There are also some other things we want to integrate in the overall design and that is weapon emplacements.
Mostly AA and some orbital guns and potentially some lasers to shoot down incoming projectiles
... Your housing complexes will not be needing its own militarized anti orbital capabilities. These are not independent outposts or remote colonies being discussed.

B5 as a setting is also very space operatic, but has some contemporary sensibilities present: people don't put anti orbital or AA emplacements in residential zones or civilian centers to avoid collateral damage when those emplacements are targeted for orbital bombardment.

The air perfectly breathable on Kithmake. If the domes can't serve as storm protection then they don't need to be there at all. We need thick walls and armored storm shutters on every building, but we don't need to hold the air in or out.

For storm protected parklands, basically. Not the only way to implement the concept. Just a fairly easy one.
 
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... Your housing complexes will not be needing its own militarized anti orbital capabilities. These are not independent outposts or remote colonies being discussed.

Depends on the size of the housing complexes.
A full on Arcology for example would be pretty massive and pretty much the entirety of the current colony.


Other than that I am thinking of dome shaped housing complexes with a large greenspace in the middle and a series of different housing sizes to meet different family sizes.

With them then being able to connected other builds with underground pathways and potentially sky bridges if the stormy don't make that too dangerous. Also, potentially integrating several smaller dome shaped complexes into a much larger dome as part of the outer walls.

Then add in that we could also do some mixed housing there, where in some of them we leave large spaces for stuff like bars, gyms etc, that could be also used by other nearby housing complexes.

The thing is the housing is pretty tightly tied into the overall colony design/development and could depending on just what we go for means also direct integration with energy generation, fabrication and some potential food production.

Edit:
Part of why i mentioned weapon integration because at least for large housing complex setups that is likely viable and some early thought spend there could result in our cities/colonies being much harder to attack.

Something that is at least on my mind due to some of the future incoming stuff
 
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Speaking of AA and ground to space lasers.. how far are we from working on defenses around the colony, anyway?
Current plans are for a rapid response bay for either our militarized shuttle or hopefully a fighter design we can evolve from that. We could either attach it to the spaceport and use magnetic launchers to propel craft to orbit or put it up in orbit. Lasers or particle weapons powerful and long ranged enough to hit a space target from the ground or vice versa are probably out of our reach. Currently we have 4 militarized shuttles, the threshold for the minimum number for a defense force was 10.

So we are going to have 2 open labs once we build lab 6. We could restart work on the future transport technologies, or double up on the gracity plating, or design the Rapid response bay as either a spaceport or orbital installation. If we want the orbital installation I would like to finish the gravity plating first to make designing and building it easier, so that could mean doubling up on gravity plating and beginning the rapid response bay this turn. Or if we wanted the planetary launch bay we wouldn't need the gravity plating so urgently.

3 Psi-crystal machines and 6 Autofactories are spoken for to finish automating our resource production facilities. 2 more Autofactories to produce another lab and Ex-womb. That leaves us with 3 Autofabbers, 3 Psi-crystal machines and 6 Autofactories left and a whole lot of different things to do. A GEV bay dedicated to Vigor tree harvesting, maybe another for heavy haulers to help with big construction projects like the road. Continuing to armor the colony and beginning to establish some kind of installation underground.

Edit: Actually, there is another way to do this. Currently there are 12 Psi-Drones controlled from 4 Neuro-Throne Rooms assigned to labs. If I pulled 9 away and assigned them to the 3 Greenhouse, 5 Stormpeat mines, and the dredging facility, it would basically finish the automation process. The only resource extraction facilities without drones would be the grass farm (already fully automated) and the fishing GEVs (not taking that away from people, and we're not sending those out in the storm anyway). The bonus to those labs would drop to +40, but it would save a lot of industrial capacity for our other projects. We could build more militarized shuttles and still assign multiple Autofactories to different projects.

@Logos01 I think we may have missed a few changes to the colony. In turn 23 we boosted a basic Fusion Reactor to orbit, but you still have us listed as having 10 on the ground, we only have 9 now. As mentioned before in turn 22 we built both a Psi-Crystal machine and an Autofactory for the exclusive permanent use of the militia, the Autofactory made it into the record but the Psi-crystal machine did not. Hopefully the militia makes more progress after they remember where they left it. :D
 
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@Logos01 I think we may have missed a few changes to the colony. In turn 23 we boosted a basic Fusion Reactor to orbit, but you still have us listed as having 10 on the ground, we only have 9 now. As mentioned before in turn 22 we built both a Psi-Crystal machine and an Autofactory for the exclusive permanent use of the militia, the Autofactory made it into the record but the Psi-crystal machine did not. Hopefully the militia makes more progress after they remember where they left it. :D
Yeah, I'm going to review things in a bit and see what/if I missed stuff and tweak it back to suit.

