[X] Allow use of your infantry equipment for "paintball" matches.[X] Plan 10 Years (Prep to leave)
Oh for fuck's sake why is this stupid ordered list automatic and unable to be deleted?!
[X] Allow use of your infantry equipment for "paintball" matches.[X] Plan 10 Years (Prep to leave)
Oh for fuck's sake why is this stupid ordered list automatic and unable to be deleted?!
Theory: you have some sort of weird formatting saved in your drafts. Try "delete draft" under the icon that sort of looks like a refresh icon and refresh your page.
[X] Allow use of your infantry equipment for "paintball" matches.[X] Plan 10 Years (Prep to leave)
Oh for fuck's sake why is this stupid ordered list automatic and unable to be deleted?!
[X]Plan 17 years
-[X] General Order : Shut down Hothouse after food stockpile reaches 10 years.
-[X] Year 1-2
--[X] Finish Volkites, Equip Camouflage on all Buildings
--[X] Commence Researching Tier I Heavy Industry
-[X]Year 7
--[X] Finish research, commence construction of Tier I heavy industry
-[X] Year 17
--[X] Finish construction and install camouflage
--[X] Excess wishlist (12,999,796.21 emh)
---[X] Hydroponics (Tech Level 3):
[X] Plan 60 Years
-[X] General Order : Shut down Hothouse after food stockpile reaches 10 years.
-[X] Year 1-2
--[X] Finish Volkites, Equip Camouflage on all Buildings
--[X] Commence Researching Tier III Heavy Industry (Year
-[X]Third Decade
--[X] Finish Tier III design, commence construction
-[X]Sixth Decade
--[X] Finish Tier III design
--[X] Excess Wishlist ( roughly 130 000 000 hours of design work
---[X] Research Cybernetics, Human Reproduction, Hydroponics, Lvl 4 Light Industry
[X] Plan 10 Years (Prep to leave)
-[X] General Order : Shut down Hothouse after food stockpile reaches 10 years.
-[X] Year 1-2
--[X] Finish Volkites, Equip Camouflage on all Buildings, start building fuel Ref I
--[X] Commence Researching Spaceborn Juvenat
-[X] Year 6
--[X] Finish Building Fuel Refinery + Camouflage
-[X]Year 7
--[X] Finish space Juvenat design. Frontload Juvenat. Start Space Juvenat conversion
-[X]Year 10
--[x] Complete
--[X] Excess wishlist (12,999,796.21 emh)
---[X] Hydroponics (Tech Level 3): 6,582,226.03
The number crunching is done. The turn was interrupted in 40114 CE. You've completed the turrets, camouflage and refinery, as well as the design of the shipboard juvenat, and are currently busy frontloading juvenat treatments.
The number crunching is done. The turn was interrupted in 40114 CE. You've completed the turrets, camouflage and refinery, as well as the design of the shipboard juvenat, and are currently busy frontloading juvenat treatments.
ok that means that we are ~5 years into the plan and were able to get stuff done that was should have happend in the 7 which means we made alot more progress here then we thought.
We have the stealth up against tier 3 sensors (and hopefully below) for the ship, the hothouse and the refinery, that should make it quite abit harder to find us, if we have to deal with ships entering the system (or some of the systems around us).
The entering the system would the worst case so lets hope that that isn´t the case.
Also here some more project that we need to look into
Tier 3 Anti-Air Turrents/missiles
Tier 3 Ground-Orbit Turrents (aka turrents that are able to shoot at ship in orbit)
Tier 3 Shields (shield to protect against orbital bombardment if needed)
Tier 3 Anti-ship sat.
Spacemines (likely a small stealth sat. with a missle/torpedo/charge that is shoot* at ships that come close to it)
*hopefully with stuff to prevent sensors from being to pick that up.
As long as it isn´t a fleet entering the system we should be ok.
If it is a smaller IoM ship and it finds us, we might be able to shoot it down as long as we keep our distance and make use of the fact that we are likely faster then it .
And yet, the following years bring with them a pleasant surprise.
For the first time since your arrival here, construction is proceeding faster than you had anticipated. The improved Skillsharing Algorithms have clearly proven their worth. What's more, you're quite certain that further improvements are possible. Unfortunately, they're also more difficult. Eris will need to muster a lot of willpower and quite a bit of practice to master this technique.
Acquired Perk: Improved Group Mind Skillsharing I:
Members of Eris can perform any job at at least 45% of the group mind's skill level.
Proposed Perk: Improved Group Mind Skillsharing II - Cost: 3000 exp
Anyway, for now you reap the rewards of what you have already achieved. With a simple Fuel Refinery operational, your settlement fully camouflaged, and pop-up turrets equipped with volkite weaponry for defense, eventually you start to feel a little safer.
Construction and deployment of Volkite Turrets (Tech Level 3) complete. 1,933,506 man-hours were required to finish the project, not counting the work that had already been done.
Construction of Fuel Refinery (Tech Level 1) complete. 29,113,899 man-hours were required to finish the project.
Construction of "Chameleon" Camouflage Systems (Tech Level 3) complete. 8,318,257 man-hours were required to finish the project.
Your "paintball" players have been regularly shooting at each other with simulated laser beams for some time now. It remains a rather amateurish affair, but still, simple team tactics for light infantry have been devised in the course of their matches.
Martial (Ground): 1 => 2
Meanwhile, your people are also developing a shipboard version of your rejuvenat facility. Juvenant treatments are intensified for your entire population in preparation for the existing facility's conversion.
