"Normal" buildings are still rugged, just not the best you can architect to survive.
So they get the base 50%, which the Nullifier drops to 25%.
Storm-Hardened trait takes a -1 performance penalty due to being the most damage-proof buildings you can make (greenhouses with a meter of transparent plastic as strong as some steels, everything you can recess down into bedrock has that done, and so on ...) And has a base of 10%, which the Nullifier will reduce to 0%.
Note: this also applies to your mines. There's a chance you guys will need to rebuild one or more of them. By at least your food and housing is safe.
if the chances with the storm nullifier went to 0% why research building tech? I know the buildings have a -1, but there are more interesting things to do
He's probably worried building more buildings to increase production will run into pop allocation issues. And... You guys have four effective pops and 5 buildings that need workers.
There is of course the possibility that psi-amp tech will give other bonuses. You can't know what those might be, so that is the more adventurous choice rather than the more certain.
if the chances with the storm nullifier went to 0% why research building tech? I know the buildings have a -1, but there are more interesting things to do
I don't disagree on Psytech, it's very interesting, but the chances we'll be able to meaningfully do anything with it in the next few turns are somewhat low.
It'd be a more long-term project considering the small size and limited expertise of our research team, this isn't something we can just get from our database.
Spending one action on both getting rid of the Storm-Hardened penalty forever and making sure we have at least the bare minimum when it comes to medical services seems a lot more useful right now.
I don't disagree on Psytech, it's very interesting, but the chances we'll be able to meaningfully do anything with it in the next few turns are somewhat low.
So just as a small reminder here -- the teek incident was the researchers trying to reproduce the telepathic machine interfaces. They /accidentally/ connected a live wire to the crystal and it was that electrical charge which your telepathically touching it caused to overload and go flying.
The actual interfaces -- your people should be able to work those out in not much more time since there's a bunch of the things to study.
That could let you start pairing semi-autonomous drones in a very similar manner to how the kobolds are already behaving, but as actual workforces. And of course, the interfaces can also /send/ data, which could be useful for setting up things like telepathic fences to keep out invasive animals, or even make the kobolds require less active monitoring since you could set up "broadcast" towers that send low level emissions of what is and isn't ideal behavior in an area ( training "scarecrows", in other words ).
And that's on top of the potential to start making telekinetic devices. Just based on the amount of force the experimental drone went flying with, you can already be sure there's military and industrial applications there. To say nothing of what might happen if your people get more fine control.
The medical applications of being able to interact with the insides of a human body without having to cut or burn your way in for example would make that a very appealing line of research.
This is all just the stuff your people have suggested in the wake of the "droneapult incident".
------
By contrast, the Storm Hardened penalty removal superficially seems quite boring, yes, but there's always a chance you guys might get something more interesting out of it.
By which I mean no research action you guys take will be a dead end.
So just as a small reminder here -- the teek incident was the researchers trying to reproduce the telepathic machine interfaces. They /accidentally/ connected a live wire to the crystal and it was that electrical charge which your telepathically touching it caused to overload and go flying.
The actual interfaces -- your people should be able to work those out in not much more time since there's a bunch of the things to study.
Oh, I was under the impression it would take significantly longer to get all of that setup, but I guess not?
There's a lot of potential if we can actually get it working in a decent amount of time, so I can see the appeal. Though I still prefer getting the absolute basics done before we start spending time on non-essential projects.
Telekinesis via machines jumps a crazy amount of steps in a civilization's tech tree. If you can manipulate matter at the nano scale at a distance, you reach the point where tech works like magic (depending on how exactly force is being applied). Being able to ignore Newton's third law means you can fix atoms in place in armor and get to ignore forces below the threshold of the Tk field.
You could turn raw materials to battleships directly and ignore heat by just suppressing the agitation of atoms assuming you have insane computational resources. Oh yeah, you could make a moon size computer and ignore lag if your Tk field is large enough and if it is not restricted by light speed.
There has to be some limitation to the tech, otherwise the Corpo Aliens would have crushed the Vorlons and Shadows. Maybe the artificial Tk field cannot do manipulation at that scale or is very weak. It could be that you need nanotech crystals to do nanotech scale manipulation, so you need to have nanomachines to do psy nanotech.
Or maybe you get the Tk field with these Telepathic Crystals only if you are a human teep, which would solve this neatly. Anyway, I suggest going hard on Psy Tech and larp as Protoss with Pylons and Carriers by the time we meet humans again. "My life for Aiur!"
