals per stage.
- Solar Rectenna Station: Provides ground link to Orbital Solar Satellites. Supports up to 5 Satellites. Cost: 5 Minerals, 1 Autofactory Action.
- Solar Satellite: Provides control to up to 12 Solar Farms in Orbit. +2 Energy/t (base). Cost: 5 Minerals, 1 Autofactory Action, 1 Orbital Operation.
- Food Synthesizer: Converts Biomass into Food. Not very palatable, requires -1 Energy/t when in operation. Cost: 1 Autofactory Action, 5 Minerals, 3 Biomass.
- Biomechanical Material Farm: Permits production of Biomechanoid Materials to substitute Minerals with Biomass. -1 Energy/t when in operation. Cost: 2 Autofactory Actions, 5 Minerals, 5 Biomass.
Grass Farm: +2 Food/t, +2 Biomass/t, -2 Energy/t. Automated (No Jobs). Cost: 1 Autofactory Action, -2 Minerals, -2 Food, -2 Biomass.

Psionic Tier 1:
- Psionic Drones: +1 "psi-drones" pop. Cost: 1 Autofactory Action, 1 Psi-Crystal Machine Action, 2 Minerals. Can support 3 Psi-Drones pops per Human Pop. Psi-Drones may work 1 Job per pop, producing +1 to that Job, and cost -1 E/t.

- Asteroid Mining. Harvest Asteroids that approach near Kithhame orbit. Provides 1d12 Minerals.
- Launch Assets. Allows deploying manufactured goods into orbit. (Max capacity, 12 Solar Farms / 1 Satellite.)


  • Trinary Star System.
    • Kith Prime A. Yellow Giant (50x larger than Sol). 2 hadean planets, 2 hot dead worlds, 1 possibly terrestrial, 2 gas giants. 2 dwarf planets. No asteroid belt.
    • Kith Prime B. Brown Dwarf. 2 frozen worlds. 1 gas giant. 2 asteroid belts. 1 dwarf planet.
    • Kith Prime C. Blue Dwarf. 2 Hadean Worlds. 1 Hot dead world. Kithhame. 1 frozen world. 1 asteroid belt. 2 gas giants. 3 dwarf planets.
    • 2 Energetic Anomalies.
      • "Lighting Hole". Building "Rift Observation Station" will grant permanent +20 to Hyperspace Theory rolls.
    • Charted (+1 to asteroid mining operations).
Colonies:
  • Kithhame
    • Population:
      • Humans: 3 Units (~670 people) ( -3 Food/t )
      • Kobolds: 5 Units (Self-sustaining)
      • Psi-Drones: 1 Units ( -1 Energy/t )
    • Planetary status:
      • Marginally habitable. Indigenous wildlife obviously alien but at times oddly familiar.
      • Planetary Storms hit every 5 years. (2072,2077,2082, etc.. Causes -1 to all facilities that turn. Chance of facility loss.)
      • Hostile Fauna: Sandworms. 25% 10% chance annually of attack on food reserves/production.
      • Notable Fauna: Stormrider Anemone. Catxlotls.
      • 3 Basic Minerals deposit found (3 Medium Exploited).
      • 2 "Storm Peat" Deposits Found (2 Lightly Exploited). ( Build mine to produce +1 Energy/turn, +1 Biomass.)
      • 3 Kelp Forest Deposits Found ( 3 Lightly Exploited). (Build Kelp Farm to produce +1 Food, +1 Biomass, -1 Energy.)
      • 2 Ironwood Deposits Found (2 Lightly Exploited). (Build Logging Camp to produce +1 Minerals, +1 Biomass.)
      • 3 High-mineral silt deposits found. (3 Unexploited). (Build Dredging Station to produce +2 Minerals, -1 Energy.)
      • 1 Alien Ruins Found. Unlocks biotech, telepathic interface, cybernetics technology paths. Contains 1 Psi-Crystal Fabricator.
      • Ancient Blight: 20% chance of total crop failure in Farms annually.
      • Food Synthesizer (Can convert Biomass into Food. Requires -1 Energy/t when active.).
    • Colonization status:
      • One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
      • One ruined/derelict transport ship from 2260
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes, Storm Hardened)
      • 2 Basic Hab Complex: 4 Pop Cap ( 2 Pop Limit, +2 Purification, Storm Hardened)
      • 2 Basic Warehouse Complex. +20 Storage Caps. (Storm Hardened.)
      • Cultural Center (Complete) ( Negates Cultural Crisis.) (All sub facilities automatically Storm Hardened.)
        • Automated Field Hospital. -1 Energy, -1 medical emergency impact
        • Central Computer Core. -2 Energy. (Telepathic interfaces. Colony-wide network.)
        • Archives. -1 Energy. (Retains memories of history, culture, social theory, improves educational outcomes)
      • 2 Vehicle Maintenance Bays. -2 Energy. (Provides 'care and feeding' for 2 squadrons of GEVs.) (Storm Hardened.)
      • Starport (Complete) -6 Energy. (Allows synthesis of fusion torch fuel. Protects Shuttles. Has subfacilities.) (Storm Hardened.) (Phase 2: Magnetic Launchers -- +1 to all Orbital Actions.) ( Phase 3: Tachyon Beacon )
        • Drydock. (Permits study, repair, and construction of larger ship classes.)

