Autofactories take 2 autofabber actions.
Alright, fixed.

Next turn, I think we should work more on formalizing things with the Council, building up our energy production, getting some better medical technology going, and maybe also finally start working on improving our military and their equipment.

The alien ruins are making me a bit paranoid, but you can never go wrong with better guns, armor, sensors, etc.
 
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[] Plan: Energy, Education, Morale.
I hve problems with the pln
--[] Dedicate one group to culling the herds, another to perfecting the psychic stealth techniques, and another to running security on the alien ruins. Have the second group teach those techniques to the others once they're done.
I count here 3 groups, we have 250 adults, divided in diferent parties industry, etc. i doubt we have for 3 differnt military action
-- [] Explore the alien ruins in detail, but do so very carefully while cataloging everything, ask for some protection details from the militia.
Righ now i would like to leave the ruins alone least we awake or draw the attention of something we can't handle

-- [] Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Help the exploration team with the alien ruins in any spare/free time left over.
agin the exploration of the ruins

-- [] Build more permanent and storm-hardened communal spaces for people to enjoy their free time, 1 autofabber, and 1 food. Set the Council to organize and set up these spaces as libraries, canteens, sports centers, and theatres as is practical/affordable.
since we are using this for communal things, i would switch them to build schools or communal places where few adults can take care of the children
 
In order;

Our militia is made up of like 20-30 people I believe, you can very easily split that up into groups of 6-7 or 10 per group. Sure, they'll do their actions more slowly as they don't have that many people, but nothing stops them from splitting up.

When would you propose for us to explore the ruins? It's so old that nothing even remains alive, so I don't see the issue with just cataloging everything. It's not like we're poking and prodding everything we see.

What is the point of building schools this very action if we don't even know how to formally educate children/people? Most newborns at this point are 2-3 years old, they don't need schools right now, even though they'll get it next turn or the turn after.

EDIT: Even if it's just a dedicated space for daycare, that's exactly what the proposal does, communal spaces do whatever the community wants.
 
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Righ now i would like to leave the ruins alone least we awake or draw the attention of something we can't handle
While sensible, do bear in mind the city/outpost is ancient and almost completely non-functional as far as you can tell. Like, not just older than human writing but older than the human species old.

It was also mostly biomechanoid in construction and all of the bio part is dead. The telepathic interfaces respond to and are somehow powered by telepathic presence -- but that is the equivalent of a piezoelectric keyboard generating a keystroke signal by being typed on. Half of the place was flooded, the other half buried in muck.

There's no power in any of the conduits or anything; the facility is defunct. Anything you're going to learn from the place is by studying its structures and components. If there computers, writing, or so on -- it's all been lost to the mists and vagaries of time.
 
When would you propose for us to explore the ruins? It's so old that nothing even remains alive, so I don't see the issue with just cataloging everything. It's not like we're poking and prodding everything we see.

When we hve some sort of defenses? or space craft or two in which we can run away? just in case we have a worst case scenario
What is the point of building schools this very action if we don't even know how to formally educate children/people? Most newborns at this point are 2-3 years old, they don't need schools right now, even though they'll get it next turn or the turn after.

We don't need a lot of research to teach kids basic elementary education, but pair the building with research on education and we can build proper facilities, QM said (was it this quest right?) that action that depend on other could be proposed, and if actuable they would, right now we have kids ranging from 0 to 5 years, it is time they are taught, and what they need to be taugh is not that complicated, basic math, grammar, etc. which in case that the research falls, does not even need it.

The research (unless i understand it wrong) would be for more complicated things, namely how to teach things for ages 14 to university.
 
If it's so easy, then go ahead and teach a class of a few dozen children how to read, write, and do basic arithmetic, while also keeping them orderly, relatively calm, and actually engaged throughout the entire process.

There's a reason why pedagogy is a field of science and teachers need multiple years of education before even being allowed to teach classes, regardless of age.

Regardless, the communal spaces, as I already mentioned, can handle the daycare part, just wait one turn before we get some debuff from the horrible mix of homeschooling and parental education.

EDIT: Yes, we should absolutely build a storm nullifier satellite either next turn or the turn after, but we need an autofactory to do that, hence why I want to build one this turn.
 
