Lonely Humanity

[X] Get Closer To The Inner System Asteroid Belt

And because Plan Eurovision won, how about
[X] Plan: Yurop must grow larger
-[X] Starship: Eurovision
-[X] Star: Apollean
-[X] Rocky planet: Minos
-[X] Gas Giant 1: Sarpedon
-[X] Gas Giant 2: Alagonia
-[X] Gas Giant 3: Carnus
 
[X] Get Closer To The Inner System Asteroid Belt

[X] Plan: Yurop must grow larger 2.0
-[X]Starship: Cypher
-[X] Star: Ava
-[X] Rocky planet: M476
-[X] Gas Giant 1: Lystra
-[X] Gas Giant 2: Nebula
-[X] Gas Giant 3: Zoe
 
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[X] Get Closer To The Inner System Asteroid Belt


[X] Plan: Yurop must grow larger
-[X] Starship: Eurovision
-[X] Star: Apollean
-[X] Rocky planet: Minos
-[X] Gas Giant 1: Sarpedon
-[X] Gas Giant 2: Alagonia
-[X] Gas Giant 3: Carnus
 
Vote closed
Scheduled vote count started by GerPN76 on Jun 8, 2023 at 10:46 AM, finished with 12 posts and 8 votes.
 
2257 Q3, Turn 1
2257 Q3

Unfortunately during the braking maneuvers the main engines lost most of their remaining structural integrity(as expected), but maneuvering thrusters managed to accomplish what the main engines could not and the ESV Eurovision has achieved its designated orbit around the Apollean star at around 3 AU. The structural integrity of the rest of the ship remains below the optimal level, however the spine of the vessel is still intact so any damage can be repaired as long as resources are properly utilized. Unfortunately the trip to this star system caused substantial attrition to all sections of storage making the establishment of new resource extraction mechanisms a priority. All of these will have to be fully automated as the current state of stellar infrastructure prevents housing of any new clone population. This also has to be rectified as a priority as a colony without a population is no colony at all. The execution of a secondary primary mission objective designated the rocky world named Minos as a potential terraforming candidate allowing the continued fulfillment of this ACDS's primary goal, however a temporary pause on said mission has been introduced due to the need to execute necessary critical repairs and ensure stable flow of new resources.

Resources: 415 + 0RpT

ACDS Stability: 4/10
Discontent: N/A
Max Construction Dice: 20-1 per turn due to lack of drone maintenance
ACDS dice: 18 (13 assigned, 5 free), -1 free dice every 5 completed construction projects
Human dice: 0

Current Economic Situation:

Housing: 0
Energy: 0
Logistics: 3
Health: 0
Fuel: 0, reserves declines (next stage Insufficient, -15 to inner solar system actions, blocks outer solar system actions)
Food: (5 in reserve)
Capital Goods: 4
Consumer Goods: 6
Labor: 0
‌Processing‌ ‌Capacity‌ ‌(0/75)‌ ‌

Infrastructure (2 dice +5 bonus):

[]Starship's Repairs (C):
The most critical project of the ones needed to be done. The repairs will include patching up remaining holes in the ship, replacing destroyed solar panels, restoring severed cabling, replacing a big portion of the computing cluster, fixing malfunctioning life support systems, repairing some subsystems of the fusion generator, replacing furniture and other amenities in the habitat module, fixing malfunctioning 3D printers, eliminating problems with the drone bays and in general fixing the thousands of smaller issues which will be certainly found along the way. Nothing particularly difficult. Unfortunately the engines are beyond repair and will have to be ditched, though it will make further attempts at turning the Eurovision into a space station easier. Once the repairs finish the habitation module will be deployed and people will be able to once again reside within the ship.
(Progress 0/75: 45 resources per dice) (+5 Housing, +4 Consumer Goods, +3 Capital Goods, +10 Energy, +4 Logistics, +5 Food. +2 free ACDS dice, stop decline of Max Construction Dice) (-1 ACDS Stability if not completed this turn) (Progress carries over to Central Colonization Hub Eurovision)

[]Stellar Lasers Network (C): Power is rarely generated in the same place as it is consumed at, and while the advent of modern solar panels allows to bypass the problem to a degree, heavy industry is still a big enough power hog that it usually will require energy to be transmitted to it from dedicated power plants or the installation of advanced generators on site. Stellar lasers are there as the solution to any and all problems related to space based energy transmission.
(Progress 0/150: 15 resources per dice) (Allows energy generated in C to be consumed in C. If not built, buildings with energy consumption will not be able to operate.)