      • 1 Standard Shuttle. ( +1 Orbital Operations. )
      • 4 Gunshuttle ( +4 Orbital Operations. -3 Energy/t )
      • Clan Exowomb Nursery ( +10 Births/t, -2 Energy/t, -1 Food/t, Special: Does not count against cap, Storm Hardened).
      • 1 Exowomb Nursery ( +10 Births/t, -2 Energy/t, -1 Food/t. Max 1 Facility per Human Pop. Storm Hardened.)
      • 3 Research Facilities ( -3 Energy/t, Grants "Labs" perk, granting +10 to research rolls. Can sustain 1 research project per turn each. Storm Hardened.)
      • Private Research Facility ( -1 Energy/t, Allows 1 research project per turn not under Questor control. Storm Hardened.)
      • Biomechanical Material Farm ( Can spend 1 Biomass for 1 Minerals, for up to 50% of Minerals costs. -1 Energy when in use.)
    • Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 5 Autofactory. -10 Energy ( Storm Hardened )
      • 2 "Civilian" Autofactory. -4 Energy, -4 Food, -4 Biomass, -4 Minerals. (Storm Hardened, Reserved for 'private'/'civilian' economy. Costs 1 Job per Autofactory.)
      • 3 Basic Greenhouse Farms: +9 Food, -0 Energy ( 3 Food, +3 Kobold Pets, +3 Purification, +3 Morale, -3 Blight Pruning, Storm Hardened)
      • 3 Basic Kelp Farms: +6 Food, +6 Biomass, -3 Energy ( 2 Food/Biomass, +2 Kobold Pets, Storm Hardened)
      • 3 Basic Lumbercamps: +6 Biomass ( 3 Biomass, +3 Kobold Pets, Storm Hardened )
      • 1 Fishing GEV Fleet: 1d4+1 Food ( 1d4 Food, +1 Kobold Pets )
      • 3 Basic Mine Complex. +9 Minerals, -3 Energy ( 3 Minerals, +3 Kobold Pets, +3 Powered Machinery, Storm Hardened. )
      • 2 Basic Ironwood Logging Camps. +4 Minerals, +4 Biomass (2 Minerals, 2 Biomass, +2 Kobold Pets, Storm Hardened)
      • 2 Basic Peat Mine Complex. +4 Energy, +4 Biomass( +1 Energy, +1 Kobold Pets, Storm Hardened. )
      • 1 Storm Nullifier. +2 Energy. (Reduces Storm Turn penalty by 1 step).
      • 10 Basic Fusion Reactor. +30 Energy. (Storm Hardened. Purified. )
      • 1 Syngas Reactor. +0 Energy -0 Biomass. (Max of 3) (Storm Hardened.)
      • Solar Rectenna Station: 1/5 Satellites. (Storm Hardened).
        • 1 Solar Satellite(s). +2 E/t, ( Supports 12 Orbital Solar Farms. )
        • 12 Orbital Solar Farms. +12 E/t.


