Does anyone else think continuing work on biotech and ancient Blight is good? I want to make the grass farms and Ironwood plantations.

Kelp farms and storm peat too.
 
Does anyone else think continuing work on biotech and ancient Blight is good? I want to make the grass farms and Ironwood plantations.

Kelp farms and storm peat too.

We can seed more Storm peat very easily, and given our food situation it's probably a good idea to do that right now to build up some biomass and energy. We can build a dredging facility and start seeding Ironwoods, but that will take a few years.

The Grass farms don't make a lot of sense right now because we have a lot of extra population for jobs and not a huge amount of energy surplus. We don't know how to seed the Kelp yet, which is unfortunate because the Kelp farms are excellent.

I had a thought for a research project called Blight Isolation. Essantially since we can now stop the Blight from spreading using Faraday cages we could potentially create a secure lab to contain a sample for study. Mostly we have seen the aftereffects of the Blight in the genetic changes it has made, but if we could catch a sample of Blight moving from dormancy to active transmission we could potentially isolate and study the sample.

Of course, that will be up against High tensile materials, better hydroponics, and other projects when plans start to get submitted.
 
Does anyone else think continuing work on biotech and ancient Blight is good? I want to make the grass farms and Ironwood plantations.
Blight is no-longer an emergency, but I think we want to keep working on it long-term as a lower priority. It is messing with our mitochondria, after all. However I would not object to putting it off for one or many turns right now. (I think we might need decades to build the institutional knowledge to handle it)

Grass farms sound good, not so sure about ironwood plantation (remember dredging station prerequisite). For raw biomass, probably most efficient to grow(/fish) food and dump it in the biomass hopper.

Research-wise, I'm convinced that psi crystals will lead to both agrav and reactionless drive, so I'd support helping the civilian research project on that.

---

RE: HYDROPONICS
Guys, we've been using hydroponics since literally Turn 1.

you decided to have some of the cleared area set aside for a more mechanized farming setup; use of greenhouses, hydroponics, and aeroponics that would be almost more suitable for asteroid or artificial habitats than planetary colonies, but no less effective for all the same.
(Emphasis mine)

Now it's time for you all to join me on the dark aquaponics side. Close the nitrogen loop. Replace chemical fertilizers with fish shit (and some bacteria).
 
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Research-wise, I'm convinced that psi crystals will lead to both agrav and reactionless drive, so I'd support helping the civilian research project on that.
You /CAN/:double down on Research by using multiple labs on the same project, so that's feasible.

But I'm going to go ahead and put a Pop cap on Research Labs. The private lab is a freebie as with the Clan Exowomb. I'll update the latest threadmark to reflect this.

Also: note you guys need to assign the Psi-Drone pops to a Job to get their +1 Yield bonus. That can also be applied to Research Labs as a +10 to the roll.

Now it's time for you all to join me on the dark aquaponics side. Close the nitrogen loop. Replace chemical fertilizers with fish shit (and some bacteria).

Catwhale aquaponics bays ... that's a lotta water. More seriously you guys could probably work out something with kelpfarm aquaponics for sure. You just haven't dedicated any time to active farming.
 
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Extremely preliminary plan, with several autofactories still unused. Please comment on what you think the plan needs.