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If it affects you guys' planning at all, bear in mind that if you build the Nullifier on the Storm Turn it will have the full benefit.

That benefit is reducing the destruction chance of facilities by one step (100%->50%->25%->10%->0%), and reducing the performance penalty by one step (that is, eliminating it), as well as producing +2 Energy/Turn.
 
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Never said it was easy, just that it did not needs research, the kids who can learn right now are between 10 to 20 those who are 4 and 5.

besides when do you want to start building and research eduction? When the current adults are too old to teach?

We start bulding educational facilities, which is basically a building with classrooms and computers.

[X] Plan: Improve the settlement
- Industry:
--[X] Build a storm-hardened autofactory in a central location around the colony, 2 autofabbers, 1 food.
- Military:
--[X] Hunt and improve techniues, issue a second in comand in case Mina is indisposed gain. We don't wnt a repeat of last year
-Exploration:
-- [X] Take the ship and do a system prospection
- Research:
-- [X] Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Research wht problems the storm nullifier could have.
- Diplomacy:
-- [X] Build more permanent and storm-hardened educational facilities, 1 autofabber, and 1 food. practical/affordable. School, libraries, etc.
-- [X] Also bring up more things that could be usefull but can be... sensitive (Cibernetics, genetherapy, etc. there re mny things that could be Taboo, the sooner that they re brought up, the sooner we can del with them)
- Personal:
-- [X] Help the exploration team with their study of the alien ruins, keep spending time with Mira when you can.
 
Most newborns at this point are 2-3 years old, they don't need schools right now, even though they'll get it next turn or the turn after.
-- [X] Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Help the exploration team with the alien ruins in any spare/free time left over.
besides when do you want to start building and research eduction? When the current adults are too old to teach?
I'm confused considering you literally copied my research action, which... should tell you what I'm planning.

Our research action should hopefully allow us to pick and choose what aspects of learning we want to focus on, as we can't just use our own modern educational system considering the vastly different circumstances.

Maybe we'll get accelerated teaching/instruction through various psychic and (eventually) cybernetic means, with a period of apprenticeship and doing all-around colony work when they're older?

Either way, what I'm trying to get at is that this research is just the bare bones of a system we can use, we'll have to refine it and incorporate new technologies as they become available.
 
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[X] Plan: Energy, Education, Morale.

If the alien base is that old and flooded then there is little chance of whatever killed the original inhabitants being around. So yeah make sure we have the prerequisites for the Storm Nullifier and go hard on reverse engineering the alien psy tech. That's the only way we can compete with Earth or other aliens.

After the Storm Nullifier I would suggest building the Exowomb Nursery and going for a trial run of some clones, that seems like an excellent way to get to exponential growth. Being able to upload skills directly to clones is a game changer. No homework to correct, no attendance to keep track of, no need to check for cheating in tests. The only bottleneck is waiting for the right developmental stages in a human and making sure kids get socialized. Being part of a psy network also helps there, no way to be a loner if you're talking mind to mind.

Exowomb Nursery technology unlocked. (-2 Energy, -1 Food/turn. Each building counts as 1 Pop for pop growth calcs. Cost: 1 Autofactory Action. 2 Minerals. 2 Food.)

As soon as we can be sure we don't need to evacuate the planet every 5 turns we should start pumping out infrastructure and clones, they'll even be individuals as nurture is most of your personality. We could easily get to 1 billion humans in 170 years.
 
Note: Exowombs don't produce fully grown people, and are mechanical surrogates for pregnancy. They gestate to birth and require gametes a la IVF.

The clone vats from the ancient ruins are all dead and non-functional. You can learn from studying them though.

Also: with Storm Hardening and the Nullifier your buildings have a 0% chance of getting destroyed.
 
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I have a question for you, Logos, will our action timescale ever change? A year makes sense for our relatively small population, but if we keep going on like that, it'll be a very long time before we can do anything significant or even expand into space unless we invest heavily into automation.

Which actually isn't that bad of an idea, considering the telepathic interfaces, we probably won't need that many people to crew a ship. And if we come up with some mechanical proxies that we can remotely pilot, our industry could expand a lot quicker.
 
I have a question for you, Logos, will our action timescale ever change? A year makes sense for our relatively small population, but if we keep going on like that, it'll be a very long time before we can do anything significant or even expand into space unless we invest heavily into automation.