Clan Activity:
-- Clan Matriarchs promised to reveal teep actions that are capable of benefitting the colony as a whole.
== Alexanders -> Telescopic Clairsentience.
-- Alexanders learn to use psi-amps to amplify light and vibrations coming from a given direction. Improves Psi-Amp bonus to some military actions.
== Grays -> Empathic Telemetry.
-- Grays learn to use their telepathic senses to detect the emotional resonance a person experiences with objects, thus determining in a sense the nature and degree of any importance personal possession, greatly easing disputes over personal possessions and theft complaints.
== Runningdeers -> Kobold Memory Art.
-- Runningdeers learn to use the Kobold Veterancy Archive in an abstract way, allowing the 'encryption' of personal secrets within the group by pairing symbolic references within the Archive with imagery that's shared as 'decryption keys' with fellow teeps.
== Ironhearts -> Circle Amplification.
-- Ironhearts learn to include psi-amps in their cooperative choirs. While traditionally choirs cannot actually increase their effective P-rating, including a trained Ironheart into a choir can make psi-amps more energy-efficient when multiple teeps are involved. Adds +1 to the effect of psi-amps on any telepathic action that requires a choir.
== Stoners -> Psychic Contracts.
-- Stoners learn to use their telepathic capabilities and the informed consent of those involved to create a 'resonance' with a certain list of terms between those individuals. This creates a sort of mutual awareness of compliance with the agreement and, with psi-amp assistance, an aversion to breaking the terms as understood by both parties. Improves Civilian Economy yields with +1.
== Namikawas -> Psi-Hand Technique.
-- Namikawas have learned methods to partner the telekinetic 'bubble' psi-amps can maintain with the tactile response of their hands, drastically improving the resolution of sensory feedback from psi-amps when analyzing or appreciating the shapes and flows within the field. Adds +10 to Psi-Amp bonus to Research Rolls.

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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




Votes by plan, please:
Each turn is 1 year.
1 Action in each category, only write-ins for now while the dust settles and interest is shown.

- [] Industry:
(Agricultural, economic, and residential leadership actions go here.)
-- []
- [] Military:
(Militia, naval, wartime, and such go here.)
-- []
- [] Exploration:
(Scouting, mapping, resource survey type actions go here.)
-- []
- [] Research:
(Pulling schematics for practical application out of the colony ship's AI, discovering new techniques, biotech, and so on.)
-- []
- [] Diplomacy:
(Internal or external diplomatic actions. Building community, negotiating trade deals, and so on.)
-- []
- [] Personal:
(Things you do yourself.)
-- []
 
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Okay guys, the turn has been properly updated now. Opening the vote as well; I'm planning on the next turn being up by Friday so take the next couple of days to plan and then get your votes in by Friday morning.

(Also: you guys are gettin' up there with resource spends at this point. Almost 75 Minerals/Biomass spent. O_O)
 
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Okay guys, the turn has been properly updated now. Opening the vote as well; I'm planning on the next turn being up by Friday so take the next couple of days to plan and then get your votes in by Friday morning.

(Also: you guys are gettin' up there with resource spends at this point. Almost 75 Minerals/Biomass spent. O_O)
Might want to try and posi anew with a threadmark or somesuch, as right now you got no threasmark alert
 
Yeah, I definitely went overboard this turn after putting forward a fairly conservative plan for last year.

I suppose the good news is that we have a lot more mining capability now with the extra 3 gun shuttles. The downside is that we really can't take full advantage of the mining bay design without a lot more research into living in space. It may be time to start taking apart the colony ship to take a look at the gravity plating and start researching it. That might be the only way to create something small enough that we could build and still be livable for humans. Hydroponics and a regenerative life support system would also be something to work on.

We will also need that fundamental research if we are to build the Rift observation station. And there's one more anomaly we know about, and if we could build the Sensor Grid Sattelites we could see if there is anything else weird in the system.
 
The downside is that we really can't take full advantage of the mining bay design without a lot more research into living in space.
To be fair, I was giving a flavortext for the research points not crossing the threshold. Even your original set of colonists were familiar enough with spingrav to understand the basics and your research lab is just working out the formulas to for construction-material-strength to safe spin volumes/radii.

