I'd say we should focus on getting the hydroponics before building the heavy industry; we lose far more if we have to go running again without some stored food because we start losing people if they start starving and far faster then if we run out of industry points in space/before we set up somewhere. (even better if we can get the shipboard hydroponics)
We have shipboard hydroponics, if we stretch the food from that we can successfully feed all our people. The point of getting extra food now is so we don't have to stretch it on space voyages
Current draft of my plan:
[] Plan Heavy Industry, Replacements, Cargo pods (18 years)
-[] [Schedule] Work Schedule: Avg ~40 hrs per week
--[] Year 1: 45 Hours. +50% Stress
--[] Years 2-18: 40 Hours. +40% Stress
--[] Pause once Heavy industry is built or something comes up
-[] [Actions]
--[] In addition to hydroponics food production, dedicated 666,666 MH to agriculture, and use enough rationing to ensure a stockpile of 10 units of food is built up within 18 years
--[] [Priority 1] Finish researching Heavy Industry (24,240,855 EMH)
--[] [Priority 2] Once Heavy Industry is researched, all construction capacity should go into building 1 T3 Heavy Industry (Even if Killbots are not done being rebuilt)
--[] [Priority 3] Finish Building the last Gorgon MBT battalion
--[] [Priority 4] Build 2 "Spartan" Killbot Battalions to replace the 2 lost battalions
--[] [Priority 5] Design external cargo pods extensions for the Reliant
--[] [Priority 6] Research T3 Light Industry
--[] [Priority 7] Research Erisian Baseline Genome
-[] Buy Extended Range II - 3000 exp
We have shipboard hydroponics, if we stretch the food from that we can successfully feed all our people. The point of getting extra food now is so we don't have to stretch it on space voyages
Current draft of my plan:
[] Plan Heavy Industry, Replacements, Cargo pods (18 years)
-[] [Schedule] Work Schedule: Avg ~40 hrs per week
--[] Year 1: 45 Hours. +50% Stress
--[] Years 2-18: 40 Hours. +40% Stress
--[] Pause once Heavy industry is built or something comes up
-[] [Actions]
--[] In addition to hydroponics food production, dedicated 666,666 MH to agriculture, and use enough rationing to ensure a stockpile of 10 units of food is built up within 18 years
--[] [Priority 1] Finish researching Heavy Industry (24,240,855 EMH)
--[] [Priority 2] Once Heavy Industry is researched, all construction capacity should go into building 1 T3 Heavy Industry (Even if Killbots are not done being rebuilt)
--[] [Priority 3] Finish Building the last Gorgon MBT battalion
--[] [Priority 4] Build 2 "Spartan" Killbot Battalions to replace the 2 lost battalions
--[] [Priority 5] Design external cargo pods extensions for the Reliant
--[] [Priority 6] Research T3 Light Industry
--[] [Priority 7] Research Erisian Baseline Genome
-[] Buy Extended Range II - 3000 exp
wait,we already have the T3 hydroponics? maybe I'm just being blind but I'm kinda having a hard time seeing what we already have when the upgardes include things that we already have (presumably because we are allowed to have multiple if we want)
Dark age tech is the foundation of non-heretical tech, but not all dark age tech is non-heretical. Only the stuff that survived the age of strife without turning on humanity or getting corrupted by chaos is non-heretical and that's a smaller subset than you would think initially.
The Admech loves dark age tech because they can go in and apply the anti-chaos and anti-AI techniques that helped humanity survive the age of strife like using brains as computers.
wait,we already have the T3 hydroponics? maybe I'm just being blind but I'm kinda having a hard time seeing what we already have when the upgardes include things that we already have (presumably because we are allowed to have multiple if we want)
Vague thought that we should check up on the Loyalists we dropped off on that island a while back? I don't know how they'd be an issue, but it feels like we shouldn't not spend a bit doing some light espionage.
Vague thought that we should check up on the Loyalists we dropped off on that island a while back? I don't know how they'd be an issue, but it feels like we shouldn't not spend a bit doing some light espionage.
No casualties! Woohoo! Well then, we just earned our miniature nationstate a Name.