Depends on the size of the housing complexes.
A full on Arcology for example would be pretty massive and pretty much the entirety of the current colony.

Remember that one Pop unit is 200 people. A Basic Housing Complex is basically ten two-bedroom 900sq.ft. apartments. A single AA emplacement would be bigger than that. Let alone an anti-orbital gun.

A "full on arcology" would be bigger than your entire colony. At Pop 6, you now have 1200 people.
 
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Right, I'm just trying to design a plan and working out if I need to assign another Psi-crystal machine to help the militia in addition to the 1 they have.

I probably will end up burning the diplomatic action on laying out proposed housing. Mostly because some of this stuff is going to get delayed until after preparations for the next Storm Year are done, and possibly until after the Storm. Balancing the road, the transportation system, and the Vault is a little challenging.

Edit: Does anyone have any strong preferences between building the rapid reaction bay in space or on the planet?
 
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Lasers or particle weapons powerful and long ranged enough to hit a space target from the ground or vice versa are probably out of our reach.

Just saw this line, thought I'd flesh it out somewhat -- your best current laser weapons designs are only capable via cluster/burst firing with psi-amp enhancement to be weapons-effective at ranges of up to 3 kilometers. A single laser has an effective range of 2 kilometers. That puts your lasers at just beyond "knife-fighting" range for fighter-scale space combat (typical combat ranges for fighter craft in B5 are about 1km-10km range). This is itself something of a schizotech thing for the colonial database they're largely drawn from, as the asteroid mining lasers had effective cutting ranges of a couple dozen meters at most. (Using the psi-amps for non-physical focusing lenses and the "stickiness" effect on the beams emitted increases their effective energy delivery by an order of magnitude, and increases their beam coherence by a factor of 100x.)

Right now you only have mimicked PPG weapons tech that's purely "civilian grade" as that's what the uptimers remembered the parts of well enough to get a research lab to reproduce faithfully. That's not even military-grade PPGs, and largely just pistols at that. There's no psi-amp integration into the weapons at this time either. You could explore the weapons further with additional research to improve upon them, mind you.

Needless to say, neither of these have even the slightest hope of reaching the 160-2,000km of low planetary orbit (to say nothing of the 2,000-36,000km of middle planetary orbit, let alone even further).

Your teek missiles are limited in delta-V by onboard electrical power supply, and as such can just barely make LPO (maximum effective range is about 200km). But their stealth characteristics would be defeated by the thermal signature of their atmospheric wakes.

This is why even with the improved militarization capabilities, you still have to actually get the shuttles into space before you can do anything effective with combat. The Spaceport's ancient-alien "borrowed" mag catapults can make that happen fairly quickly for a surface-to-orbit launch, but the Ready Response module would unilaterally beat that in terms of response times for extremely obvious reasons.

That all being said, you could meaningfully install some kinetic-laser turrets somewhere in the colony to act as an interceptor grid equivalent, thanks to the lasers having that kinetic effect from the psi-amp enhancement. But that would require a Human Job to make functional. They'd also be limited in efficacy since a lot of the time destroying a plasma projectile or kinetic slug two kilometers before it impacts will still do all manner of unpleasant things to the target below.

(Honestly this is actually a pretty good argument for spreading habitation areas away from the central facilities -- in terms of the scope of damage done by a pirate raiding force, they'd likely target the central facilities of the colony first, leaving anyone stuck in their homes to just hunker down and ride it out.)
 
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Hn. Could we revise the colony over time to have like nodes over a few kilometers linked by underground maglev? I assume that'd be a Project.

The thing is, while I don't really want ASAT capabilities to be our first line of defense, it might work better than an orbital defense grid given our tech level.
 
This is the problem with wealth we get inbuilt inefficiencies of sprawl and standards will always go higher as one who expect it becomes ungrateful or used to it losing its charm.

would have prefered us uniting as one big clan as else it just spells problems for the future along with seperate compounds as it encourages isolation subterfuge and just shenanigans.

Let's see shared spaces a enviro dome or tunnels mingling our habitats more with kobolds. Our work force seems like it would be proxy based with psi drones and kobolds.
Would be neat to sort of Wildstar Mechari how the Crystal's are in bots basically "brains"
 
That's true but you need to remember that we just escaped the centralization of PsiCorps, and the uptimers have had even MORE of that Big Brother centralization. We need to strike a balance between the needs for isolationism and being still close by.

I was thinking something like a snowflake design.
 