You'd be able to build a cylindrical core station with two counterweighted habitat sections and a hydroponics section easily enough, and the architectural design philosophy for what methods to use to route heat to radiators is a similar item; there are multiple possible options with their own complications and challenges. The ISS today uses liquid ammonia radiator panels to channel heat through the station to black radiant panels in the stations' shadow to emit infrared light. This is a very simple mechanism that requires little maintenance but comes with the complication of potential leaks of the ammonia. But the society your people come from would have more advanced methods such as possibly converting heat into visible light and emitting it more actively. This requires the use of nanotubes in careful configuration which would make the object glow visibly. Another option is excessively concentrating into magnetically confined plasma until it's near breaching the magnetic confinement and then venting it. (If you can concentrate the heat into less plasma than you can make from solar wind accumulation then you've got a viable waste heat disposal system.)

Those are all things that need to be decided and then formulaically solved so AutoCADs can procedurally generate actual facilities for you once you plug in the parameters.

EDIT: Don't get me wrong -- doing more like the food synthesizers or grav-plate tech will make a difference for things like orbital stations. As will unlocking more psyker stuff with the psi-amps. So there's absolutely merit in that. For example: the Food Synthesizer tech is reducing the production cost for building stations, since you can use simpler bio-chains for keeping important foods, meds, hygiene supplies, and the like and that translates to cheaper, smaller facilities for the same production purpose. Grav plates would do the same for your spin sections and make non-spin sections more feasible, which has a number of benefits, from needing less robust central support struts to vastly easier reclamation systems for moisture and volatiles (particles in exhaled breath, skin flakes, and so on.)
 
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Ultimately one of the best ways to deal with waste heat is to convert it into usable electricity.

Technically not too hard even with current tech the only reason its not considered is the cost of lift capacity given everything currently needs to come from earth.

Generally space/size isn't a concern apart from building cost with space station designs apart from sections like spin-gravity/high maintenance sections without appropriate technology to mitigate said costs in larger scales.

Which means even direct thermoelectric power is perfectly viable even without being more advanced then the 21st century versions.
 
Ultimately one of the best ways to deal with waste heat is to convert it into usable electricity.
That is thermodynamically impossible.

You don't turn heat into electricity. You turn heat differentials into electricity.
So, in the end, you need to have a hot side and a cold side, and keeping that cold side cold means getting rid of waste heat.
 
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That is thermodynamically impossible.

You don't turn heat into electricity. You turn heat differentials into electricity.
So, in the end, you need to have a hot side and a cold side, and keeping that cold side cold means getting rid of waste heat.

You can get clever with waste heat reclamation systems but this is Space Operatic Infernalism: attempts to conjure and bind Maxwell's Demon never end well unless you're already a sorcerer. (Possible future solutions could include thermokinesis solutions, for example. Cryokinesis to generate said cold zone would require dump the heat /somewhere/, but you could conceivably dump it as radiant energy directly into space [or hyperspace] without needing limited blackbody emitter panels.)

But that's well and far away from where the quest is now.
 
You can get clever with waste heat reclamation systems but this is Space Operatic Infernalism: attempts to conjure and bind Maxwell's Demon never end well unless you're already a sorcerer. (Possible future solutions could include thermokinesis solutions, for example. Cryokinesis to generate said cold zone would require dump the heat /somewhere/, but you could conceivably dump it as radiant energy directly into space [or hyperspace] without needing limited blackbody emitter panels.)

But that's well and far away from where the quest is now.

The First Ones aren't sorcerers?
 
With the advent of food synthesis and blight-hardening and their impact on potential food yields, I am going to weep about statistics. (wait no, i can use anydice)

I'm no-longer tracking Syngas Burn Rate; instead I'm listing it as a possible resource conversion.

@Logos01, do the Solar Rectenna Station and/or Solar Satellite require staffing? The Storm Nullifier does, so I'm currently guessing that the Solar Satellite also needs workforce.