The Erisian Concord/Concordiat/Concordance.
I like it.
Diplomatic bonus? That might come in handy.
On the other hand, I will point out that Orks somehow know where to find a good scrap across interstellar distances.
Which makes me a little anxious about getting off this rock before a Waagh descends on us.
Apparently we can reduce our permanent Stress malus for a period .
That's an interesting discovery to make, given how Stress governs our efficiency and pop growth. It's worth exploring if its only a campaign reward, or if it's an effect we can duplicate by stacking narrative bonuses.
Also Food Production is looking a bit iffy right now as we're eating into our stores if we're not on rationing. I'd like to get another Hydroponics setup her and converted to Shipboard work if that's possible.
No it isn't.
We can feed 15,000 people on our current production if we're careful.
We don't have stores because our production has been sufficient thus far, and stores take up valuable cargo space.
I've decided to implement agriculture as follows: On a planet with suitable soil and climate such as Respite, you can produce food as per your most advanced food producing building design available without actually needing to use that building.
So basically, spend 666,666 man-hours to produce a second unit of food per turn.
Okay. At that cost, it should be worth exploring if a food surplus has any mechanical effects.
Whether it's a bonus to productivity, a lowering of the Stress floor, or an increased minimum population growth rate.
Or just an increased incidence of special events.
Plans? Okay, where are those numbers.....Alright.
Assume we're working 45 hours a week, 50 weeks a year, with a population of 12803.
Stress 80%. Science efficiency 63%. Industry efficiency 58.5%.
~28.8 million manhours a year.
-5.71 million manhours for rejuv and cyberaugs every year.
-.95 million manhours for 1 unit of food every year
Total -6.66 million recurring costs
Remaining 22.14 million discretionary manhours/year.
1 unit T3 Light Industry yields 8.4 million manhour cap per year.
1 unit T3 Heavy Industry yields 8.4 million manhour cap per yer.
No cap exists for RnD.
T3 Heavy Industry
24.2 million emh to finish research
80 million emh to build.
T3 Light Industry
33.6 million emh to research (-50% reverse engineering discount from existing example)
33.6 million emh to build
Those are the base assumptions I'm making here.
Now let's run some numbers.
Scenario A : 1 Unit Heavy Industry Alone
RESEARCH
T3 Heavy Industry = 24.2 million emh at 80% Stress/63% Science = 38.4 million manhours at 22 million manhours a year = 1.7 years
CONSTRUCTION
T3 Heavy Industry = 80 million emh at 80% Stress/58.5% Industry = 136 million manhours at 8.4 million Industry cap/year = 16.1 years
Total = 17.8 years
■■■
Scenario B : 1 Unit Light Industry, then 1 Unit Heavy Industry
RESEARCH
T3 Light Industry = 33.6 million emh at 80% Stress/63% Science = 53.3 million manhours at 22 million/year = 2.4 years
T3 Heavy Industry = 24.2 million emh at 80% Stress/63% Science = 38.4 million manhours at 22 million/year = 1.7 years*
CONSTRUCTION
T3 Light Industry= 33.6 million emh at 80% Stress/58.5% Industry= 57.4 million manhours at 8.4 million Industry cap/year = 6.8 years
T3 Heavy Industry= 80 million emh at 80% Stress/58.5% Industry = 136 million manhours at 16.8 million** Industry cap/year = 8.1 years
Total = 19 years
*T3 Heavy Industry research overlaps with T3 Light Industry construction.
**The construction capacity doubles after Light Industry finishes constructing, which is why the construction cap for Heavy Industry doubles.
■■■
Scenario C :1 Unit Heavy Industry then 1 Unit Light Industry
RESEARCH
T3 Heavy Industry = 24.2 million emh at 80% Stress/63% Science = 38.4 million manhours at 22 million/year = 1.7 years
T3 Light Industry = 33.6 million emh at 80% Stress/63% Science = 53.3 million manhours at 22 million/year = 2.4 years*
CONSTRUCTION
T3 Heavy Industry = 80 million emh at 80% Stress/58.5% Industry = 136 million manhours at 8.4 million Industry cap/year = 16.2 years
T3 Light Industry= 33.6 million emh at 80% Stress/58.5% Industry= 57.4 million manhours at 16.8 million** Industry cap/year = 3.4 years
Total = 23.7 years
*T3 Light Industry research overlaps with T3 Heavy Industry construction.