Which actually isn't that bad of an idea, considering the telepathic interfaces, we probably won't need that many people to crew a ship. And if we come up with some mechanical proxies that we can remotely pilot, our industry could expand a lot quicker.

I'm probably going to increase the turn lengths at some point, yes. Right now you're in what I'm calling the "Founder Period" of your civilization where you're just the one colony and it's all "The Founding Fathers/Mothers said/did/discovered this, which means X,Y,Z for our society". And honestly you're closer to the end of the Founder Period than the beginning.

Basically once the idea of specific factories being micromanaged becomes silly there'll be a zoom-out on scale, time period, and so on to refocus the narrative.
 
Hm. I like the idea, but I don't think we should split military actions that far out, and I'm leery of the interface tech. Knowing it's not Shadow tech helps.

Still. I can't see *why not*.
 
Maybe next turn, or the turn after, once the militia have grown enough, we can start putting in some changes, like captains or lieutenant. Nothing too fancy, maybe just one rank below Mira but above the grunts. Maybe have a test on candidates to see if they can handle the responsibility.

We have gotten used to Kobolds but we never got to know how they reproduce. And never used them in military actions, maybe either study how they reproduce or start a training program to train kobolds as scouts or fodders.
 
Turn 5: Brilliance and Potatoes
Scheduled vote count started by Logos01 on Apr 27, 2024 at 4:57 AM, finished with 28 posts and 8 votes.

  • [X] Plan: Energy, Education, Morale.
    --[X] Build a storm-hardened autofactory in a central location around the colony, 2 autofabbers, 1 food.
    --[X] Dedicate one group to culling the herds, another to perfecting the psychic stealth techniques, and another to running security on the alien ruins. Have the second group teach those techniques to the others once they're done, then aid the first group if they're still culling.
    -- [X] Explore the alien ruins in detail, but do so very carefully while cataloging everything, ask for some protection details from the militia.
    -- [X] Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Help the exploration team with the alien ruins in any spare/free time left over.
    -- [X] Build more permanent and storm-hardened communal spaces for people to enjoy their free time, 1 autofabber, and 1 food. Set the Council to organize and set up these spaces as libraries, canteens, sports centers, and theatres as is practical/affordable.
    -- [X] Help the exploration team with their study of the alien ruins, keep spending time with Mira when you can.
    [X] Plan: Improve the settlement
    --[X] Build a storm-hardened autofactory in a central location around the colony, 2 autofabbers, 1 food.
    --[X] Hunt and improve techniues, issue a second in comand in case Mina is indisposed gain. We don't wnt a repeat of last year
    -- [X] Take the ship and do a system prospection
    -- [X] Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Research wht problems the storm nullifier could have.
    -- [X] Build more permanent and storm-hardened educational facilities, 1 autofabber, and 1 food. practical/affordable. School, libraries, etc.
    -- [X] Also bring up more things that could be usefull but can be... sensitive (Cibernetics, genetherapy, etc. there re mny things that could be Taboo, the sooner that they re brought up, the sooner we can del with them)
    -- [X] Help the exploration team with their study of the alien ruins, keep spending time with Mira when you can.

Event Roll: 95 ( <-- not joking, I almost re-rolled this on principle. Ugh.)

Year: 2075

Economy:
  • Income:
    • +4 Food Units
    • +3 Minerals
    • +2 Energy
  • Expenses:
    • -5 Food Units
    • -5 Minerals
    • -3 Energy
  • Reserves:
    • 6/15 Food Units
    • 5/20 Minerals
    • 0/10 Energy

Military Assets:
-- Basic Reservist Militia.
-- Basic Watch Drones.

- 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").
- Kobold Veterancy Archives.
Eliminates potential unskilled labor penalties. Grants +1 bonus to tasks requiring extreme skill (combat rolls, medical performance, etc.,)
- 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.