[]Local Stellar Solar Power Plants LSSPP (Phase 1)(C): A system of mirrors gathering energy from the local star and directing it towards a dedicated system of solar panels will provide tremendous amount of energy for the colonization efforts. Due to the distance from Apollean it will produce less energy than if it was placed closer to the local sun, but it will have less of a problem while utilizing solar lasers to transmit said energy to its intended destination.
(Progress 0/200: 30 resources per dice) (+20 Energy)

[]Solar Highways SH01 (Phase 1)(IS): The final solution in star system wide transportation, at least as far as European scientists are concerned. A system of less powerful lasers than the ones existing in Sol can be constructed to accelerate objects to semi relativistic speeds. Perfect solution for long distance cargo transportation within a solar system.
(Progress 0/450: 20 resources per dice) (-45 Energy, +30 Logistics if paired with shipyards +15 if not, removes fuel requirements from most projects located in IS)

[]Central Colonization Hub Eurovision (Phase 1)(C): Every colonization vessel built by the EU is designed with the ability to be turned into a large habitat on arrival. As each is 10 km long, their spine may act as the central axis of the spinning structure and their habitation module as the first portions of the future cylinder, though depending on the desired radius, they can be easily elongated. The first phase of such a transition will include the construction of transition modules from the current habitats installed on the vessel to the future outer shell as well as the installation of automated construction fabricators which if fed with materials will be able to quickly create the outer shell of the habitat at the designed radius.
(Progress 0/50: 45 resources per dice) (Can only be taken with Starship's Repairs will start the process of turning Eurovision into a proper habitat. Progress overflows to Starship's Repairs)

[]Data Centers DC001 (Phase 1)(C): Additional computing space will be necessary to handle the tasks related to the establishment of a colony. In addition to providing the extra processing power necessary to handle the logistics of moving goods across the whole system, it will also provide some extra redundancy to key ACDS processes as the center will be built in an orbit around Eurovision and not on the ship itself.
(Progress 0/150: 60 resources per dice) (+3 free ACDS dice, -10 Energy)(+1 ACDS Stability)

Heavy Industry (2 dice +5 bonus):

[]Local Asteroid Mining (Phase 1 out of 2)(C):
In close proximity to the ESV Eurovision are a number of asteroids. Most of them are not particularly bountiful in rare minerals, but they do have large quantities of iron and other metal elements which can be used to produce feedstock for our 3D printers and help further the colonial development. The logistics of moving the raw materials to our vessel will obviously have to be considered, but since the distance is relatively small in astronomical terms, there should not be anything to be concerned about.
(Progress 0/50: 30 resources per dice) (35-45 RpT, -1 Logistics, -1 Fuel, -1 Capital Goods)

[]Inner System Asteroid Mining (Phase 1)(IS): The inner system is rich in asteroids, both within the asteroid belt and without allowing for large mining efforts to be conducted. Some of them may not be that bountiful in rare minerals, but the range of choices offered ensures rich reward for the invested resources. The logistics of moving the raw materials to our vessel will obviously have to be considered, especially as the potential resources can be pretty far away, but the scope of the cargo movement should still be within acceptable limits.
(Progress 0/75: 30 resources per dice) (45-55 RpT, - 3 Logistics, -3 Fuel, -1 Capital Goods)

[]Fuel Harvesting (Phase 1)(IS): Among the asteroids within the Inner System there are a number of ice ones or ones which are rich in other fuel relevant materials. These can be mined in order to ensure a certain level of fuel availability. The mining of said asteroids will also provide us with some feedstock for our processing plants, but will suffer from the same logistical problems as the more metal oriented asteroid mining in the inner system.
(Progress 0/75: 30 resources per dice) (5-15 RpT, -3 Logistics, 15 Fuel, -1 Capital Goods)

[]Fuel Acquisition Campaign (C): In addition to metal rich asteroids a number of smaller icy bodies were discovered close to Eurovision. These bodies while small in scale can provide the colonization efforts with some amount of reaction mass for relatively low effort. Though their small number means that a more permanent fuel acquisition system has to be considered.
(Progress 0/50: 15 resources per dice) (5-10 RpT, +10 Fuel, -1 Fuel per turn for 9 turns, -1 Logistics, -1 Capital Goods)