**The construction capacity doubles after Heavy Industry finishes constructing, which is why the construction cap for Light Industry doubles.
So that's the math as I see it.
[]Plan Long March: 10 years
-[]POLICY: Rescind distance restrictions on mine locations unless Orkoids begin to re-emerge.
-[]PERK: Buy Extended Range II: 3000 XP
-[]SCHEDULE: Work schedule
--[]Year 1: 20 hours. +10% Stress
--[]Year 2-10: 45 hours. +50% Stress
-[]Juvenat + Cyberaugs: -360 emh/person/year
-[]1x Hydroponics: 666,666 emh/year
-[]1x Extra Agriculture: 666,666 emh/year
-[]Surveillance: 50,000 manhours/year.
-[]Research: T3 Light Industry > T3 Heavy Industry> Wired Reflexes > Myomer Cyberlimbs> Fighter gunship>Artillery>Artillery drone>Fighter gunship drone>MBT drone> Jetbike > Human Reproduction Center.
-[]Military Construction: Finish outstanding MBT.
-[]Industrial Construction: 1x T3 Light Industry > 1x T3 Heavy Industry
-[]Priority: T3 Light Industry RnD > T3 Heavy Industry RnD > T3 Light Industry construction > T3 Heavy Industry construction > Everything else
RATIONALE
-First year is 20 hours because, when combined with the Stress bonus, we get to maximize population growth for 1 year.
And narratively, we rest for a year.
-Ork spores are dormant, so we can go back to exploiting mines as far away as we can reach.
-Datajack implant is supposed to improve our Science and Engineering modifiers as well as our combat, but right now we only have figures for how it affects combat. That's a question to ask the GM.
-We currently have 3700 XP.
In 14 years we could buy Improved Skillsharing for 5000XP and improve our skillsharing by 10% from 0.5 to 0.55, or we can buy Improved Range now. Extended Range II will allow us to spread our mines/miners over a larger area, which will improve our Industrial efficiency. So we buy it now.
-We probably don't have to fight for the next two decades, so we can cut down on military expenditure.
No burnings or nukes, no militia training. Maintain surveillance, because a planet with Ork spores requires vigilance, and because we need to keep an eye on the Imperials off on their island. Funnel the rest of our effort into RnD and construction.
-Drone versions of manned vehicles get a 50% discount on RnD if you already have the manned version. So do the research.
They're relatively cheap.
-Research genemods in space; we won't have the time here.
-Producing excess food to see if it has a narrative or mechanical effect.
No it isn't.
We can feed 15,000 people on our current production if we're careful.
We don't have stores because our production has been sufficient thus far, and stores take up valuable cargo space.
Us being able to feed 15000 if we're careful is my point. If we want to migrate and voyage in space for a long period, we need a bigger store of food and I'd really like to be off rationing while travelling around for the possible boons to both population and stress as well as food security.
Us being able to feed 15000 if we're careful is my point. If we want to migrate and voyage in space for a long period, we need a bigger store of food and I'd really like to be off rationing while travelling around for the possible boons to both population and stress as well as food security.
As long as our population is below 15k we're fine; there is currently no evidence of mechanical or narrative effects for excess food.
Furthermore, we can't afford it. Cargo space is limited, and stuff we want to carry is not.
Even when we eventually research and build cargo modules, we've been told they're for storing stuff thats not in use. Dismantled machinery, inactive weapons and the like. You cant put Hydroponics in a cargo module and run it in there.
Until we can afford a larger ship, we can only make do.
[]Plan Long March: 10 years
-[]POLICY: Rescind distance restrictions on mine locations unless Orkoids begin to re-emerge.
-[]PERK: Buy Extended Range II: 3000 XP
-[]SCHEDULE: Work schedule
--[]Year 1: 20 hours. +10% Stress
--[]Year 2-10: 45 hours. +50% Stress
-[]Surveillance: 50,000 manhours/year.