FOOD
[Food as Biomass: at will]
3 Basic Greenhouse Farm: +9 Food
3 Kelp Farms: +6 Food
1 Food Synthesizer: 0/+X Food
3 Human Population: -3 Food
2 Exowomb Nursery: -2 Food
2 "Civilian" Autofactory: -4 Food
BLIGHT: -3 Food (1/greenhouse)

BIOMASS
[1 Syngas Reactor: -0/.../-3 Biomass]
[1 Food Synthesizer: 0/-X Biomass]
[1 Biomechanical Material Farm: 0/-Y Biomass]
2 Basic Peat Mine Complex: +4 Biomass
2 Basic Ironwood Logging Camps: +4 Biomass
3 Basic Lumber Camp: +6 Biomass
3 Kelp Farms: +6 Biomass
2 "Civilian" Autofactory: -4 Biomass

MINERALS
[1 Biomechanical Material Farm: 0/+Y Minerals]
3 Basic Mine Complex (powered): +9 Minerals
2 Basic Ironwood Logging Camps: +4 Minerals
2 "Civilian" Autofactory: -4 Minerals

ENERGY
[1 Syngas Reactor: +0/.../+3 Energy]
[1 Food Synthesizer: 0/-1 Energy]
[1 Biomechanical Material Farm: 0/-1 Energy]
2 Basic Peat Mine Complex: +4 Energy
1 Storm Nullifier: +2 Energy
10 Basic Fusion Reactor: +30 Energy
1 Solar Satellite: +2 Energy
12 Orbital Solar Farms: +12 Energy
Cultural Center - Automated Field Hospital: -1 Energy
Cultural Center - Central Computer Core: -2 Energy
Cultural Center - Archives: -1 Energy
3 Govt. Research Facility: -3 Energy
1 Public Research Facility: -1 Energy
1 Vehicle Maintenance Bay: -1 Energy
1 Vehicle Maintenance Bay (fishing): -1 Energy
5 Autofactory: -10 Energy
2 "Civilian" Autofactory: -4 Energy
3 Basic Mine Complex (powered): -3 Energy
Starport (Phase 3): -6 Energy
4 Gunshuttles: -4 Energy
2 Exowomb Nursery: -4 Energy
3 Kelp Farm: -3 Energy
1 Psi-Drone Pop: -1 Energy

JOBS
2 "Civilian" Autofactory
2 Vehicle Maintenance Bay
3 Basic Greenhouse Farm
3 Basic Mine Complex (powered)
2 Basic Ironwood Logging Camps
3 Basic Lumber Camp
2 Basic Peat Mine Complex
1 Storm Nullifier
1 Syngas Reactor
3 Kelp Farm

SPACE
1 Centauri Cargo Hauler
1 Standard Shuttle
1 Gunshuttle

State of the Colony:
Previous Turn

FOOD
[Convert 1 Food → 1 Biomass: Free]
- Base income: 12
-- 6 from greenhouses suffering Ancient Blight: 20% chance of total crop failure in Farms annually.
- Fishing Fleets: 1
-- Expected fishing yield: 1x(1d4+1)
- Expected income: 18 (50% odds) / 9 (95% odds) / 8 (worst case)
- Base expenses: 9
- Current stockpile: 28/40
- Projected surplus: +6 / +0 / -1
- We have enough food stockpiled to survive MANY worst-case years
-- (28 years without pop growth, not gonna track the demographics for with)

BIOMASS
[Convert 1 Biomass → 1 Food: 1 Energy activation cost]
[Convert 1 Biomass → 1 Minerals: 1 Energy activation cost; Max 50% total Minerals used]
[Convert 1 Biomass → 1 Energy: Free; Max 3 (Syngas Reactor)]

- Base income: 20
- Base expenses: 4
- Current stockpile: 0/40
- Projected surplus: 16

MINERALS

- Base income: 13
- Base expenses: 4
- Projected surplus: 9
- Current stockpile: 1/40
- Expected asteroid mining @ 6x(1d12+3): 57+ (50% odds) / 43+ (95% odds)
-- (assuming all available ships used for mining)

ENERGY
- Base income: 50
- Base expenses: 45
- Current stockpile: 16/20
- Projected surplus: 5

WORKFORCE

- Human Pops: 3
- Growth: 50 children/year (0.2 Pop/t)
- Housing used/available: 3/4
- Psi Drones (max HP*3): 1
- Capacity (HP*10+PD): 31
- Jobs: 22
- Spare Capacity: 9

PRODUCTION

- 3 Autofabricator actions
- 5 Autofactory actions
-- (or get 3 autofab actions per 1 autofac)
- 1 Psi-Crystal fabricator action

ORBITAL MINING/EXPLORATION
- 6 Orbital Operations


Daaang that asteroid mining

(If I made a mistake somewhere, please let me know)
 
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@TeaMug Did you include the 3 Kelp farms in the food calculation? I don't see them there, just the greenhouses and the fishing.