Depends on the goal. Your catalog has a few hundred of the teep interface machines; the aliens used the things for the electronic door mechanisms. So doing a very basic version of the same for human tech with new made crystals would be a quick reimplementation. That would basically be all you needed to start making telepathic interfaces for remote controlled drones. (This is the equivalent of a telepathic RC car's controller, mind you.)
If you want "training scarecrows" you'd need the basics of psi crystal interfaces already understood. This would indeed not happen the same turn.
Reproducing the accident you had intentionally is also just a matter of durable equipment. Getting controlled action is not something you know the time-to-complete. It would be fairly simple to plug a more rugged crystal into a battery and make a handheld telekinetic "gun" out of that; just throwing a wave of unfocused telekinetic energy in a specific direction in exchange for electrical energy and a telepathic nudge. So the "basic psi-crystal mastery" tech that allowed teep drones would also allow that.
Making something that actually does fine manipulation would require more work. Be it larger-scale (sustained thrust) or smaller scale (replacing tools).
It's absolutely a path and your first steps would be barely more than "hey, it gets warm when I plug it in the socket!" levels of understanding how they work, which is where you are now.
Both the Vorlons and the Shadows were perfectly happy handing Technomage abilities to primitive races. The Shadows made the Technomages themselves; and the Vorlons gave /Jack the Ripper/ his staff when making him their pet Diogenes.
That being said, bear in mind that right now all you have is the equivalent of a keyboard/monitor combo that can explode in possibly useful ways.
Oh yeah for sure, this seems like a "I spilled some chemicals on my table and created a room temperature superconductor" level of accident. I would imagine it would take a very well funded Research Institute that can draw from a pool of hundreds of millions of people to understand the Tk field and how you can get useful effects.
Then you need some very smart engineers to make the assembly lines to produce this in a cost effective manner. But still, action at a distance with no equal and opposite force opens some nice possibilities.
If you could do elemental transubstantiation with this stuff, that would imply at the absolute minimum a sufficiently profound mastery of the technology that you'd be on par with at least its makers.
In the meantime maaaayyybe just get the telekinetic blunderbuss to not kill you when you pull the trigger first? Babysteps, peeps.
Right now what we build is basically low level homes, farms and energy plants. if we manage to understand "Psy-Tech", when we start building advnced things, they will use this tech, and then it will start to look interesting to eliminate the -1 to the building output
Right now what we build is basically low level homes, farms and energy plants. if we manage to understand "Psy-Tech", when we start building advnced things, they will use this tech, and then it will start to look interesting to eliminate the -1 to the building output
Yeah, I know, and I'm saying I'm unimpressed with the logic. "could be" is a mirage. I know how these votes turn out. :< Removing penalties like this is a nice way to boost our production especially as we have *one more turn* to harden before storms, and I'd *really* prefer we focus on needs before wants.
We do not yet need psi-tech enough we should delay medical or improving our buildings.
For purposes of this conversation I'd like to remind that neither the Peat Mine nor the Basic Mine are Storm Hardened. Meaning there's a 25% for each of them to be destroyed in those two turns; but as things stand if you Storm Harden them (yes this can be applied after-the-fact) you'll lose 1 energy and 1 minerals from your production.
Of course, you could also reserve an autofab to repairing whichever of the two (if any) is broken that turn -- or do something like "repair the mine if damaged, if not build a new mine" and reserve an autofab specifically for the peat mine. With Storm Hardening you could just build mines on two deposits outright. And hey -- there's also (as I've not so subtly tossed out there) chances of productivity gains from psi-tech that could offset the -1 penalties further just by being their own +1's. Example: the ability to build psi-drone workers would come with the first research into psi-tech.
Scheduled vote count started by Logos01 on Apr 30, 2024 at 2:53 PM, finished with 48 posts and 11 votes.
[X] Plan: Forewarned is forearmed.
--[X] Build a Storm Nullifier Satellite, 1 autofactory, and use the colony ship to get it into orbit. Have the ship mine the system for minerals once it's finished with the satellite.
--[X] Have the militia draft up various emergency plans, then practice responding to them. (Fires, storms, medical emergencies, wildlife attacks, etc.)
-- [X] Explore the ruins, produce dedicated exploration gear to keep everyone safe and whole, 1 autofabber.