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: Reduces non-pop food costs by up to 1 per turn. Cost: 1 Autofab Action.
- Wind/Solar Farm: +1 Energy Prod. Cost: 2 Minerals. Up to 1 Autofab Action (build multiple with 1 action.) (Cannot be Storm Hardened.)
- Syngas Reactor: +1-3 Energy/-1-3 Food Prod. 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. -2 Energy Prod. Allows 1 Orbital Operation /turn. Cost: 2 Autofab Actions. 10 Minerals.
- Basic Kelp Farm. +1 Food, -1 Food Cost, -1 Energy Prod. Requires deposit. Cost: 1 Autofab Action, 1 Minerals.
- Build Storm Peat Deposit. Adds a Storm Peat deposit to the planet. Cost: 1 Autofab Action, 10 Food.
- Cultural Center. 0/0/0. Negates all Cultural Crisis penalties when complete. 4 Food per stage. (Core / Ring / Wings )

Tier 1:
- Basic Fusion Reactor: +2 Energy Prod. Cost: 1 Autofactory Action. 2 Minerals.
- 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.


Colonies:
  • Kithhame
    • Population:
      • Humans: 1 Unit (~300 people)
      • Kobolds: 3 Units
    • 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.)
      • 3 Basic Minerals deposit found (1 Medium Exploited. 2 Unexploited).
      • 1 "Storm Peat" Deposit Found (1 Lightly Exploited). ( Build mine to produce +1 Energy/turn, -1 Food Cost/turn.)
      • 2 Kelp Forest Deposits Found (2 Unexploited). (Build Kelp Farm to produce +1 Food, -1 Food Cost.)
      • 1 Alien Ruins Found. Unlocks biotech, telepathic interface, cybernetics technology paths. Contains 1 Psi-Crystal Fabricator.
    • Colonization status:
      • One landed converted Centauri cargo hauler. No jump-engine, but the previous owner never removed the on-board grav plating.
      • Water Purification Plant ( Grants "Purified" Perk, Adding +1 to Hab Complexes and Farming Complexes)
      • 1 Basic Hab Complex: 1 Pop Cap ( 1 Pop Limit, +1 Purification, -1 Storm Hardened )
      • 1 Basic Warehouse Complex. +10 Storage Caps. (Storm Hardened.)
      • Cultural Center (Core) ( Reduces Cultural Crisis by 1 step.)
    • Economic status:
      • 3 "lightly pre-owned" Centauri-make autofabbers.
      • 1 Autofactory. -2 Energy ( Storm Hardened )
      • 2 Basic Greenhouse Farm: +4 Food, -0 Energy ( 1 Food, +1 Kobold Pets, +1 Purification, -1 Storm Hardened)
      • 1 Basic Mine Complex. +3 Minerals, -1 Energy ( 1 Minerals, +1 Kobold Pets, +1 Powered Machinery. )
      • 1 Basic Peat Mine Complex. +2 Energy, -2 FoodCost ( +1 Energy, +1 Kobold Pets )

Industry:
-- Build a storm-hardened autofactory in a central location around the colony, 2 autofabbers, 1 food.

The implementation of the autofactory goes without a credible hitch. Thanks to the abundant biomass stocks from the Storm Peat mine, the Storm Hardening using plascrete was even able to override certain geological issues. Namely, the discovery of a fairly deep inert volcanic magma tunnel along the lines of where the factory was being built. Careful examination showed that the tunnels were truly old -- too old to be spelunked safely, certainly, but not too old for sending some drones down carefully reinforced passageways to ensure any future collapses of the tunnels would not negatively impact the colony.

-- Results:
1 Autofactory gained.
Inactive magma tunnel network discovered beneath colony.

Military:
-- Dedicate one group to culling the herds, another to perfecting the psychic stealth techniques, and another to running security on the alien ruins. Have the second group teach those techniques to the others once they're done, then aid the first group if they're still culling.

Asking so many people to be on "active duty" militia for such prolonged stretches was something that might have been an excessive burden in previous years. But with the overall security of knowing that there could not possibly be any resource shortages, the colonists all agreed that the planned tasks for the year was a solid one. While there was some grumbling amongst the Stoners in particular about having their access to the ruins curtailed, this was offset by their strong advocacy for the psi-stealth technique.

Which didn't trouble you at all.

You weren't any more sure about how to feel about it when you had tea with Danielle in one of the new rec rooms to ask her thoughts on the matter, and she mentioned the idea of hiding an entire building from distant minds. That was some seriously "pie-in-the-sky" thinking. You'd call it delusional, if not for something else you'd found a couple months earlier.

