chaotic-logic
possible impossibility
- Location
- unknown
we could study optical computers and making optical computers out of psi crystals
2) There is another research project we could run for the Blight: trying to understand how the mechanism for assembling the pathogen in a host's body, through instructions that only reach the host electromagnetically, works and if it can be replicated without the Blight.
That's going to have a biomass cost per building, but it can be done with autofabbers at a 12:1 ratio (so 36 per autofactory). That being said, you'd need to armor-clad 86 facilities. This is a big spend is what I'm getting at.--[] Begin armoring buildings around the colony in the Stone-shell skin. Assign 3 Autofactories to this effort (9/14)
Yeah, I will have to do some work on this. Probably will come up with a list of 24-36 priority buildings for the first batch. We will see how much Biomass we have though.That's going to have a biomass cost per building, but it can be done with autofabbers at a 12:1 ratio (so 36 per autofactory). That being said, you'd need to armor-clad 86 facilities. This is a big spend is what I'm getting at.
Yeah, I will have to do some work on this. Probably will come up with a list of 24-36 priority buildings for the first batch. We will see how much Biomass we have though.
I should point out that Roboticization of a Basic facility requires an Autofactory action and has a Minerals cost. And then you must assign a value (0-3) of how much Energy/t you want to spend on that Facility, with that value mapping to the increased output of said Facility.
In other words, if you spend 2 Autofactory Actions and 4 Minerals, you can Roboticize the Ironwood Lumber Camps and at a cost of 3E/t each increase them from their current 2M/t, 2B/t to 5M/t, 5B/t ea.
This would cost you a total of 6E/t but increase them from 4M/t + 4B/t to 10M/t + 10B/t. It would also free up 2 Jobs.
Okay, a bit of a shift. I have scaled down the armor project and delayed the road, and threw in a lot of mechanization. We can't lose people when a facility collapses if there are only robots there!
I used these guidelines for roboticization:
After evaluating the costs I decided to try doing it with Psi-drones instead. Had to give up some research bonuses but it's more Autofactory efficient to do things this way and I wasn't planning on supercharging the power anyway.FWIW, facilities 'manned' by Psi-Drone Jobs (other than Research Labs and Exo-Wombs) don't require a Human Job (and thus won't have people in them). You get 3 "automation" jobs out of 1 Neuro-Throne and it only costs -1 E/t per Neuro-Throne, and 2 Autofactories and 1 Psi-Crystal Machine.
Roboticization has variable yield per-facility, costs 1 Autofactory per facility, and has a higher Energy cost. So you have two routes you can use for this.
If there is a specific skill you want focused on, telepathic or mundane, I'm fine with that, but telepathy in general is kind of broad and not really applicable to his current situation. James is the most powerful telepath in the colony at P8, and he can't change that through practice. He'll die a P8 unless the Vorlons show up. He's a colonial administrator in his 50s with young grandkids so his default is going to be trying to monopolize reading bedtime stories unless there is a specific skill or hobby he wants to pursue.I do have a comment, instead of the family thing maybe we can do an action to better ourself. Like I assume we spend time with family already so lets use an action to focus on us gaining more telepathic knowledge or something.
I just handwaved that part away when you guys first got it set up. The +2 Energy/t it produces for you is basically feedback given to the control antenna and that's wrapped into the spaceport.Incidentally, is the Storm Nullifier all an orbital sattelite, or is there a ground component? If the later we need to armor it.
If there is a specific skill you want focused on, telepathic or mundane, I'm fine with that, but telepathy in general is kind of broad and not really applicable to his current situation. James is the most powerful telepath in the colony at P8, and he can't change that through practice. He'll die a P8 unless the Vorlons show up. He's a colonial administrator in his 50s with young grandkids so his default is going to be trying to monopolize reading bedtime stories unless there is a specific skill or hobby he wants to pursue.
Or see if the various psi-amp stuff can boost him to 9 and then he can learn a skill using that.
More specifically, unless the QM says, assume nothing of note happens automatically.
A human teep's P-rating is genetic and immutable. Training can vary their efficacy with certain tasks, but a P4 is a P4 for life and a P8 is a P8. The Vorlons could change this -- but they did so by modifying the organism.
Psi-amps /can/ give a teep the ability to "wield brute mental force" at a P-rating above their natural limit, but only by draining the batteries connected to the psi-amp in doing so. No amount of drawing on a psi-amp will increase a teep's base P-rating.
The way I envision this stuff, is that the Quest Action categories are basically actions of governance over the course of the turn/year. When you specify things like spending time with family that affects more soft-target types of things like familial cohesion and the overall culture side of things. Sort of like how a president's "First Family" has no standing in the government legally but has historically played into things like how Jackie Kennedy's style choices affected fashion for the country during JFK's term of office.
Just so. When you increase telepathic brute muscle/potence with a psi-amp, you're essentially bulking out your muscles. You get more raw force, but you lose fine control. You can still do stuff like raise mental shields or blunt mental attacks, but the further you exceed your base ability the more charge on the psi-amp's power systems is required and the less your natural talent can shape the psychic energies.I think the answer is he can't because T8 -> T9 isn't just "you have more teep power" it is "you have more fine control".
(cf Ironheart.)
Speaking as a player, I think you should argue for a governance category. Like.. the point of personal actions IS yearly vacations and such.