[] Plan "We can't stop here! This is centipede country!"
-[] Industry:
--[]Blight-Harden all the Greenhouses. Potentially also Blight-Harden the Biomechanical Material Farm since we know the Blight can affect that.
--[] Seed 1 storm peat deposit. 10 Food, 1 Autofab
--[] Build 1 Storm-Hardened mine on storm peat deposit, 2 Minerals, 1 Autofab
--[] Build 1 Storm-Hardened Dredging Facility. 2 Minerals, 1 Autofactory
--[] Build 1 Storm-Hardened Grass Farm. 2 Food, 3 Minerals, 2 Biomass, 1 Autofactory
More building to come...
--[] Possible Psi-drone assignments:
---[] 3 drone jobs assigned to Labs
---[] 1 drone job assigned to the civilian Lab
---[] 3 drone jobs assigned to Kelp Farms
---[] 3 drone jobs assigned to Storm Peat Mines
-[] Orbital
--[] 5 craft devoted to asteroid mining
--[] 1 craft will investigate the last known anomaly in the system
-[] Military:
--[]Go Ninja Cat-snakes! Go! With it now safe to go outside the militia can stage some exercise focused on stealth. With the example of the Catxolotls we can practice hiding from both mundane and telepathic detection. Exercise to be conducted both individually and as squad level choirs.
- [] Exploration:
--[] Survey the last known anomaly in the system
--[] Attempt to wrangle some of those honey producing centipedes. Locate a population, study their diet and needs, and try to capture some for domestication. Big hats required, lassos optional but probably not going to be used. Probably.
- [] Research:
--[] Blight Isolation project. Design a secure facility to isolate a sample of active Blight should one be discovered. This will serve as a prelude for future Blight research.
--[] Continue existing projects
- [] Diplomacy:
-- []Art competitions focused on imagining potential space craft we could design. In the next few years we may start creating our own manned space installations. We already have started to modify our Earth based shuttle designs to adapt to the materials we have access to. In the coming years we will likely start to design our own spacecraft. We have examples of what Earth's future designs look like: windowless boxes in space. We also have glimpses of alien craft from the memories of the uptimers, memories of the footage of Minbari warships from back during the war, maybe look at a Drazi or Pak-Ma-Ra merchant ship while a Blip was fleeing the psi-cops and looking to stow away. Any of these sources, as well as the ruins of this planet's previous inhabitants and it's flora and fauna, are valid influences for a visual art competition. This is not a design competition, we are nowhere near that point, but an imaginative exercise designed to get the creative juice flowing and engage people with our rise to space.
- [] Personal:
--[] Try to continue on the solid re-connection with Mira from last year. Maybe start thinking of baby names again...
--[] Get a big hat and join the great Centipede drive. No, a bigger hat than that.
 
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Comments, as requested:

Blight harden the biomat facility: yes. The greenhouses are less critical; while we maintain the morale bonus, the impact is small. Add/postpone blight hardening to round off the last chink of a budget.

Rest of the construction: looks good. I'd like more Energy if we can manage it.

Looks like we're going to have to be careful about budgeting minerals, given how much that income can fluctuate. We should probably start ordering build lists by priority, with instructions to stop if/when we run out of resources.

Might also be worth building a minerals-only warehouse too, so don't have to worry about overflow so much.

Military: I'd rather start learning about our neighbors. We have a tachyon beacon, we can listen on local ftl communications.

(Also I think we might we might want to do some cultural prep/groundwork before teaching people how to turn invisible. Auditable surveillance cameras or a code of ethics or something.)

Research: I think a dedicated facility is premature, and it feels like an attempt to sneak around the science lab cap. Blight-hardening our existing labs is about the extent of the isolation we know how to do anyway. (We should definitely harden the labs, though. Or at least the lab that's working on the blight.)

I think we should put research towards psi-crystal manufacturing, grav-plate analysis, or high-tensile biomaterials.

Diplo: maybe broaden to trying to imagine an entire cultural aesthetic? Space is good, but we're also going interesting places with psi interfaces, amplifier fencing, indoor skydiving (zero-g rec facilities once we have the tech), weird food, overbuilt architecture, grown biomaterials, kobold integration, and whatever else I'm forgetting.

(We could go zeerust medievalism, old-west cyberpunk, probably a bunch of different takes on solarpunk, idunno)

Big hat: yes. I like sombreros. Maybe a bunch of different hats to keep people entertained. Maybe one hat that slowly gets replaced with successiively bigger hats grows over the course of the year, until it's comically oversized.