[]Resource Acquisition Hub RAH001 (Phase 1)(IS): A construction of a dedicated mining station can be seen as a solution to the long term problem of resource extraction. This type of platform would handle both mining of all surrounding asteroids as well as the early processing of them. Said station construction would take a lot of resources and would require human personnel to operate, but would have the ability to grow its resource extraction output on its own without additional resources being dedicated to it. Phase 1 would focus on constructing the necessary mechanisms for future growth (automated construction fabricators) as well as installation of a small spaceport for receiving and shipping different types of resources. Long term the station would be turned into a fully independent habitat with housing and jobs for hundreds of thousands.
(Progress 0/50: 50 resources per dice) (+2 RpT extra each turn, -1 Logistics, -1 Workforce, - 1 Capital Goods, -1 Energy)

[]Minerals Processing Hub MPH001 (Phase 1)(C): A dedicated station constructed in close proximity to Eurovision would drastically increase the ability of the colony to process raw materials extracted across the Apollean system. The first stage of the project would include construction of only some feedstock producing machinery, but it would see the central logistic center being constructed, a necessary part of any refinery.
(Progress 0/100: 45 resources per dice) (+50 ‌Processing‌ ‌Capacity‌, -2 Logistics, -2 Energy; -2 Capital Goods)

[]Machine Tools Factory MT001 (Phase 1)(C): While the current production of heavy machinery in the ship's manufacturing bay is sufficient at this moment, this will change in rather short order once the mineral extraction industry comes online, and the need for replacements will be realized. As such a dedicated station for manufacturing of specialized equipment can be constructed ensuring sustainable production of goods.
(Progress 0/150: 40 resources per dice) (-2 Logistics, +15 Capital Goods, -5 Energy)

[]Drone Factory DF001 (Phase 1)(C): Drones are currently utilized in all forms of manufacturing and transportation, expanding their number can then only be beneficial. A dedicated factory to such an expansion can be constructed at relative low cost, providing all manners of benefits to the growing colony. Though it is important to mention that the new drones will be of worse quality than those imported from Sol as some schematics have degraded during the "incident".
(Progress 0/150: 40 resources per dice) (5 Logistics, +5 Capital Goods, -5 Fuel, -5 Energy, +5 Max Construction Dice, bonus from construction drones drops to +3)

[]Shipyard S001 (Phase 1)(C): An alternative to drone base transportation is the construction of a dedicated shipyard and the start of production on a dedicated fleet of cargo transports. Though such transports will be more efficient at their designated role, they will also be less flexible as they are unable to directly support industrial or construction efforts
(Progress 0/100: 40 resources per dice) (10 Logistics, - 3 Capital Goods, -4 Fuel, -5 Energy)

[]Fusion Reactors Manufacturing Center S001 (Phase 1)(C): Currently most industries will have to rely on energy acquired through solar panels or transmitted to them by a system of lasers. This can be changed with the construction of a dedicated facility for fusion reactors manufacturing. These after being produced can be installed as the central point of any given station providing sufficient power to any and all industrial efforts.
(Progress 0/150: 70 resources per dice) (-4 Logistics, -5 Capital Goods, Removes energy requirements from most facilities, changes the price of most projects)

[]Heavy Industry Manufacturing Hub HIMH001 (Phase 1)(C): Similar to Resource Acquisition Hub, this heavy industry center would be a real space habitat with the ability to expand relatively organically outwards and slowly increase its industrial capacity with almost no maximum limit. It would require a dedicated crew and would not provide any benefits until after Phase 2 would be completed, as the first phase of the project is mostly focused on the installation of dedicated to large scale heavy industry waste, water and energy distribution mechanisms as well as construction of maintenance systems and construction fabricators necessary for future expansion.
(Progress 0/50: 80 resources per dice) (-2 Capital Goods, -1 Logistics, -2 Energy, -1 Workforce)

Light Industry (2 dice +5 bonus):

[]Food Manufacturing Plant FMP001 (Phase 1)(C):
There are three things future colonists will need that the normal infrastructure does not provide. These things are food, consumer goods in all their thousand different forms and housing. A dedicated facility for advanced hydroponics farming can be a solution to the first of these needs. Food takes unfortunately some time to grow, but so do clones, so it should balance itself out.
(Progress 0/150: 40 resources per dice) (+15 Food(a turn after completion), -1 Fuel, -1 Logistics, -5 Energy, -2 Capital Goods)

