- Location
- Anchorage, Alaska
- [x]Plan Rapid Anti-ageing
this should be good...looking forward to the next turn result!
this should be good...looking forward to the next turn result!
I think I'm going to handle it like this: When you decide to leave a planet, I'll give you the option to pay the cost for rejuvenat treatments for the next 5 years in advance. If you do, the rejuvenat will then stay effective for those 5 years.Still on a quick glance the general idea seems fairly sound. I suppose it depends on how often we need to reapply rejuv to keep it effective and how bad it is to to have treatment interrupted.
@Driven by Apathy Can you give us some information on this?
[X]Plan Rapid Anti-ageing
@10ebbor10 @Skjadir @RandomDwarf
I don't think the tally program will read the plan correctly if there is a hyphen in front of the first set of brackets.
@10ebbor10 you might just want to define the upkeep and make sure that the Hydroponics are on it as currently the first few year don´t appear to make use of it at all (also that the details show up on the tally )
Because t3 is too much effort???Could someone explain to me why the T1 Fuel Refinery is anything other than useless in our current situation?
What does a fuel refinery, any fuel refinery do for us?
Note that using a Fuel Refinery of lower tech level than our ship (which is at T3) means we need more of that low-tech fuel per light year. For a T3 ship, I think it was 4 fuel/light year with fuel out of a T1 refinery (unless I'm remembering wrong and 4f/ly was for T2 fuel, making T1 fuel's efficiency... probably 8f/ly), while manufacturing a single unit of fuel would still take the same amount of man-hours regardless of tech level.I don't disagree, with 6 units of fuel being apparently equal to 6 years of flight it would seem we have plenty of fuel available for us to leave this planet and find a place where we can properly grow.
Could someone explain to me why the T1 Fuel Refinery is anything other than useless in our current situation?
it is important, yes we have fuel for six years of flying around, but we also have currently the time to build up some reserves which might not be something that we will have the time to do if things go wrong and also have the plans/development done to be able to just build another refinery fast if needed.I don't disagree, with 6 units of fuel being apparently equal to 6 years of flight it would seem we have plenty of fuel available for us to leave this planet and find a place where we can properly grow.
We're on the clock here, every year billions suffer and die in the decaying Imperium while alien monstrosities and dimensional horrors grow in strength and do their best to annihilate humanity. We need to grow fast and start kicking ass as soon as possible if we want to make a difference in the galaxy, we can't afford to sit around for half a century making a base on an iceball in the middle of nowhere.
Note that using a Fuel Refinery of lower tech level than our ship (which is at T3) means we need more of that low-tech fuel per light year. For a T3 ship, I think it was 4 fuel/light year with fuel out of a T1 refinery (unless I'm remembering wrong and 4f/ly was for T2 fuel, making T1 fuel's efficiency... probably 8f/ly), while manufacturing a single unit of fuel would still take the same amount of man-hours regardless of tech level.
I see four main points there:Because the planet we are on has very few metals we can use which ends with some other mods. in us haveing currently a total modifier of 4.3 on construction cost (the hope is that the weather sat is able to get that down to just a 4).
Now what does the t1 Fuel Refinery allow us ? well the creation of T1 fuel that we can use in our ship so we don´t have to make use of the T3 one, even if we need more of it. The advantages are that the build cost are doable compared to even Heavy 1 which would have a construction cost of 80,000,000+ currently and that we end up with the plans for some thing we can build relatively fast to that lets us create more fuel if need even if the stuff is not high quality.
it is important, yes we have fuel for six years of flying around, but we also have currently the time to build up some reserves which might not be something that we will have the time to do if things go wrong and also have the plans/development done to be able to just build another refinery fast if needed.
And the descriptions for the other parts:Cargo:
- Nova Alexandria Datacore (Tech Level 5) - guarantees Science Level 5, fills 1 unit cargo space
- Shipboard Light Industry (Tech Level 3) - operational, fills 100 units cargo space
- Shipboard Hydroponics Deck (Tech Level 3) - operational, fills 25 units cargo space
- Infantry Equipment (Tech Level 3) - 1 battalion (1000 combatants), maintained by light industry, fills 1 unit cargo space
- Maintenance & Replacement Parts: 2 units
- Fuel (Tech Level 3): 6 units
- Empty cargo space: 65 units
Maintenance & Replacement Parts (Tech Level 3): Everything you need to keep the Reliant in good working condition for one year. Not a substitute for a major overhaul, but the Reliant shouldn't need one of those yet for then next hundred years or so. Engaging in combat or similarly intense situations may result in systems stress and thus increase maintenance requirements. You'll need heavy industry to make additional starship maintenance & replacement parts.
Cost: 3 points per unit
Required Cargo Space: 1 unit
Utility: Keep your ship in good condition and not suffering from any major malfunctions. Regular maintenance can be forgone, but this will drastically shorten the time until the next major overhaul.
Fuel (Tech Level 3): The fuel you need to keep the Reliant's engines feed for 1 year of normal operations. Engaging in combat or similarly intense situations may result in systems stress and thus increase maintenance requirements. The Reliant's engines are downward compatible - they can run on fuel for Tech Level 2 & 1 engines without problem if need be, but they'll need more of it. You'll need heavy industry to make more fuel.
Cost: 3 points per unit
Required Cargo Space: 1 unit
Utility: No fuel, no power. No power, your ship becomes an inert chunk of metal.
If the population grows beyond that point, we will also need to stockpile Food for long journeys, and given that on turn 1 we grew by 39 people, that's approximately 8 years until 15 thousand is breached.