The first step should probably establishing a terminus for rail/subway/tube transport, linking the current surface settlement to the potential vault settlement. We will want other ways of getting down there, emergency routes leading down from our normal tunnels, but we will want a way to move heavy freight in and out. Once we have that we can start branching out smaller settlements with robust transport connections to the core, and eventually larger center may have connections to each other, moving from a hub and spoke model to more of a web with a dense center.

One problem is that if we are going to use the vault for any kind of facilities we need either excellent transit in and out or to find ways to make underground apartments appealing. We could build shelter space for our entire population incredibly easily, 5-6 basic hab complexes would fit more than our current population and take a couple of autofactories. Creating spaces that could lead people to tolerate living even for short periods down there could be difficult. It could also be useful, since any experience making underground spaces livable could also apply to colonies on dead worlds.

But a lot of our people are looking for something less centralized and less crowded, so we are going to need to start creating neighborhoods with transit links and spreading them out over a larger area.
 
That's true but you need to remember that we just escaped the centralization of PsiCorps, and the uptimers have had even MORE of that Big Brother centralization. We need to strike a balance between the needs for isolationism and being still close by.
Bear in mind that right now the Basic Hab Complexes are functionally something like eight to twelve times denser in people per square kilometer than the average American city.

The big asks include things like not feeling like they're in a concrete tomb, having a sense of ownership of their own homes, a modicum of privacy (half the adult population is "college aged" in contemporary terms. Living in shared dorms with their parents and a dozen brothers, sisters, or cousins. Think about that.), and /room/.

There's an entire planet and your people are literally more densely packed together than military barracks. Nobody's actually openly complaining, for now, because the housing has never actually run out and because teeps can accommodate close quarters. This is purely a "well, since you were asking" situation.

One problem is that if we are going to use the vault for any kind of facilities we need either excellent transit in and out or to find ways to make underground apartments appealing.

The Deep Vault Access would have rapid transit for regular workers and cargo haulage for bulk mass as well. Hence the base cost of 10 Minerals and 2 Autofactories. Think maglev tubes and you get the idea. You've already done this research is the point I'm getting at here.

Building a proper storm hardened mass transit system so you can have residential zones and more spread would not require any research lab time; that kind of tech already exists in the colony database and just requires design time and the like that's below the level of abstraction.

You could do a Mars-like transplas tube system for maglev, or a partially buried system of self-propelling conveyors, or whatever flavor text you want along those lines and it would all boil down to basically the same basic cost of 1 autofactory and 5 minerals for the mass transit system (with an Energy per turn as maintenance cost).

It's not like your people don't currently have ground vehicles -- though it's mostly electric carts with trailer hitches to act like lorries when needed for cargo hauling These just get built as needed and are again below the level of abstraction.
 
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Rough Draft
-[] Industry
--[] 9 psi-drone pops will be reassigned from labs 1, 2, 3, and 4. These pops will be assigned to 3 Greenhouse, 5 Ionized Storm Peat Mines, and 1 Dredging Facility
--[] 2 Autofactories will serve as 6 Autofabbers this turn (2/13)
--[] 2 Autofabbers (2/9) will armor 24 facilities in Stone-shell skin: 6 surface labs (6/24), 8 Neuro-throne Rooms (14/24), 5 Warehouses (19/24), 1 Deep Vault Access (20/24), 1 Maglev system (21/24), more entries to follow after consultation.
--[] 1 Autofabber (3/9) will Build 1 Subterranean Warehouse
--[] 2 Autofabbers (5/9) will Build 1 Subterranean Autofactory.
--[] 2 Autofabbers (7/9) will Build 1 GEV hanger, dedicated to Vigor tree harvesting.
--[] 2 Autofabbers (9/9) will Build 1 GEV hanger, dedicated to hauling heavy freight and equipment long distances.
--[] 2 Autofactories (4/14) will Build 1 Storm hardened (the above ground bits at least) Deep Vault Access.
--[] 1 Psi-crystal machine will produce Psi-powered tools to make excavation a bit easier
--[] 1 Autofactory (5/14) will build 1 Subterranean Lab
--[] 1 Autofactory (6/14) will build the 3 stages of a Subterranean Colony Center. This will duplicate functions in our current colony center, back up the archives, and provide a more secure space for our Gene banks. It will also serve as backup medical facility and government center if the surface is hit badly in an attack.
--[] 2 Autofactories (8/14) and 2 Psi-crystal Machines (3/6) will produce 2 Militarized Shuttles
--[] 1 Autofactory (9/14) will Build 1 Partially buried and Storm hardened Maglev transport system.
--[] 1 Autofactory (10/14 and 1 Psi Crystal Machine (4/6) will build 1 Subterranean Psi-Crystal Machine.
--[] 1 Psi Crystal Machine (4/7) will assist lab 4 with experiments
--[] 2 Autofactories (12/14), 1 Psi-crystal machine (6/7), and the heavy freight GEV hanger will be assigned to begin construction of the first stages of the road to Mt. Salcedo
--[] 2 Autofactories and 1 Psi-Crystal Machine will be held in reserve
-[] Orbital
--[] Probably more of the same, unless we want to start probe launches to other planets in the system
-[] Military
--[] Might have the militia continue to have authority over road construction, but I am not certain we need it now that the route is planned
-[] Exploration
--[] We could attempt to put a network of sensors into elements of the piezoelectric aquifers close to the settlement, to try to create a system where we can compare weather data from the sensor satellites and the aquifer sensors to build more reliable storm prediction
--[] Or we could do a study of something else. Worm behavior or something.
-[] Research
--[] We have 2 labs open. Putting a 2nd lab of Gravity plating makes it probable it will finish this turn. We could also begin designing the rapid response bay, or restart Piezoelectric aquifer research. We can do 2 of these things, so it is a question of priorities
-[] Diplomatic
--[] I am still working on a set of neighborhood plans for both our core and for domed communities to be linked by our new transit system. No actual construction on the new housing to start this year but we can put proposals forward,
-[] Personal
--[] With all the thoughts of Legacy James might want to make sure his 'memoirs' are up to date. Look through what thought and emotional impressions he has left in the archive, if there are gaps try to fill in what he can with later recollection but don't revise what is already there. When he is gone the next person with this job might want to know why decisions were made.

