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This is really cool. Also us using stone-covered biotech is a cool aesthetic. I LOVE the idea of us looking primitive but being advanced behind the scenes.

Cool turn! Cool results. Cool developments.

The volcano mountain vault looks really cool to me. I definetly want us exploring it and setting up roads and underground passage and the infrastructure there. I want that to be our most secure location on this world. With all the bells and whistles. An epic project.

The underground lava tubes leading to various caves and such is also awesome and I definetly think worthy of us researching, exploring, examining, developing. And, who knows, but it might have offshoot tunnels that connect near to the underwater ruins and also to the citadel vault volcano mountain.

Stone covered biotech is AWESOME, so much potential, with something maybe we should/could lean into. Give us an aesthetic.

Vigor is interesting and cool and I definetly think we should cultivate it, both in the wild and then for us to create groves and stuff of trees.

On our research. Very cool. Very nifty. I like our many successes. Including, most especially in the laser one since it opens up construction options. The Blight one is also nifty.

Us doing Blight research and then turning that lab into a Biotech Facility is interesting.

I also think we should look into the grav plates, I think us having that tech is very very useful. And I think maybe we could focus on replication rather than full understanding at this time - for all that saying the above causes me to cringe as I don't generally think people should use alien tech they don't understand. But this is different.

I also vote on us doing something with the hyperspace rift. I think us sending a probe there is useful. Especially due to how it interacts with telepathy.

Speaking of that. I wonder if we can use a lab to study telepathy genetics. Maybe the future people have some knowledge they don't realize they have that they can use to push us forward in a safe and secure and not corrupting way. Also Psychic Research as a general thing is really useful because we KNOW there is more than just Telepathy and Telekinetics. Ooh side thought, developed TK for manipulation of smaller materials might let us uncover secrets in say grav deck stuff that otherwise we might not normally gather.

I also agree with the option list of Servetus, lots of good potentials there.

A related note is that the biotech shell is useful on reinforcing buildings, which could allow us to set up habitats in places that otherwise might be difficult to reach. This is of course a side note to the fact that if we cover our buildings in it we get stronger, self-repairing buildings more resistant to bad weather and such things. Which is a super useful thing to have.

Oh. Side note. When I read the part about "activating the anti-Blight system would cause the storm to get worse for that period" I went "yep, makes total sense." And then I thought of games where you do the thing and then it causes nature to rebel and you have to survive thirty minutes before the thing activates. hehe
I like everything you wrote but seeing this

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.

Has me going "oooh." Because there is much potential in this. Also it opens the doors for what I call Psychic Research and I think its super beneficial to us.

Oh. Note. The PPG research was cool. I like the idea of us using future stuff to try and make better now tech. Nice development there.
--

Oh wait. So I would like to unofficially officially make my thought on us expanding the Clan Council to be an Elder's Council rather than a matriarch council. Have there be two people per clan, one man, one woman. Let us become more.

Anyway. Yeah. Good turn. Good result. Fun stuff. Enjoyable read. Thanks for writing it!
 
For diplo next let's focus on the non clans people
Also we dont really need to exterminate the blight its managed and it's a natural defense against any invaders and ample opportunity to research.

Let's see we have rock scales shelled things along with bones/flesh of bio material we are going to show up odd on scans being powered by Crystal's in what looks like a ship made out of animal parts
 
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Okay, I'm going to do a rough draft
[]
-[] Industry:
--[] Blight harden Lab 2 and get it ready for projects that require Blight containment
--[] 2 Autofactories will serve as 6 Autofabbers this turn (2/13)
--[] Build 1 storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/9)
--[] Upgrade 5 Storm Peat mines with "Ionic Fluids" Perk. Cost: 5 Autofabber Actions (7/9)
--[] Build 1 Storm hardened Basic Vehicular Maintenance Bay. Cost: 2 Autofab Actions (9/9), -3 Biomass, -2 Minerals. Specialize these vehicles for hauling heavy freight, like digging equipment.
--[] Build 2 Storm hardened Neuro-Throne Rooms: 4 Autofactory Actions (6/14), 2 Psi-Machine Actions (2/5), -6 Minerals -6 Biomass.
--[] Begin armoring buildings around the colony in the Stone-shell skin. Assign 3 Autofactories to this effort (9/14)
--[] Assign 3 Autofactories (12/14), 2 Psi-Crystal Machines (4/5), and the new Heavy freight GEV hanger to the military Action, creating the road to Mt. Salcedo
--[] Assign 6 Psi-drone pops. 2 to lab 5 raising it to +30. 1 each to labs 1-4, raising each to +30
--[] 2 Autofactories and 1 Psi Crystal machine left on standby for unforeseen expenses
-[] Orbital
--[] 1 Supply Operation
--[] 4 Asteroid Mining Operations
--[] 5 Capture Asteroid Operations
--[] 1 Harvest Biomass Operation
-[] Military:
--[] The Road to Mount Salcedo. This will take a lot of workers other than people doing militia stints, but we will keep this the militia's project. The new Crystal enhanced tools should help, as should some heavy hauler GEVs and lots of explosives. 3 additional Autofactories have been assigned to help produce what is needed.
- [] Exploration:
--[] Locate stands of Vigor trees. We should take an inventory of how prevalent this species is within a few hundred kilometres of the colony.
- [] Research:
--[] Lab 1 will research Blight Cure III, trying to get that fatality rate down
--[] Lab 2 will research the Blight's electromagnetic transmission. How interactions with the body's bio-electric field can transmit instructions to alter genes and create the Blight pathogen; and do this reliably across species and planets of origin. There must be some shared code to organic life, like a set of runes that will be understood as a set of instructions by any cell from any planet. And apparently these signals can be sent and received electromagnetically. This could have profound implications even if we are in no position to use that knowledge at the moment.
--[] Lab 3 will continue the current project
--[] Labs 4 and 5 will begin researching Gravity plating
-[] Diplomacy:
--[] No idea yet
-[] Personal:
--[] No strong ideas