-[]1x Extra Agriculture: 666,666 emh/year
-[]Research: T3 Light Industry > T3 Heavy Industry> Wired Reflexes > Myomer Cyberlimbs> Fighter gunship>Artillery>Artillery drone>Fighter gunship drone>MBT drone> Jetbike > Human Reproduction Center.
-[]Military Construction: Finish outstanding MBT.
-[]Industrial Construction: 1x T3 Light Industry > 1x T3 Heavy Industry
-[]Priority: T3 Light Industry RnD > T3 Heavy Industry RnD > T3 Light Industry construction > T3 Heavy Industry construction > Everything else
RATIONALE
-First year is 20 hours because, when combined with the Stress bonus, we get to maximize population growth for 1 year.
And narratively, we rest for a year.
-Ork spores are dormant, so we can go back to exploiting mines as far away as we can reach.
-Datajack implant is supposed to improve our Science and Engineering modifiers as well as our combat, but right now we only have figures for how it affects combat. That's a question to ask the GM.
-We currently have 3700 XP.
In 14 years we could buy Improved Skillsharing for 5000XP and improve our skillsharing by 10% from 0.5 to 0.55, or we can buy Improved Range now. Extended Range II will allow us to spread our mines/miners over a larger area, which will improve our Industrial efficiency. So we buy it now.
-We probably don't have to fight for the next two decades, so we can cut down on military expenditure.
No burnings or nukes, no militia training. Maintain surveillance, because a planet with Ork spores requires vigilance, and because we need to keep an eye on the Imperials off on their island. Funnel the rest of our effort into RnD and construction.
-Drone versions of manned vehicles get a 50% discount on RnD if you already have the manned version. So do the research.
They're relatively cheap.
-Research genemods in space; we won't have the time here.
-Producing excess food to see if it has a narrative or mechanical effect.
I would not bother researching artillery drones. The point of drones is to take losses so our humans don't, but it's not like drone artillery will be in a position to take losses for humans. I also wouldn't research MBT drones, because our MBTs are tough enough that it's unlikely they will be taken out by feral orks (we only lost 1 tank in the last fight, and even then the crew made it out).
No, we started the quest with ship-based T3 light industry. You are either thinking of the Genetics and Rejuvenat facility, or the hydroponics facility, both of which were made to be shipboard systems.
Damn... it is worse then I had feared and remembered! We need to get our core research done so we can find a nice empty resource middling asteroid belt in the middle of no where to disappear into for a century or so. At that point we should hopefully have enough time to do research to catch back up to tier 5. Though I am no holding my breath.
I highly doubt we'll be able to research an entirely new, larger ship design before the next cycle of the Orks starts to crop up, given how long it's taken to research Heavy Industry. Wouldn't it be more plausible to build a copy of the Reliant, since having a working example gives us a 50% research discount?
Also, digging through the character sheet for the Reliant's tech level, I noticed something odd @Driven by Apathy: Character sheet still says we're holding Imperials in a cargo bay, but didn't the Turn 15 vote cut them all loose to set up a settlement far away from us? And we put that settlement on a nuclear suicide watch to ensure nothing they have falls into the Orks' hands when they "inevitably" get attacked and overwhelmed?
Damn... it is worse then I had feared and remembered! We need to get our core research done so we can find a nice empty resource middling asteroid belt in the middle of no where to disappear into for a century or so. At that point we should hopefully have enough time to do research to catch back up to tier 5. Though I am no holding my breath.
Yeah, we already know that's not going to happen. A long while ago, uju described it somewhere along the lines of "We're in an RPG, not a civ builder", and our GM confirmed that this is the case. If Erist doesn't choose to go out and find an interesting situation to be in, interesting situations of the GM's choice will come and find Eris.
Character sheet still says we're holding Imperials in a cargo bay, but didn't the Turn 15 vote cut them all loose to set up a settlement far away from us? And we put that settlement on a nuclear suicide watch to ensure nothing they have falls into the Orks' hands when they "inevitably" get attacked and overwhelmed?