-- Results:
Tech unlocked: Psi-stealth. (Future hunting actions +1 result, Militia +1 stage effective in combat rolls. Further potential later in quest.)
Alien Ruins not recklessly explored.

Exploration:
-- Explore the alien ruins in detail, but do so very carefully while cataloging everything, ask for some protection details from the militia.

The militia were quite diligent in their task of keeping on duty-station at the ruins. A fact that had, you were sure, "little" to do with the fact that you were using the monthly meetings to reward the "workers of the month" and giving a special category just for the militiamen, with bonus days off and luxury food privileges. Sure, this meant that a certain portion of the colony was fueled with chocolate and whiskey for a day or two but hey. Progress is progress.

Speaking of progress, the explorers were equally diligent in their careful assessment of the ruins. First by drones, then by kobold -- their minds being individually "small" enough that they could stand in proximity with the psionic interfaces without triggering them, just in case but still telepathic enough to actually feel the things. Great care was taken to disconnect anything that looked like it should be a conduit or pipe -- always in ways that could be quickly, albeit by mechanical means, reconnected. The flooded and mired sections were cleared out one room and corridor at a time, through painstaking means. Energy readout and motion sensors were strapped everywhere one could be spared, along with a room-by-room laser-comm mesh fed through gaps in the walls (or just drilled through, where necessary -- the material was clearly once quite strong but after tens of millennia of aging and stress fracturing it was barely any stronger than common steel) -- to ensure that there was no possibility of loss of contact no matter how deeply into the structures anyone went.

-- Results:
Alien ruins now rendered as fully safe to explore as it is possible for your people to actually do so with. All structures mapped, all possibly movable objects given tags and locators.

Research:
-- Research both psychic and regular educational programs/facilities, and discover the pros and cons of both methods. Help the exploration team with the alien ruins in any spare/free time left over.

With "Team Tiny Terror Tots" coming to the age now where back on Earth they would be getting enrolled into the school system, and the total lack of anything remotely like that available anywhere on the entire planet, the Matriarchs have been pushing more and more for a formalized regime of education for the kids. Especially one that would be better resource-management-wise than homeschooling or carrying tykes and teens around with you as you go about your work.

Eventually it was initially settled upon that different parent "teams" would take on the role of teacher of the week for the gagglesome, ensuring that the various Clans didn't isolate too much amongst themselves or stray from common values of the community -- whatever a given Clan/family taught kids "at home" was one thing, but the classroom was a place for all. While it has been ... or will have been? Time travel is hell on tenses -- a century since the first confirmable teeps showed up in the human population, formal and proper education of telepathic abilities or their use in children pedagogically has been poorly studied in general. A hybrid approach was therefore selected, where a main teacher would provide "mundane" lessons, while a secondary "choirist" (usually the spouse of the teacher) would run surface-level scans on the kids to ensure they each saw the rate the others were learning at and thus shared moments of realization or struggle as a group rather than isolating anyone. Each child otherwise, given the age ranges, were to be allowed to study more-or-less at their own pace for much of the day.

Nobody was quite sure yet how to handle when the kids inevitably started awakening from latent status -- but that was a bridge everyone would cross when they got there. One thing was for sure; the draconian measures the Psi Corps had been implementing? Near-torturous week-long sessions of "tolerance training"? No Kithhame child would go through that. Not on your watch.

Much ado was also made of your personal discovery that year, though beyond simply understanding how to operate the basic machine itself and power the crystals it produced with electrical currents without damaging them -- well, even that was quite the achievement all things considered. (See Personal Action for full details.)

-- Results:
Community Schooling model adopted. Future generations will have common base set of values in addition to Clan culture.
Tech unlocked (See Personal Action Results).

Diplomacy:
-- Build more permanent and storm-hardened communal spaces for people to enjoy their free time, 1 autofabber, and 1 food. Set the Council to organize and set up these spaces as libraries, canteens, sports centers, and theatres as is practical/affordable.

While the quinquennial (once every five years) storms are a largely manageable threat that can be, for day to day life, ignored most of the time -- the fact of their looming presence and the underlying sentiment that the capital city of Kithhame should be a general model for future expansion where the storms are more frequent has become an expectation for the colony in general. People in general have also mostly been just plain growing accustomed to living underground for most of their time.