Not much building within the settlement this turn. I'm not sure if I am approaching the big construction projects like Mt. Salcedo the correct way. So far assigning a bunch of industrial capacity and an Action seems to be the obvious way to approach things. I'm not actually sure we should try to reach Mt. Salcedo before the big blow, we could have armoring the colony, reaching Mt. Salcedo, and potentially the Vault shelter all as big projects and Mt. Salcedo is the one where the benefits are more long term than short term.

I could divert 1 lab to continuing the Piezoelectric Aquifer studies, I think that could prove useful in the next storm year. Or we could try to get a more solid start on the Gravity Plating with 2 labs working it. I expect Gravity plating to be a huge project.
 
For diplo next let's focus on the non clans people

I second this. I think us making sure the non-clan people have a place is important.

Okay, I'm going to do a rough draft
[]

Pretty good plan.

So I would say that in Diplomacy we should do something, as suggested above, with the non-clan.

I like the two labs for grav deck stuff but I can also see the benefit of one lab there and one lab for Piezoelectric Aquifer studies. I'm not entirely sure which would be the better so I am good with either. but I def like grav research!!

Personal. Maybe we can have him do some personalized telepathic studies. See if he can push his power. Maybe we can also make sure him (and his wife) have Vigor.

I really like this --[] Lab 2 will research the Blight's electromagnetic transmission. So much potential!

I think building towards the vault make sense cause even if we don't build a vault now the existence of a road will have run off applications. So yeah its a positive thing.

---

As a random thing I just watched the season 4 episodes where Sheridan starts going after EarthGov. Neroon is awesome as an aside and I uh paired him with Marcus, so its sad both died. lol Anyway those episodes are great and there was an episode where the League had a council meeting and I couldn't help but think 'what if our planet had a presence in the League'. hehe
 
--[] Begin armoring buildings around the colony in the Stone-shell skin. Assign 3 Autofactories to this effort (9/14)
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.
 
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.
 
--[] Labs 4 and 5 will begin researching Gravity plating

I would say have one lab on gravity plating and have other keep working on psycrystals.
Mostly because psycrystals seem to be a keystone tech for us so any improvements there have widespread impacts.

Otherwise i think that plan looks good.


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.

For me
1. Housing/Shelter
2. Warehouses /Energy production /Key industry buildings*
3. Rest of the buildings

*stuff that is really expensive to build or needed to repair other stuff.
 