With base biomass income 20 and base biomass upkeep 4 we should be at 16 surplus, not 15. I think a 1 got dropped or doubled in one of those 3 numbers.

Beyond that I am humbled that after adding 14 Energy production in one turn we only got 4-5 surplus out of it; when you count the extra lab, the gunshuttles, and the civilian economy expanding.
 
@Logos01, do the Solar Rectenna Station and/or Solar Satellite require staffing? The Storm Nullifier does, so I'm currently guessing that the Solar Satellite also needs workforce.

The Storm Nullifier is a drastically more complex operation involving carefully calibrating solar mirrors to beam light into storm cells to break them up rather than agitate them. That's computationally and operationally complex and delicate. Solar power satellites use static planetary targets (the Rectenna) that can be precomputed. So the power satellites do not require Jobs.
 
@TeaMug Did you include the 3 Kelp farms in the food calculation? I don't see them there, just the greenhouses and the fishing.

With base biomass income 20 and base biomass upkeep 4 we should be at 16 surplus, not 15. I think a 1 got dropped or doubled in one of those 3 numbers.
Correct on both counts! Thanks for spotting those. Blight danger downgraded from orange to yellow.
 
@TeaMug I think I worked out what was off with the Food calcualtion, in addition to the 3 Kelp farms giving us 6 food you missed this bonus:

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

So our greenhouses are now producing 3 each for a total of 9 thanks to the morale boost. So our base income is 15 not counting the fishing, dropping to 6 plus fishing in a total crop failure through the Blight. So the lowest we can role is 8, compared to 9 food expenditure,

  • 3 Basic Greenhouse Farms: +9 Food, -0 Energy ( 3 Food, +3 Kobold Pets, +3 Purification, +3 Morale, -3 Blight Pruning, Storm Hardened)
  • 3 Basic Kelp Farms: +6 Food, +6 Biomass, -3 Energy ( 2 Food/Biomass, +2 Kobold Pets, Storm Hardened)


To be fair, I was giving a flavortext for the research points not crossing the threshold. Even your original set of colonists were familiar enough with spingrav to understand the basics and your research lab is just working out the formulas to for construction-material-strength to safe spin volumes/radii.

EDIT: Don't get me wrong -- doing more like the food synthesizers or grav-plate tech will make a difference for things like orbital stations. As will unlocking more psyker stuff with the psi-amps. So there's absolutely merit in that. For example: the Food Synthesizer tech is reducing the production cost for building stations, since you can use simpler bio-chains for keeping important foods, meds, hygiene supplies, and the like and that translates to cheaper, smaller facilities for the same production purpose. Grav plates would do the same for your spin sections and make non-spin sections more feasible, which has a number of benefits, from needing less robust central support struts to vastly easier reclamation systems for moisture and volatiles (particles in exhaled breath, skin flakes, and so on.)

Are we getting any insights in heat radiation technology from our disassembly of the future transport?

If we are able to build a partially rotating station then we definitely want the high tensile strength biomaterial research, that's a lot of mass rotating in the habitation modules. I do think hydroponics research would be another one to reduce the size and mass of the life support system. Unfortunately we only have the one research spot free so we will have to play favorites.
 
Are we getting any insights in heat radiation technology from our disassembly of the future transport?

The first research being so general is more a 'documenting what they did' rather than actually replicating anything. The transport ships mostly relied on extremely effective thermal insulation for their primary heat sources and ventable coolant, since they expected to transship large cargo amounts anyhow. It's a cheap and reliable method for ships that are always making port and resupply every week or two and wanting to cut as many corners as feasible everywhere else.

The insulation is more advanced than what you have designs for but it would come along for the ride with the fusion torch and ship reactor designs when you unlock those techs through specific research for them.

You have four big ones right now: uptime computing hardware, fusion torches, ship reactors, and transport hulls. Mastering all of these would let you build your own transport ships assuming you had an Orbital Autofactory, and possibly modify the base template to other jobs. Building such a Transport would unlock Interplanetary Operations which is a prerequisite for building the Rift Observation Station, or building an outpost on one of the other planets of the colony, performing Asteroid Capture operations.)
 
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