(Oh no. I just realized that when we eventually have ambassadors, they're going to be telling stories about our culture as if they're from the distant past, when the event in question was like three years ago.)

Edit: Oh yeah, psi bot(s). We only have one now, and can't build more until the civilian research completes. I'd say put the one we have on Energy?
 
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As long as our ambassador starts with " A thousand years ago..." Everyone on B5 will tune out and they can say any shit they want.:grin:

I wasn't thinking of getting an extra research slot with the isolation project, more adding an extension to one of our existing labs. Then if we ever roll another Blight outbreak we can isolate it and starting research when we have a slot free and want to start. I might be overthinking this and maybe we just faraday cage one of the labs and declare that the Bio research lab. I don't think we need to Blight-Harden our fusion research or any of our other non biological projects.

@Logos01 would Blight Hardening a lab be enough to turn it into a safe research area for the Blight, or would the research project be necessary?

I wasn't sure if we could boost fusion reactor output with drones, so I went with 2 sets of biomass generators so we can run the syngas reactor and get some more power that way. Assuming that we can raise output from 2-3 the Storm Peat expansion and drones will net us an additional 5 energy income plus we could switch on the syngas for another +3. We don't have enough stockpile to raise another 12 Solar farms but we could divert a shuttle and an Autofactory to raising another solar satellite adding a further +2. Then we could add to orbital Solar farms to that in another action when we have too many minerals.

I really don't want to build and crew more basic fusion reactors when we might be getting better stuff soon.

Edit: I could do it though, 2 autofactories and 8 Minerals would get us +6 Energy for the cost of 2 jobs. With 9 projected mineral surplus, in addition to +2 from the dredging facility we have 11 minerals before asteroid mining. We can't role less than a 20 with 5 craft mining, so we have guaranteed 31 minerals to play with. The 2 basic reactors would bring our building cost to 15 minerals, with 1 Autofactory left unused.

Thanks for the feedback 🙂
 
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Good to know. That leaves 1 Autofabber and 1 Autofactory uncommitted. I have 3 ideas for the Factory.

The is another Exo-womb. I'm not sure if this is a good idea because things are going so well with the Matriarchs and we built one in the last couple of years but we could do it.

2nd idea is another solar satellite. This would take a shuttle off mining and drop the lowest we could role from 20 to 16, leaving a minimum mineral income of 27 instead of 31. It would also cost 5 minerals/biomass. It would net us +2 energy and set up a solar farm expansion in the future.

3rd idea is the Sensor Sattelite Grid. Has an energy upkeep of 2, and costs 5 minerals/biomass, and lets us monitor the solar system.

I kind of want to start seeding a new Ironwood Plantation with the last Autofabber. It will take 4 years to grow so we may be out of the Founder era before we finish. Still a good resource though. A bit self-indulgent of me though.
 
I'm similarly hesitant about the exo-womb. I think we should leave it until at least our next pop ding.

I kinda want to keep the other ships on mining.

So I guess the plantation looks good. We can just turn off the autofac, or open it to (budget-conscious) civilian use

Edit: I'm happy with anything, really. I feel like I get slightly outsized influence by choosing what to emphasize in my Status Posts, so don't take this as me pushing very hard for any particulars.
 
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@Logos01 would Blight Hardening a lab be enough to turn it into a safe research area for the Blight, or would the research project be necessary?

The Blight Hardening works by eliminating the vector by which active blighted organisms can infect others. So yes, implementing an Isolated study area for the blighted crops would allow the associated research lab to improve its research rolls. You could study the full progression of the blight and intentionally infect other plants or animals to study it in the hopes it exposes itself more.

So I guess the plantation looks good. We can just turn off the autofac, or open it to (budget-conscious) civilian use

You need a Dredger to develop new Ironwood plantations. But you only need one Dredger regardless of how many you grow at once. That would lock out the build actions for the four turns though.
 