[X] Belated Automation
-[X] Industry:
--[X] Blight harden Lab 2 and get it ready for projects that require Blight containment
--[X] 2 Autofactories will serve as 6 Autofabbers this turn (2/13)
--[X] Build 1 storm hardened Autofactory. Cost: -6 Minerals, 2 Autofabber Actions (2/9)
--[X] Upgrade 5 Storm Peat mines with "Ionic Fluids" Perk. Cost: 5 Autofabber Actions (7/9)
--[X] 1 Autofabber actions spent armoring Facilities in Stone-shell skin. (8/9) Highest Priority facilities: Habitation Complexes, then the Colony Center, then the Rectenna, then the Spaceport. Following those are the 2 big Shipscale Fusion Reactors, the Biomaterials Farm, 1 Psi-Crystal machine, and the shelter for our museum ship (historical significance). Following that are the Labs, the Neuro Thrones, and the warehouses. We're way, way past 12 at this point so just follow the priority list and let us know how far we got this turn. If food is used as Biomass feedstock we will not go below 20 stored food, abandon the project partway in that instance.
--[X] Build 12 Solar Farms and boost into Orbit. Cost -24 Minerals, 1 Autofabber Action (9/9) 1 Orbital Action
--[X] Build 1 Solar Satellite Cost: -5 Minerals, 1 Autofactory Action (3/14), 1 Orbital Operation.
--[X] Build 1 Storm hardened Psi-Crystal Machine. Cost: -6 Minerals, -2 Biomass, 1 Psi-Crystal Build (1/5), 1 Autofactory Action (4/14)
--[X] Build 4 Storm hardened Neuro-Throne Rooms: 8 Autofactory Actions (12/14), 4 Psi-Machine Actions (5/6), -18 Minerals -6 Biomass.
--[X] Assign 12 Psi-drone pops. 1 each to every Kelp Farm (3), Basic Lumber Camp (3), Ironwood Lumber Camp (3), and Basic Mine (3)
--[X] Total Build Cost: -59 Minerals, -8 Biomass (not counting armoring project)
--[X] 2 Autofactories held in reserve
--[X] 1 Psi Crystal Machine assigned to assist Lab 4
-[X] Orbital
--[X] 1 Supply Operation
--[X] 4 Asteroid Mining Operations
--[X] 3 Capture Asteroid Operations
--[X] 2 Launch Asset Operations
--[X] 1 Harvest Biomass Operation
-[X] Military:
--[X] The Road to Mount Salcedo. Start marking out the route we want the road to take. The big industrial effort to build it may have to wait, but we can start mapping and planning now
-[X] Exploration:
--[X] Locate stands of Vigor trees. We should take an inventory of how prevalent this species is within a few hundred kilometres of the colony.
-[X] Research:
--[X] Lab 1 will research Blight Cure III, trying to get that fatality rate down
--[X] Lab 2 will research the Blight's electromagnetic transmission. How interactions with the body's bio-electric field can transmit instructions to alter genes and create the Blight pathogen; and do this reliably across species and planets of origin. There must be some shared code to organic life, like a set of runes that will be understood as a set of instructions by any cell from any planet. And apparently these signals can be sent and received electromagnetically. This could have profound implications even if we are in no position to use that knowledge at the moment.
--[X] Lab 3 will continue the current project
--[X] Lab 4 will research the Psi-Amps and the connection to the "Runes"
--[X] Lab 5 will begin researching Gravity plating
-[X] Diplomacy:
--[X] Attempt to canvas the community as a whole on people's concerns. Hearing from the matriarchs is great, and they are prominent community leaders, but it's still worthwhile to work out if there are any problems 'falling through the cracks'.
-[X] Personal:
--[X] The grandkids should be hitting the terrible twos. This could be fun.

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:
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.
 
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[X] Belated Automation

Good stuff! I like everything.

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.

Besides that, nice stuff. The blight research and the rune stuff is stuff I see lots of potential for us to create further developments.
 
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:

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.
 
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.
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.

Incidentally, is the Storm Nullifier all an orbital sattelite, or is there a ground component? If the later we need to armor it.

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.
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.
 
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Incidentally, is the Storm Nullifier all an orbital sattelite, or is there a ground component? If the later we need to armor it.
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.
 
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 just think its wasted to use a personal action slot on things that should happen automatically since he doesn't work 20 hour days.

So like he is already spending time with his wife, kids, grandchildren, lets use his personal action slot to do something that benefits him or something. Maybe have him try and look at updated telepathic skills from the future or read up on future knowledge cribbed from the future ships or something.

Maybe he can learn new telepathy skills, maybe ones that let him organize or administrate better. Or let him try and figure out new P8 skills. Or see if the various psi-amp stuff can boost him to 9 and then he can learn a skill using that. I don't know but something that is functionally useful.

I am fine with story wise him doing family stuff but us using the slot constantly for that when it can be used for more boosty stuff is not fun for me. Hence my suggestion.
 
generally, you should assume that personal actions are things that require time to arrange, which is why we take them for personal things.

More specifically, unless the QM says, assume nothing of note happens automatically.
 
Or see if the various psi-amp stuff can boost him to 9 and then he can learn a skill using that.

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.

More specifically, unless the QM says, assume nothing of note happens automatically.

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.
 
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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.

Yeah like I am fully aware of this. (Well genetic engineering and Teep superscience can change it, as proven by various PsiCorps experiments, but these are mostly deadly so I do not recommend). But if you are using a psi-amp to increase the P-level then that means you technically have access to the next P-level worth of powers, meaning training is important. So he could, under the psi-amp, train some P9 powers.

Like if if it lets you "wield brute mental force" wouldn't training let that brute go more finesse. Probably not as good as if you were of that boosted P-rating naturally, but less hammer and more smaller hammer or like screwdriver.
 
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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.

Which is another reason why I think we should use the quest action category of personal to do personal actions of governance rather than just family time, which we always seem to do.

Like I am all for family time, not knocking it, I just think we should have him do other things that might cause a benefit.

I was part of a BTech quest once on Spacebattles where the quest writer had all sort sof Personal actions listed that were cool and most of the time the players took 'spend time with family' and its like "But you have so many other cool options to do, why do we do that. Let us do the personal action to build the family company or whatever." So I see these things as a bit over the top when its constant. Family time should be happening anyway, especially when a character is not working 24-7.
 
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.)
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.

It's like the difference between making clay sculptures by hand and making clay sculptures with waterjets. You can do more with the waterjets, but the bigger the hose is the less fine a touch you can have; and there's also the upside that you can /also/ work stone with waterjets so you can do more kinds of art.

Speaking as a player, I think you should argue for a governance category. Like.. the point of personal actions IS yearly vacations and such.

Yeah, I'm not adding more base action categories. It's already asplodified enough as it is with the research labs and industry builds.
 
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