The spreadsheet was still set for the previous turn, because the update released around midnight for me and I hadn't cleaned it up. I'll clean it up later.
The food system was always a bit of an awkward leftover from the beginning of the quest. Since Eris' current location allows you to easily compensate for any changes to the system, I've decided to make those changes now. Effective immediately:
One old unit of food is now 10,000 new units of food.
One new unit of food can comfortably feed a person for a year.
10,000 new units of food require 1 unit of cargo space to store.
The Shipboard Hydroponics deck can be used to produce up to 10,000 new units of food at 66 manhours per unit of food.
On a planet with good climate and soil conditions, such as Respite, and assuming your location is suitable, 1 new unit of food can be grown agriculturally in exchange for 66 manhours. This number might improve as you tech level improves, but no promises, I haven't decided yet.
If you don't produce enough food, Eris is forced to ration it, and a stress penalty appears. It starts at 5% until you reach 25% food deficit (when rationing basically just means more staple foods and less fancy stuff), escalates to a 10% stress penalty once you exceed 25% food deficit (when gradually dropping even staple foods becomes necessary to avoid starvation, until your people eventually subsist on nothing but hyper-efficient nutrient paste) and past 50% food deficit actual starvation sets in.
The food system was always a bit of an awkward leftover from the beginning of the quest. Since Eris' current location allows you to easily compensate for any changes to the system, I've decided to make those changes now. Effective immediately:
One old unit of food is now 10,000 new units of food.
One new unit of food can comfortably feed a person for a year.
10,000 new units of food require 1 unit of cargo space to store.
The Shipboard Hydroponics deck can be used to produce up to 10,000 new units of food at 66 manhours per unit of food.
On a planet with good climate and soil conditions, such as Respite, and assuming your location is suitable, 1 new unit of food can be grown agriculturally in exchange for 66 manhours. This number might improve as you tech level improves, but no promises, I haven't decided yet.
If you don't produce enough food, Eris is forced to ration it, and a stress penalty appears. It starts at 5% until you reach 25% food deficit (when rationing basically just means more staple foods and less fancy stuff), escalates to a 10% stress penalty once you exceed 25% food deficit (when dropping the fancy stuff completely gradually becomes necessary to avoid starvation, until your people eventually subsist on nothing but hyper-efficient nutrient paste) and past 50% food deficit actual starvation sets in.
do we know enough about our people/eris to know if people can defect once they have already joined? is that influenced by how long they have been in the hive mind? how about if their a psyker? do we even have any psykers? (found answer in character sheet; we do, but not many and none are strong) I don't remember if this has been covered before. maybe add a FAQ for such questions?
how about if chaos is allowed to enter the picture (that never is a good thing)
and yet at the same time I suppose its a good thing....at least for now anyway.
we need to up our warp as much as possable cas we NEED to know as soon as possable IC that chaos is bad evil no-good AND (because this is far less likely to be immediately obvious to Eris but at least as important) because chaos can corrupt people on a memetic level, we will need to, at the same time if at all possible; we get our warp up enough to resist chaos both as a whole/as Eris and to protect our members as effectively as possable (very glad that ork action got us that warp level) cas I imagine having somebody fall to chaos is at LEAST as bad of a trama to Eris as having them die.
edit: @Driven by Apathy oh, could you update our character sheet with the new skill description for ork WAAAGH inspired war-dancing skill please and thank you?
I'm aware we lack anything to salvage but then again we haven't been looking. The need has been to hide and turtle. In the future we should keep that in mind.
Adding to our ship is my vote intill we get a better opportunity...
So we have talked about leaving for OOC reasons (this is an RPG and we should go looking for interesting stuff before it finds us) but what is our IC motivation? What is Eris looking for?
Eris members remain fully free-willed individuals, so in theory it's possible. In practice, human nature and social conditions within Eris make treason a non-concern and people leaving of their own free will extremely improbable. At least as long as you don't start assimilating people involuntarily.