-- [X] Research the best practices for building and designing long-term inhospitable habitats, then research better medical practices for colonies, keeping in mind the lack of educated personnel, 2 autofabbers to set up clinics/pharmacies/whatever, 2 food for storm-hardened.
-- [X] Set up a public forum in one of the communal spaces to discuss the future of the colony in more formal and certain terms. (Government, economy, law, etc, think long term.)
-- [X] Attend the meetings at the forum, help with exploring the ruins, and then spend some time with Mira and the militia to give advice and suggestions on the plans.
[X] Plan: Psi tech?
--[X] Build a Storm Nullifier Satellite, 1 autofactory, and use the colony ship to get it into orbit. Have the ship mine the system for minerals once it's finished with the satellite.
--[X] Have the militia draft up various emergency plans, then practice responding to them. (Fires, storms, medical emergencies, wildlife attacks, etc.)
-- [X] Explore the ruins, produce dedicated exploration gear to keep everyone safe and whole, 1 autofabber.
-- [X] Research remains of workshop we found in alien city last Turn. Try to figure out what could other devices there be used for and how those psi crystals are made(so we dont need to rely on single machine making them) and what else could we use them for in practice. 2 autofabbers build any reconstructed prototypes for testing what they could do or experimental psi crystal using devices.
-- [X] Set up a public forum in one of the communal spaces to discuss the future of the colony in more formal and certain terms. (Government, economy, law, etc, think long term.)
-- [X] Attend the meetings at the forum, help with exploring the ruins, and then spend some time with Mira and the militia to give advice and suggestions on the plans.
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 (~310 people)
Kobolds: 4 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.)
Industry:
-- Build a Storm Nullifier Satellite, 1 autofactory, and use the colony ship to get it into orbit. Have the ship mine the system for minerals once it's finished with the satellite.
With the deployment of the Storm Nullifier Satellite, the whole colony felt a stress reduced from their shoulders. While the hazards of Kithhame were still present and a healthy respect of the newfound world would never leave your community if they knew what was good for them, the simple fact that the homes, food, and infrastructure were safe from the world's worst had taken away an edge to daily life that nobody even really noticed until it was gone.
Your original plans of deploying the Storm Nullifier being a short-enough operation to allow the use of the colony ship for asteroid mining however was cut short by the extensive number of fine micropositioning over the course of the weeks it took to properly deploy the incredibly delicate array of reflector and polarizer panels along with their actuator mechanisms. Unfortunately, the need to keep the ship's fuel levels high enough to allow for an emergency evacuation of the colonists meant that it wasn't possible to do two operations at once.
-- Results:
Storm Nullifier Satellite deployed. No asteroid mining action allowed (only 1 Orbital Operation per turn per launch vehicle.)
Military:
-- Have the militia draft up various emergency plans, then practice responding to them. (Fires, storms, medical emergencies, wildlife attacks, etc.)
It was supposed to be just another exercise. Simple readiness operations. Most of the colonists had taken the practice drills for granted, the alarms and whistles and hustling of that week's ready-standby militia volunteers on common activities. If your people hadn't been telepaths, it would likely have taken much, much longer for the community to realize what was happening. By the time the ground started shaking it became fairly obvious what was actually going on -- or so you had thought.
It turned out that your colonists building underground was something of a double-edged sword. Another facet of this world's biosphere revealed itself in the form of an unaccounted for -- due to the extreme distances involved having required aerostats or hovercraft to make the survey reach that far -- organism with a hunger for the very walls of your colony. And the precious foodstuffs stored within the warehouse and enclosed gardens your people depended on for your daily meals.
A work of fiction turned into all-too-real life on this alien world: sandworms. Ten meters long, encrusted with calcite and emitting hyper- and sub- sonic staccato rhythms, the creatures swam through the vibrating soil as though it were thick water. And they ate through the walls of the warehouse while your people could barely do more than watch.
Thankfully the damage they did to the walls themselves was fairly easily repairable, and these ones were largely herbivorous and ignorant to the threat an armed militiaman with a bilpro repeater rifle represented: there was no outright loss of life, but in fighting off the creatures as came through the boreholes they chewed through the plascrete walls, several of your people suffered concussions, broken bones, or in one case a misfired round required surgical care to restore full function to a man's hand.