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The Blight Hardening works by eliminating the vector by which active blighted organisms can infect others. So yes, implementing an Isolated study area for the blighted crops would allow the associated research lab to improve its research rolls. You could study the full progression of the blight and intentionally infect other plants or animals to study it in the hopes it exposes itself more.

You need a Dredger to develop new Ironwood plantations. But you only need one Dredger regardless of how many you grow at once. That would lock out the build actions for the four turns though.
So I could essentially relabel Blight Isolation as Further Blight Research or Blight Research III; if we harden that lab? Because I was sort of focusing on the first stage of the process, capturing a sample of the Blight and being able to keep it fed and alive in a safe and secure lab for study.

I probably wouldn't do more than 1 plantation in a set, a full autofactory's worth of production would be 9 Biomass and 3 Minerals a year for 4 years. Even on the scale we've been working on 36 Biomass is a lot, almost half of our combined Mineral/Biomass spend last year.
 
I probably wouldn't do more than 1 plantation in a set, a full autofactory's worth of production would be 9 Biomass and 3 Minerals a year for 4 years. Even on the scale we've been working on 36 Biomass is a lot, almost half of our combined Mineral/Biomass spend last year
There's also seeding the mine tailings with Ironwood saplings. That would yield +1 Minerals / +1 Biomass bonus to the mines and would only take an autofabber each.
 
There's also seeding the mine tailings with Ironwood saplings. That would yield +1 Minerals / +1 Biomass bonus to the mines and would only take an autofabber each.
Okay, I may have another plan for our 3 mines and that last Autofactory. Are there additional costs for that? I probably won't finish up the plan until tomorrow morning though, it's getting late where I am.
 
Okay, I may have another plan for our 3 mines and that last Autofactory. Are there additional costs for that? I probably won't finish up the plan until tomorrow morning though, it's getting late where I am.
I never actually specified anything so let's call it 2 Biomass each (to represent the cultured saplings and the soil to mix into the tailing pits.)
 
[X] Plan "We can't stop here! This is centipede country!"
-[X] Industry:
--[X] Blight-Harden all 3 Greenhouses.
--[X] Blight-Harden the Biomechanical Material Farm
--[X] Blight-Harden 1 Science Lab
--[X] Build 1 Storm-Hardened Dredging Facility. Cost -2 Minerals, 1 Autofactory
--[X] Build 1 Storm-Hardened Grass Farm. Cost -2 Food, -3 Minerals, -2 Biomass, 1 Autofactory
--[X] Build 2 Storm-Hardened Basic Fusion Reactors. Cost -8 Minerals, 2 Autofactories.
--[X] 1 Autofactory will serve as 3 Autofabbers this turn
--[X ]Build 1 Storm-Hardened Autofactory. Cost -6 minerals, 2 autofabber
--[X] New Autofactory will serve as 3 Autofabbers this turn
--[X] Seed the tailings of all 3 mines with Ironwood Saplings. Cost -6 Biomass, 3 Autofabbers
--[X] Seed 1 Storm Peat deposit. 10 Food, 1 Autofabber
--[X] Build 1 Storm-Hardened mine on Storm Peat deposit. Cost -2 Minerals, 1 Autofabber
-- [X] Build 1 Storm-Hardened warehouse. Cost -1 Minerals?, 1 Autofabber.
--[X] Begin Seeding Ironwood Plantation. Cost -1 Minerals, -3 Biomass, 1 Autofabber
--[X] Psi-drone assignments:
---[X] 1 drone job assigned to the civilian Lab
--[X] Total projected Build Cost: -2 Food, -25 Minerals, -11 Biomass. Energy use will rise sharply
--[X] Keep syngas burn rate at 0/3
-[X] Orbital
--[X] 5 craft devoted to asteroid mining
--[X] 1 craft will investigate the last known anomaly in the system
-[X] Military:
--[X]Go Ninja Cat-snakes! Go! With it now safe to go outside the militia can stage some exercise focused on stealth. With the example of the Catxolotls we can practice hiding from both mundane and telepathic detection. Exercise to to focus on squad level choirs attempting to mask their movements, both on foot and in vehicles.
-[X]Exploration:
--[X] Survey the last known anomaly in the system
--[X] Attempt to wrangle some of those honey producing centipedes. Locate a population, study their diet and needs, and try to capture some for domestication. Big hats required, lassos optional but probably not going to be used. Probably.
-[X] Research:
--[X] Continue Blight Research. Using our Blight-Hardened lab attempt to capture, isolate,and sustain a sample of active Blight in safe and secure conditions.
--[X] Continue existing projects
-[X] Diplomacy:
--[X] Art competitions focused on imagining potential space craft we could design. In the next few years we may start creating our own manned space installations. We already have started to modify our Earth based shuttle designs to adapt to the materials we have access to. In the coming years we will likely start to design our own spacecraft. We have examples of what Earth's future designs look like: windowless boxes in space. We also have glimpses of alien craft from the memories of the uptimers,memories of the footage of Minbari warships from back during the war,maybe look at a Drazi or Narn transport ship while a Blip was fleeing the psi-cops and looking to stow away. Any of these sources, as well as the ruins of this planet's previous inhabitants and it's flora and fauna, are valid influences for a visual art competition. This is not a design competition, we are nowhere near that point, but an imaginative exercise designed to get the creative juice flowing and engage people with our rise to space.
--[X] Start discussions about the ethical issues around potential empathic concealment techniques. Point out that empathic stealth techniques aren't going to erase anyone from camera records, and while we don't want to become a society with cameras everywhere it is an option if there are signs of a problem.
-[X] Personal:
--[X] Try to continue on the solid re-connection with Mira from last year. Maybe start thinking of baby names again...
--[X] Get a big hat and join the great Centipede drive. No, a bigger hat than that.