Still very loose ideas. I am leaning towards putting a 2nd lab on Gravity plating, hopefully finishing it, then putting 2 labs on designing the Rapid response bay the year after that. If we roll well we might be able to have the basic defense force in place by the storm year. The extra lab I was thinking aquifer study, I have the feeling we will be able to weather the storms better with the aquifer research. If people would prefer we could start the rapid response bay this year.

Edit: also I realize that I only spent 21 out of 24 potential armoring locations, I am still working out the priorities. I have tweaked the plan slightly, added the underground Warehouse and am only armoring 24 facilities this turn.
 
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--[] 1 Autofactory (6/14) will build the 3 stages of a Subterranean Colony Center. This will duplicate functions in our current colony center, back up the archives, and provide a more secure space for our Gene banks. It will also serve as backup medical facility and government center if the surface is hit badly in an attack.
Unless you just want a backup without the features of the Archive proper that's going to require a Psi-Crystal Machine operation. It's definitely going to require more than one Autofactory operation as well. The medbay and archives each would require an Autofactory action of their own.

That sums up to a fairly big spend here, just to confirm. 25 minerals and 3 Autofactory actions.
 
Unless you just want a backup without the features of the Archive proper that's going to require a Psi-Crystal Machine operation. It's definitely going to require more than one Autofactory operation as well. The medbay and archives each would require an Autofactory action of their own.

That sums up to a fairly big spend here, just to confirm. 25 minerals and 3 Autofactory actions.
Okay, I can amend things. That's why I do Rough drafts. I want to at least start the construction this turn though. The first stage construction of the core would just be 1 autofabber build correct? It's the bells and whistles that add the cost. I could at least get the shell in with 1 Autofactory and then use more and Psi-crystal machines on a future turn. Or I could delay this build to next turn and use an extra Autofactory for the road.
 
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Okay, I can amend things. That's why I do Rough drafts. I want to at least start the construction this turn though. The first stage construction of the core would just be 1 autofabber build correct? It's the bells and whistles that add the cost. I could at least get the shell in with 1 Autofactory and then use more and Psi-crystal machines on a future turn. Or I could delay this build to next turn and use an extra Autofactory for the road.
Just the Core would be 5 minerals and a Fabber, yeah. But anytime you're doing something like building a full on datacore that's going to take a Factory. The medbay as it is has a datacore as well because it's automated with a medical AI and all the surgical and medical scanning and pharmaceutical "printers".

And yes, the full Archive features requires a Psi- crystal machine action -- but the datacore alone does not. It's only if you want to continue being able to telepathically connect with it.
 
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Re: housing

I'm seeing a lot of concern about urban sprawl as a result of better housing. Also, I think I reading (or projecting?) some concern about letting the Clans get too insular/isolated.

What comes to mind, for me, is a quote I once read:
The elevator is the most effective mass-transit system ever developed.

"Great idea TeaMug," you say, "let's build skyscrapers on Planet Hurricane. I'm sure that'll go great."