[]Personal 3D Printers Manufacturing Plant PPM001 (Phase 1)(C): While it is possible to manufacture each individual product and then ship it to the main housing station, a better solution may be providing the populace with dedicated 3D printers. Especially as these printers can also support the rest of the economy in a pinch. A separate station may not be the ideal solution for such manufacturing, but it will ensure a steady supply of this useful device.
(Progress 0/150: 60 resources per dice) (+3 Capital Goods, -1 Logistics, -10 Energy, +10 Consumer Goods)

[]Consumer Goods Manufacturing Plant CGM001 (Phase 1)(C): A dedicated facility for provisioning humans with their desired consumer goods will have to be constructed regardless as a series of these goods is made out of organic materials, not suited for processing by the 3D printers. As such a dedicated station placed close to Eurovision can ensure supply of these low quality goods.
(Progress 0/150: 50 resources per dice) (-3 Capital Goods, -3 Food, -1 Logistics, -8 Energy, -1 Workforce, +15 Consumer Goods)

[]Integrated Facility For Humans' Wish Fulfillment IFFHWF001 (Phase 1)(C): A true habitat built to manufacture food and consumer goods can be constructed to ensure long term welfare to which the clones got used in their tanks training programs. However such a facility will require human personnel and will have to be built over time, but after the initial construction it will be able to grow its economic on its own. The process of its construction is similar to the one which the heavy industry station would have to undergo with similar core structures being built first.
(Progress 0/50: 70 resources per dice) (-2 Capital Goods, -1 Logistics, -2 Energy, -1 Workforce)

Terraforming (3 dice +10 bonus):

[]Adjust The Plan:
Current terraforming plan was not prepared with Minos in mind and even though the rocky planet does have some similar characteristics, a new plan needs to be made in order to proceed with this unit primary goal. Due to the lack of a detailed survey of the system, the first part of this project will include such a survey of Minos and some other relevant to the Terraforming progress bodies and once completed a plan will be created.
(Progress 0/150: 5 resources per dice) (-1 ACDS Stability if not completed by the end of turn 3, +1 otherwise, will decrease the progress required for some phases of Detailed System Survey)

[]Detailed System Survey (Phase 1)(IS): A detailed system survey is necessary both for the execution of one of the primary directives as well as an efficient approach to colony development. It will both allow for a more efficient resource extraction as well as plotting of more efficient paths for system's traffic, ensuring that less accidents occur, the fuel expenditure can also be minimized through usage of orbital maneuvers. Though the last one will be only achieved only as more data is gathered.
(Progress 0/100: 10 resources per dice) (Adds progress to terraforming projects or decreases the progress needed, adds extra resource gain from some mining projects, +1 Logistics)

Security (2 dice +15 bonus):

[]European Transmission Tower (IS):
As an interim head of the colonization council we have every right to announce the EU official ownership of this system. This is necessary as theoretically the EU has no right to attempt to colonize the system if this process is not completed. To do it properly a dedicated platform blasting every which way the information about the EU ownership of this star has to be built. This is something which all systems claimed by humanity include as the physical representation of the legal claim. Successful completion of this project will allow us to proceed without worrying about legality of our actions.
(Progress 0/50: 50 resources per dice)(officially announces our claim to the system, -1 ACDS Stability if not completed within two turns)

[]Apollino System Surveillance Network (Phase 1)(IS): A detailed surveillance network for the system will allow for more efficient traffic control and will enhance security once civilian traffic becomes a thing. In theory it should also warn us about any portal being open in the system or any vessel from the outside traveling into it, but it is a feature which is unlikely to be used, even if the system was claimed not entirely legally by the EU.
(Progress 0/100: 25 resources per dice)(decreases logistics costs of some projects)

[]Integrated Defense Grid (Phase 1)(C): A complex system of high power lasers will allow us to enhance the existing asteroid mitigation network of our point defense systems in the area close to our vessel. It can also serve as an anti-ship weaponry, though its usefulness in this empty universe is rather dubious. The defense grid will rely on similar technology to the one utilized by Stellar Laser Network, meaning it will have access to power regardless of the existing infrastructure. It will also feature an energy override system allowing it to utilize all the power available in the nearby energy grid allowing for lower permanent power costs when not in usage.
(Progress 0/100: 50 resources per dice)(-2 Energy, comes connected to the rest of the grid, regardless if one exists, decreases maintenance related resource costs)