Scans and dissection of the animals' remains after the incident revealed that they were native to the subarctic regions, and had been lured far away from their home by the scent of a massive deposit of their natural diet; of their three stomachs, two were something akin to termite guts -- filled with specialized bacteria capable of extracting bioavailable nutrients from concrete. Remains of prior meals showed this to be a product of the creatures' normal diet: "stonebush" -- a kind of sagebrush-like tumbleweed plant that resembles sea corals in that it excretes a calcite much like cement to weigh itself down and "glue" itself to the surrounding sands of the perennially storm-addled region. The worms must have been blown far from their normal homes by arctic storms and worked their way towards the plascrete of the colony on scent and watertable flow.
More must be done to learn about how likely a recurring threat this is and what can be done to turn the creatures away from your colonies; facing constant raids of the storage and greenhouse facilities of this scale is simply untenable.
-- Results:
New ecological pest revealed: sandworms. Militia readiness reduces biomass losses and injuries two steps. -4 food, no deaths. XX% chance of sandworm infestation event each turn.
Exploration:
-- Explore the ruins, produce dedicated exploration gear to keep everyone safe and whole, 1 autofabber.
The ongoing cataloging of the alien ruins, by contrast, goes much more swimmingly. With the production of specialized equipment and tooling to make the exploration that much safer -- more exploration drones, proper hazmat suits, elevator systems to make entry and exit a rapid affair, as well as the atmospheric sealing and normalization of the ruins themselves -- made continuing search much more feasible. A few relatively more intact interface panels were found to hold intact datacrystals, even.
You weren't sure if it was more or less surprising that ruins older than the human species contained datacrystals that were compatible with the centauri-sourced computer systems Earth was using when you left the homeworld -- or at least, compatible enough that you could draw viable data down from from them into airgapped terminals of your own make. What was entirely unsurprising, however, was that the data on those crystals was for the most part entirely unintelligible. The onboard simple AI of your colony database was able to decode a few items, however; but none of them were very meaningful. Genetic sequences you identified as being the genomes of native flora and fauna; the trigopods and kobolds in particular had several repeating instances.
The ruins themselves, physically speaking, were wholly explorable now. All that remained was to understand what it was your people were looking at; something that was hardly helped by the inability to tell the difference between a bathroom toilet and a server core.
-- Results:
Alien ruins fully safe for exploration and analysis.
10 Alien Datacrystals retrieved. 0.01% decoded.
Research:
-- Research the best practices for building and designing long-term inhospitable habitats, then research better medical practices for colonies, keeping in mind the lack of educated personnel, 2 autofabbers to set up clinics/pharmacies/whatever, 2 food for storm-hardened.
The colonial database had multiple recommendations for how to encourage residents to avoid feeling "stir-crazy" or "cabin-fever" while in interior facilities. Some of these things were fairly obvious; wide-open spaces, lots of indirect synthetic daylight on day-night cycles. Other aspects were less so; buildings-within-buildings with digital display ceilings to simulate skylines to fool the senses into feeling outdoors. Disguised support columns reworked to look like trees rather than artificial constructs. Digital displays in recessed cubbies with glass panes to emulate windows. Optimized "jeffries tubes" (as one of the older colonists jokingly called them) service crawlways for multi-function cable, piping, and conduit throughways. A number of different digging and tunnelling methods that would allow for faster construction of deeper and broader tunnels and excavation on shorter timeframes rather than use of bilpro explosive boring and carting away rough stone. The collective combination of which being that future Storm-Hardened facilities would be able to be built faster, and in ways that are less inconvenciencing nor impairing of the building's intended function.
Simultaneously, the Namikazes spent much of their time buliding out an extension of the Community Center -- a Medical Suite. They installed in it the best sensor equipment the autofabber they'd been allocated could construct based on the colonial database's designs, and simultaneously used up several months' worth of the colony ship's computer in coding a new "Automated Medical Assistant Intelligence", or AMAI. Encoded with an almost sickeningly sweet "personality", AMAI had near full autonomous control over the surgical arms on the biobeds and was designed with a small complement of hover-drones equipped with field sensors and triage drones that were comprised of first-aid kits, teleoperated arms, and stretchers on wheels.
You would have looked askance at all of this were it not for Mira advising that Michio was sick of people coming to her with bumps and scraped knees on account of deciding that having "Doctor" for a title was 'close enough'. (She was a roboticist, not a medic!)