No, you see, we are about to develop digging lasers. We can go down! We can put every type of housing you could ever want, directly under the city center.

I like the idea of rings of houses around rings of garden/yard/common space around vertical surface-reaching light shafts, but that's just me. We could do big downwards-sprialing corkscrews of parkland. We could do whatever. Reinforce everything with biomaterial and our tunnels will actually get stronger over time.

Basically, I'm proposing a research project to develop a nuclear-powered psi-laser tunnel bore, built on roughly the scale of an autofactory.
 
We can already dig.

My conception was less a subscraper with a big lightwell and more stacks of 3-4 stories of large family apartments around a central courtyard. Artificial lights tuned to match the frequency of the planet's sun during the day cycle and growing plants and gardens in the courtyard. Then another stack of 3-4 stories with it's own courtyard below the first one, and so on. It might be energy intensive to run that much artificial lighting but it might be cozier than a big subscraper with the big lightwell in the middle.

But we could try the corkscrew lightwell.

Not everyone is going to be happy with that though so we probably want some dome settlements connected to the core with that maglev.
 
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Just to be clear; you do have building materials that can withstand, for the most part, the storms. With the Storm Nullifier in place, the high tensile biomech material, and meter-thick transplas you could make residential zones with Earth-like biomes that are fully storm hardened.

If you want to build skyscrapers (or at least fifteen-twenty story buildings) even, between the above and the stone-shell cladding you wouldn't even need the Storm Nullifier.

You /CAN/ build upwards safely, is what I'm getting at.

Basically, I'm proposing a research project to develop a nuclear-powered psi-laser tunnel bore, built on roughly the scale of an autofactory.


You do indeed have the schematics for tunnel boring machines, and psi-amp enhanced mining lasers are quite helpful for that. This is part of why once you have the Deep Vault Access, any further Vault Facilities will require an extra Energy for building; to represent the energy spent carving out the space therein.
 
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We can already dig.

My conception was less a subscraper with a big lightwell and more stacks of 3-4 stories of large family apartments around a central courtyard. Artificial lights tuned to match the frequency of the planet's sun during the day cycle and growing plants and gardens in the courtyard. Then another stack of 3-4 stories with it's own courtyard below the first one, and so on. It might be energy intensive to run that much artificial lighting but it might be cozier than a big subscraper with the big lightwell in the middle.

Maybe make the buildings undulate gently--the roof starts at ground level, slopes up, levels off, then back down to ground--so the wind doesn't catch the faces. A layer of soil and grass on top to further absorb the wind, and prevent a hotter microclime in calm weather. Like a rolling hill, with one of the sides cut off for windows and doors. A circle of these buildings around the courtyard could even make a wind shadow that protects the above-ground parks.

We can also obviate the need for a singular lightwell with sun-tunnels instead--mirror receivers on top of the buildings, and fibre-optic cables to bring the light to the rest of the building.
 
Sorry for the delay getting a Plan together, I'm running into some trouble.

I'm not sure if we should be pushing ahead on the Mt. Salcedo project, building up a Vault shelter, or something else. If we found something else to do for a military action we could finish duplicating the colony center this turn ,and be ready to start adding more things to the Vault (like some hab complexes to act as temporary bomb shelters). Or we could slow down on the Vault and push more resources into the road building. Or just assign some factories to producing nicer housing.

Or something else.
 
Sorry for the delay getting a Plan together, I'm running into some trouble.

I'm not sure if we should be pushing ahead on the Mt. Salcedo project, building up a Vault shelter, or something else. If we found something else to do for a military action we could finish duplicating the colony center this turn ,and be ready to start adding more things to the Vault (like some hab complexes to act as temporary bomb shelters). Or we could slow down on the Vault and push more resources into the road building. Or just assign some factories to producing nicer housing.

Or something else.
Re: Mt. Salcedo, we'd have to wait on development there until the road is made, wouldn't we? Or at least we can't safely move people in until the road gets there.

I'd say work on the road. Mt. Salcedo can be both the site of a second Vault shelter and a place to experiment with our housing options, taking population pressure off the original settlement.

Re: research, my inclinations are towards the Rapid Response Bay, and towards peizoelectric aquifer research as a supporting action for Exploration mapping the local aquifers.
 
The only trick with starting both the piezoelectric and response bay research this turn is that we might finish the bay before the gravity plating. This could mean having to rebuild it later.

I think we envisaged Mt. Salcedo as more of s cache for supplies and vital technology that we could hide, less a second population center. While our people want to spread out a whole 2nd settlement is beyond our needs for the moment.
 
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