Inaccurate with regards to the situation on Respite - your initial landing side was selected in such a way as to already offer easy access to high-yield deposits of necessary resources. There might still be slightly superior deposits on the other side of the planet, yes, but the difference is small and the effort needed to transport stuff would exceed efficiency gains.
That being said, on some planets the situation might very well be different.
We, ah, can't actually afford to turtle-up anywhere, actually.
We're fully reliant on mindsharing skill in order for our tiny population to maintain even a T3 society, with the sources of the skills being people who were the result of T5 education. We have until our original members start dying of old age to build up to a perk that lets Eris retain the memories of members who die before we start losing vital skills.
Is this what you meant about how we couldn't turtle up, @Driven by Apathy?
Unless my memory fails me, I never actually said you couldn't turtle. I merely implied that it wasn't the optimal playstyle like some people assumed.
You can hide on some insignificant rock for the next 1000 years. I won't suddenly kill you off for it or something. But the galaxy will not stand still while you do so, and living a quiet and uneventful life means slow EXP gain.
As for loss of skills due to people dying of old age, I considered it, but ultimately decided against it for game balance reasons. After decades of using those skills with skillsharing, the Gestalt has begun to distribute them among more and more of its members, so even if the original expert passes away, there will be a thousand people who possess 1% of his knowledge each, and with how skillsharing works, it won't be everyone just knowing the same basic 1%.
That being said, if you should ever lose a great number of people in a short amount of time...
So we have talked about leaving for OOC reasons (this is an RPG and we should go looking for interesting stuff before it finds us) but what is our IC motivation? What is Eris looking for?
So far? Freedom, safety, peace and prosperity for themselves, for long enough to hopefully move past the haunting memory of what they lost when the Federation fell. Eris isn't currently aware enough of the wider galaxy to realize exactly how bad things are and that they're only going to get worse.
I would not bother researching artillery drones. The point of drones is to take losses so our humans don't, but it's not like drone artillery will be in a position to take losses for humans. I also wouldn't research MBT drones, because our MBTs are tough enough that it's unlikely they will be taken out by feral orks (we only lost 1 tank in the last fight, and even then the crew made it out).
I highly doubt we'll be able to research an entirely new, larger ship design before the next cycle of the Orks starts to crop up, given how long it's taken to research Heavy Industry. Wouldn't it be more plausible to build a copy of the Reliant, since having a working example gives us a 50% research discount?
Yes, our first (new)ship is going to be a Reliant clone
But I don't expect to research, let alone build a new ship here, on this planet.
We're going to go Cargo pod/module > Reliant clone > Light cruiser.
Also, digging through the character sheet for the Reliant's tech level, I noticed something odd @Driven by Apathy: Character sheet still says we're holding Imperials in a cargo bay, but didn't the Turn 15 vote cut them all loose to set up a settlement far away from us? And we put that settlement on a nuclear suicide watch to ensure nothing they have falls into the Orks' hands when they "inevitably" get attacked and overwhelmed?
We assimilated a bunch of space travellers.
I'm pretty sure we know Chaos exists, given how Chaos-aligned pirates are a problem. But that does not mean we know what it is though.
Gonna need to access Imperial records for that.
The food system was always a bit of an awkward leftover from the beginning of the quest. Since Eris' current location allows you to easily compensate for any changes to the system, I've decided to make those changes now.
Datajack:
This coin-sized dataport on the side of the head allows for direct mind-machine interfacing, enabling a person to directly access computers and information with their minds. A neural lace is necessary for the brain to be able to correctly interpret incoming input and respond with output intelligible to the machine. Even then it takes years to master mind-machine interfacing and most people never truly master the technique, making this technology quite a bit less useful than one would think... or that's how it would work, if Eris population wasn't already linked up to the gestalt all the time and largely finds the mental exchange of information with entities other than one's own self to come as naturally as breathing. Where others might struggle, you're pretty sure you'll have no problems.
Upkeep: 50 emh per person, uses science modifiers
Prerequisites: Neural Lace
Utility: Improved science and engineering efficiency. Increased combat power for all manned combat units on the ground and in space - units benefit more the more they rely on their equipment over their physical capabilities. The achievable ratio of automated to manned units increases by 0.2.