-- Results:
Automated Field Hospital added to Community Center. -1 Energy, -1 Medical Emergency Impact. Cost: 1 Minerals.
Diplomacy:
-- Set up a public forum in one of the communal spaces to discuss the future of the colony in more formal and certain terms. (Government, economy, law, etc, think long term.)
A single meeting room in the colony library was converted into a formal legislative area. The shelves there were arranged at your careful insistence with sections in which would be written the decisions and day-to-day operational logs of the Matriarchs and yourself, as you established the rules and policies which would inevitably, you explained, become the basis of your people's constitutional charter and the body of precedents your future judicial bodies would need to draw from when making decisions. To that effect, you encouraged the room to be considered the go-to space when any discussions might be had that could affect the colony long-term, insofar as actual planning went.
Nobody was really sure why you were this concerned about something that would at best be a consideration for your children's children, but ... it didn't hurt anything either, and it did seem sensible enough as arguments went.
-- Results:
You got the ball rolling on getting people worried about what shape your government will take when there's enough of you to actually need one.
Personal:
-- Attend the meetings at the forum, help with exploring the ruins, and then spend some time with Mira and the militia to give advice and suggestions on the plans.
Mira was for the most part too busy on working with her fellow militiamen setting up seismic sensors to get better warning for when the sandworms might return, as well as trying to chase down where the heck they came from in the first place, to spend overmuch time with you being involved on your other work. Given the gleam in her eyes, you certainly didn't want to get in her way about the issue. It did give you time to dote on the twins though, so that was always good.
The meetings at the forum, on the other hand, were anything but. Nobody was all that interested in attending them in the first place; any actual issues, it was generally felt and agreed, would be either taken care of inside the "family" or else brought up by the Matriarchs amongst one another. Your own position as overall head was more a matter of taking care of the sorts of things where a single voice was needed -- and with everyone sharing their views through direct mental connection there was never a doubt about the unity of the all. They could tell you cared about it, but by the time a given meeting was to be held everything that such an event could address had already been. Everything, that is, except the petty nuisance discussions. So that's exactly what you were left discussing: who was downwind of who, who hadn't showered recently enough, whose kid deserved special attention in the classroom, and so on and so on.
By contrast, the work with the survey team studying the alien ruins and psi-crystal fabricator was going much better. You now had the ability to reliably control the size of the crystals formed, though you still had no real idea how the machine was making them in the first place. You were also quite certain it was the only such machine -- and while you didn't know how it was making the crystals, you had discovered that the casing material the machine used was sensor-transparent and had a seam you could fit a sub-millimeter fiber-optic camera through. Thanks to this you now had an idea of the components the thing was made from and could, you felt, even attempt your hand at making a copy of the machine. It would take several copies of the crystals the machine itself made to do so, and you'd need to carefully mimic what you were certain was circuit diagrams on them somehow -- but you wouldn't have to disassemble the actual machine to do so. And this might give you more insight into how the crystals themselves worked.
-- Results:
Mira too busy hunting sandworms for close cooperation.
Forums not very successful at this time. Nobody seems to be taking them seriously.
Psi-crystal synthesizer machine may be reproducible?
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.)
-- []
Sorry for taking so long on this one, guys. Life got away from me a bit there. Next turn will be Thursday-ish.
@Decimus -- You're wanting to change a century-ish old traditional cultural norm with this stuff. It's gonna take work to really take hold, especially when the community you're trying to get to adopt it feels their way is superior to "mundane governments", which is what teeps traditionally feel democracy is. This is a canonical thing; you can overcome it but it'll take work.
-[X] Plan: Storms are Coming
- [X] Industry:
-- [X] Harden the mines. Try and make improvements to existing infrastructure to mitigate penalties and raise food production.. (2 autofabbers)
- [X] Military:
-- [X] Patrol, look for sandworm nests within the region.
- [X] Exploration:
-- [X] Work with the military to locate likely nests and methods of ingress.
- [X] Research:
-- [X] Pest Control. Psi tech research, as well. Use last autofabber as needed to build defenses or warning systems.
- [X] Diplomacy:
-- [X] Work on improving the cultural center, adding more to it. (Work on reaching step 2) (autofactory)
- [X] Personal:
-- [X] Go prospecting for minerals in orbit.
Basic maintenance for resources. Investigate sandworms, especially as next turn it'll be a problem. I kept psi-tech here since we really should get on it.