[X] Plan: Center of Learning
- [X] Industry:
-- [X] Set the syngas plant to 0. Shut it down but don't dismantle it. -3 Energy/t, +3 Biomass/t.
-- [X] Convert 8 Biomass to Minerals. +8 Minerals, -8 Biomass, -1 Energy.
-- [X] Build 12 Solar Farms. +12 Energy/t, -24 Minerals, 1 autofab action.
-- [X] Build a set of Basic Militia Gear. -1 Minerals, 1 autofab action.
-- [X] Build a Storm-Hardened Kelp Farm. +2 Food/t, +2 Biomass/t, -1 Energy/t, -1 Minerals, -1 Biomass, 1 autofab action.
-- [X] Build Two Storm-Hardened Research Labs. -2 Energy/t, -10 Minerals, -2 Biomass, 2 autofactory actions.
-- [X] Build a Public Exowomb Nursery. -1 Food/t, -2 Energy/t, -2 Food, -2 Minerals, -1 Biomass, 1 autofactory action.
- [X] Military:
-- [X] Training exercises and patrols.
- [X] Exploration:
-- [X] Asteroid mining yet again. Hopefully the second time's the charm.
- [X] Research:
-- [X] This will be a busy year for eggheads. The first and second research teams will concentrate on the Blight, attacking the problem from two angles simultaneously.
--- [X] Team 1 is to study the Blight's effects, discovering what it does to an affected life-form's body and genetics and ways to manage or cure them. They are to pay particular attention to any effects on humans, both directly and through our Blight-contaminated diet. One of you is going to have to ask Maw-Maw about her health. We will honour your sacrifice.
--- [X] Team 2 is to study the Blight's peculiar interactions with electrical and bio-electrical fields. This includes whether it is traveling through or otherwise reliant on our colony's electrical infrastructure, but also returning, very carefully, to the psi-crystal configuration that incapacitated a researcher some years ago. This is the second time we've encountered something behaving strangely around a person's bio-electrics on this planet, and it's possible there's a connection. Though it might also simply be an unusual form of alien life that we didn't previously know to look for.
--- [X] Allocate an autofactory and the psi-crystal fabricator to build any equipment or new facilities needed for the Blight research. If the researchers don't need to fabricate significant amounts of new equipment and these would stand idle, build some psi-drones instead.
-- [X] The third research team is to work on the orbital mining infrastructure research that could not be performed last year. However, given the other uncertain projects in this plan, I'm not attempting to physically construct this immediately.
- [X] Diplomacy:
-- [X] We are, as a colony, lacking in both depth and breadth in a variety of fields of knowledge. Between the databases, assistant AIs, and the Kobold Archive, we've been able to manage so far, but there are limits. The proposed apprenticeships would teach the next generation the skills that we know, but would do little good for those that we don't.
--- [X] Canvass the population to get an idea of what skills are most sorely needed, and what sorts of training facilities and equipment would be useful. This includes immediately actionable suggestions, those likely to require research or facilities not yet available, and "pie in the sky" concepts that may become feasible in future.
--- [X] Using the remaining autofactory, begin work on a storm-hardened university/advanced educational complex. In future this should have equipment for advanced psionic education and research and extensive use of the usual psychic interfaces we've become accustomed to, but due to the crystal fabber being in use that will have to wait for a future expansion.
--- [X] Budgeted expense is 5 minerals, 1 Biomass, 1 Energy, but surpluses and stockpiles can be dipped into in case of (reasonable!) overruns.
--- [X] While they are free to enter apprenticeships or other alternatives if they wish, strongly recommend advanced education to both teenagers and their parents.
- [X] Personal:
-- [X] Hijack a patrol GEV and go around telepathically poking at the wildlife: do the catfish-whales communicate? Can one be nudged into calling others into a trap? Can the opposite be done with sandworms, convincing them to stay away? Can the sandworms' natural predators be convinced to take up residence between us and the worms, or would they be even more of a nuisance? As we're one of the colony's strongest telepaths, we shouldn't need to get within biting range to do this.