Not sure about cost for the Warehouse, but I got it from the Plan that was implemented in Turn 15. We can go a little higher on Minerals if necessary. I built a 6th Autofactory so I could get my Ironwood Plantation.
I might have been too conservative again this turn, but we will have plenty to build next turn and lots of minerals to work with. The sensor grid, more power infrastructure in orbit, and more.
 
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[X] Plan "We can't stop here! This is centipede country!"

I am confused by your psi-drone assignments; we currently only have the one drone?
 
I am confused by your psi-drone assignments; we currently only have the one drone?

I may have misunderstood how drones worker. I saw this quote:
Psi-Drone technology unlocked. (Requires Psi-Crystal Machine action. 2 Minerals. 1 Energy. Creates 1 "pop" of Psi-Drones. Can be allocated to facilities in lieu of other workers.)
And assumed it gave us 10 jobs worth of drone for 1 drone pop. I then assumed the best way to use this would be to double up on jobs and increase output, since we aren't going to lay down Storm Peat and build greenhouses and mines fast enough to outpace our population. So I picked 10 facilities to try and boost output. If either the Kelp reaches 'heavily exploited' we will want to move drones elsewhere, since we can't replace the Kelp forests yet.

Actually, that opens up and interesting question: How many Jobs worth can work one lab? Could I have shoved 1 Job worth of Drones into the civilian lab and 3 each into the government controlled ones; giving us +30 on our research roles?
 
Psi-Drones can work 1 Job per Psi-Drone pop.

Actually, that opens up and interesting question: How many Jobs worth can work one lab? Could I have shoved 1 Job worth of Drones into the civilian lab and 3 each into the government controlled ones; giving us +30 on our research roles?

Up to three Psi-Drones can work the same Job. For a Research Lab that would indeed create a +30 to the rolls. You can also have two Labs work the same research project and assign three Drones to each. That would yield 2d100 + 60 (Psi-Drones) + 40 (Psi-Amps) + 20 ( Labs ) as the research output for that turn. 122-320 avg 221. Not shabby.
 
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