Development and prototyping of Shipboard Genetics & Juvenat Facility (Tech Level 3) complete. 10,113,781 man-hours were required to finish the project.
Intensified Juvenat Treatments: 1,166,171 of 12,383,000 effective man hours remain before conversion can begin.
I could be said that things are proceeding quite nicely, when your space observation satellites suddenly sound the alarm one day in early January of 40,114 CE.
Turn 3 interrupted. Eris gains 500 exp for surviving another 5 years.
"Is it Imperial?" Even as she asks the question, she can feel Eris's attention on her. This concerns all of them.
"We think so. It's a little difficult to say from this far out, but the drive signature seems to match what we recorded at Sol. More or less. And their active sensors are also more or less a match."
"And you're sure they haven't seen us yet?"
"No, they definitely haven't. Not with that sorry excuse for sensors they're using. And even if we didn't have the camouflage system, they wouldn't. Not at this distance. They're not moving into the inner system either. What's more, we think they're already warming up their warp drive - they'll probably leave soon."
She can feel through Eris that he is, indeed, quite sure. And so are the rest of the satellite operations team - at the moment there is no risk of discovery. A relief, to say the least.
And yet...
"But?"
"But... well... best look for yourself." He pushes a button, and puts the sensor data on the main screen. Four small objects can be seen accelerating away from the presumed Imperial ship in the outer system. Three are too small to be anything other than probes, set on a course toward the other planetoids in the McMurdo system. The fourth... is not a probe, and it's coming right for McMurdo Prime. Where they are.
"Options?"
He shrugs. "Assuming they continue on their current heading? We can probably use the satellites as improvised KKVs. They're stealthy, so the Imperials won't see them coming, and at least so far that dropship is moving on a predictable course. If we hit them with a few in quick succession while they enter orbit, that will probably make short work of them. Or we simply activate the Reliant's main reactor, lift off, and blow them up with our lance battery. Or we hide, I guess."
"If we do hide, how likely do you think it is that we'll be discovered?"
"With our camouflage system? Not very, I would think. At least not if they're not specifically looking for us."
A quick query through Eris confirms his assessment. She's still considering things, when...
"Energy spike! Consistent with a capital ship entering warp." calls out one of the sensor operators. The satellite operations center erupts into sudden frantic activity as the sensor returns are confirmed and evaluated. The result is clear.
The Imperial capital ship has left. But the probes are still on their way to the various celestial objects in the system, and the dropship is still headed for planet McMurdo.
[ ] Hit it with part of the satellite swarm (fairly high chance of success, low chance of discovery)
[ ] Lift off with the Reliant when the Imperial dropship enters orbit and blow them up (Success and discovery nigh-guaranteed)
[ ] Hide and observe (very low chance of discovery - presuming the Imperial dropship isn't specifically looking for the Reliant. Imperial dropship remains intact and active)
[ ] Write-In
i would go for this as we know they are likely looking for us and we will need to mine and be able to move around the planet without them being around.
[] Lift off with the Reliant when the Imperial dropship enters orbit and blow them up (Success and discovery nigh-guaranteed)
if we lift off i would also us the Reliant to kill get our hands on atleast one probe to see how they work. If they don´t have FTL coms then even if they see us that shouldn´t be a problem.
On the other hand we could use the sats to try and kill it, rebuild them and then maybe also send out some sats to deal with the probes
[X] Hide and observe (very low chance of discovery - presuming the Imperial dropship isn't specifically looking for the Reliant. Imperial dropship remains intact and active)
Argh! It now becomes obvious what we should have done - we should have created a decoy crashed Reliant (i.e. a crater with bits)! It would have made this manhunt cease. Too late now, though.
we will have to stay inside the ship/base for that time frame to make sure that they don´t find our people while they are mining stuff and will need to kill them via ship if they find us as i don´t like to think about the loses we would get if we fight them on the ground.
@Driven by Apathy do we know how big was that capital ship that dropped the probes and the dropship off is?
Edit:
[] Hit it with part of the satellite swarm (fairly high chance of success, low chance of discovery)
We know for a fact that they are very likely looking for the Reliant so hiding is likely less good then it looks.
[X] Hide and Hijack : Hide from the enemy sensors while utilizing our orbital sensor net to try and listen in on Imperial communications.
Escort-sized. 1-2 kilometers in length, fairly standard shape for an Imperial vessel. Not of any specific ship-class you recognize, though that doesn't mean a lot as you haven't yet gotten a close look at more than a handful of Imperial ships.
That means we only have to deal with a ~3.47 mod for now and not the 4.3 for from the beginning very good for construction efficiency .
Edit.
Design efficiency only has to deal with a ~1.26 mod from 1.4 from before also quite the improvement.
This means we might want to stay here to atleast research Heavy tech 3 if we have the time for that.
Edit:
Cost for Heavy tech 3 went down from 224kk mh design + 344kk construction to ~198,4kk mh design + ~277,6kk mh construction => ~92kk mh that we need less.
[X] Hide and observe (very low chance of discovery - presuming the Imperial dropship isn't specifically looking for the Reliant. Imperial dropship remains intact and active)
Leaving them be while continuing our buildup under stealth seems like the best idea. We're not very good at out-and-out combat yet.
Okay, there was a typo, which has been corrected now. Development of the Shipboard Juvenant took 10,113,781 man-hours, not 10,103,781. Effective man-hours required were 8,000,000.
[X] Hide and observe (very low chance of discovery - presuming the Imperial dropship isn't specifically looking for the Reliant. Imperial dropship remains intact and active)