So the establishment of communal spaces as much underground as fully enclosed domes -- made of meter-thick transplas, anchored to plascrete pylons that run thirty feet below bedrock -- are a fairly significant commitment to the fact that as far as your people are concerned, Kithhame is not just their home now, but also their dominion. Entire biome sections are transplanted from nearby areas; a small kelp forest, a simulated "steppe" area for storm peat -- complete with tesla coils to simulate growth cycles -- along with woodlots to ensure the kobold hives have a far more natural home to inhabit beneath the domes -- though those samples will need careful tending and adjusting to be more than mere failed curiosities. Meeting rooms and recreational areas are established. Library areas are established -- though it'll be years before they're properly filled out. Areas are marked out for meeting spaces, performances, and so on. Most of it empty for now -- but at least there are grand ideas for future builds.

-- Results:
Cultural Center (Core) Built. (Stage 1 of 3.) ( 5 Food Consumed for build. ) ( Reduces "Cultural Crisis" by 1 step. )

Personal:
-- Help the exploration team with their study of the alien ruins, keep spending time with Mira when you can.

You were working with the explorers on the alien ruins -- mostly just on account of your being the strongest teep and therefore the most likely to set off anything if something could be set off when you making sure no mechanisms could be triggered by them -- for a few months when you felt traces of something more functional than the generic telepathic interfaces that were in various places throughout the facility. After carefully following those traces from a considerable distance and proxy, you eventually found, quite deeply buried and underneath what felt like a mile of muck and sand, a still functioning device. It was another month before anyone was even willing to enter the same room as the machine with even a drone. Another month after that before it was deemed safe enough to be examined more closely.

There were a number of other machines there, from which it was clear this was once some kind of basic repair workshop. None of the other machines actually worked anymore -- the ones that hadn't degraded into nothingness completely -- and even the one machine that did ... was something you were only willing to consider "understood" at all because of its more-complete psionic interface.

And you say "psionic" rather than "telepathic" because, amongst other things, there was something like the equivalent of the hardcoded drivers one finds in an electronic fan or speaker in the device, and that information was accessible to your mind with gentle probing. There was still no such thing as a mind there -- but the machine had a static presence where a mind would be. Which is why you knew what it did. It made the psionic crystals that the interfaces used. If given a feedstock of basic sand and carbon, its embedded psionic "framework" would embed psionic potential into a crystal it would then spit out into a feed-belt for further processing. The feed-belt was long-since gone, of course -- but adding a simple pair of hoppers with carbon-black and powdered sand along with an electrical current would let the machine produce more of these crystals -- the very crystals that allowed telepathic communication with machines directly.

Or, as it turns out when you carefully, under direct observation by the entire Namikaze clan, channeled your mind through a crystal which was attached to a powered-on drone's radio receiver, allowed you to utilize telekinesis despite not being a teek yourself. The drone itself went flying across the room at a rather remarkable rate. It was later discovered that the psi-crystal had been miswired and instead of acting as a transceiver, it had been absorbing electrical current and thus acted as an amplifier for your psionic ability, allowing it to manifest physically rather than just as thought. The crystal itself cracks when transferring so much telepathic and electrical current in a completely uncontrolled manner -- but it was the smallest crystal the machine would let you make; and the machine itself is working just fine.

-- Results:
Psi-Crystal Fabricator Found.
Psi-Amp Technology unlocked.




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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The "Cultural Crisis" mechanic is a WIP for me, not gonna lie. Right now you guys are doing just fine with that regards -- but the idea is that if a crit-fail event roll happens, or if the questors diverge too much from what the colonists want there'll be a Cultural Crisis on top of whatever else happens (performance penalties, unseen-by-you actions to represent factional disputes, and so on). Completing the Cultural Center averts that by creating communal cohesion and providing dissenting groups formal processes and places for actually talking things out. It's expensive because it's basically your first "Wonder".

As things stand just having the first tier protects you from pretty much anything that might come up, so you don't need to flesh it out too much further and can just treat it as a goldsink. How complete it is will matter when we "zoom out" when the Founding Era is over, however.

Turn ends Friday this time.
 
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thanks for the chapter and for writing. so we have so much building that we have a neg 5 income in most incomes how's that going to be handled
 
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