[]Military Storage Depot MSD001 (C): A dedicate warehouse for military equipment would allow for removal of military gear from areas near future housing and at the same time would allow for a proper inventory to be done as many records regarding what manner of military gear was shipped on board of our vessel are inaccessible due to damages taken by Eurovision or stamped with top secret mark and unavailable for view by an ACDS.
(Progress 0/50: 20 resources per dice)

Services (2 dice -5 bonus):

[]Dedicated Cloning Facilities (Phase 1)(C):
The construction of a dedication station separated from the the Eurovision for the purpose of mass producing additional workforce can be a beneficial way to maximize the usage of our vessel as the main habitat as it removes the need to delicate space for such a task. It is obviously just an additional benefit compared to the acceleration of workforce production.
(Progress 0/150: 50 resources per dice) (+5 Workforce per Turn, -3 Food per turn, -3 Housing per turn, -1 Energy per turn, -5 Consumer Goods per turn, -3 Capital Goods, -1 Logistics, -5 Energy, adds an Untrained malus -2 to all dice and -15 for human dice, after two turns removes the +5 bonus for all human dice form Open The Cloning Tubes)(Takes effect 2 turns after being selected)

[]Clone Training Program Implementation (C): All clones receive a detailed flash training during their months in the tank, but unfortunately this process currently ends at high school level knowledge and socialization, but additions to said training program can be made both in and out of the cloning tanks. As such a dedicated flash course focusing on the skills needed by our future workforce can be implemented. It won't be the most elegant solution, as it will only provide "a dedicated specialist without university education" levels of training, due to missing data, but it will allow the new workers to be able to safely operate drones and execute certain administrative tasks in a relatively efficient manner.
(Progress 0/100: 20 resources per dice) (Removes malus for all dice for untrained workforce you would will receive from Launch The Cloning Bays or Dedicated Cloning Facilities)

[]Basic Research Facilities BRF001 (C): If the colony is ever to prosper the lost technology needs to be recovered and new ones may need to be discovered. Unfortunately an ACDS is not a research program and as such suffers when it comes to executing such tasks, however humans usually do not and if sufficient resources are provided can do the necessary tasks related to knowledge procurement. A dedicated facility for such a research even if immensely expensive by the current colony's standard can provide the necessary infrastructure and its location away from the Eurovision ensures protection from any and all results of the research efforts.
(Progress 0/100: 100 resources per dice) (Adds additional research slot and additional research options, -5 Workforce, -10 Energy)

[]Facility For Advanced Physics Research FFAPR001 (Phase 1)(OC): The research into Portals requires immense amounts of resources, and unfortunately as our current understanding of its functioning is on the level of a high school student we need to rediscover a big portion of the lost knowledge. The historical record shows that the first data regarding interuniversal physics were gathered during experimentation with the great hadron collider, and as such a dedicated collider needs to be built. The facility will be located in the outer star system, since it is widely known that the Portals require as low gravitational interferences as possible to function properly.
(Progress 0/300: 300 resources per dice) (Adds additional research slot and portals related research options, -5 Workforce, -2 Logistics, -1 Consumer Goods, -2 Capital Goods, -50 Energy)

Research(1 research slot, D10 dice is used plus related modifier, -2 bonus):

[]Conduct Astronomical Survey:
Our current location does not match any known stars in the designated for colonization sector of the milky way, unfortunately, while there are a lot additional star chars in the ship's memory, there are none witch can be used to establish our current position in relation to Earth. A dedicated focus of a certain portion of this ACDS processing capacity can maybe allow the colony's position to be discerned. However it will take time as millions or even billions of star systems have to be compared to the known information with things like light speed and gravitation being taken in consideration when observing the sky from our new position. The results will allow us to know how far off course we are and if the least optimistic predictions of this colonization engine are true. The survey will also have other benefits as any interstellar threats will be mapped during this process.
(Progress 0/10 0 resources per dice) (Maps out your location in relation to the wider universe, may allow to find Sol once again, or find other problems)

[]Design Control Upgrades for Drones Vessels: Currently any directions given to the construction drones have to be sent over a large distance and suffer from latency. This does not allow for full processing power of the ACDS to be utilized, leaving the jobs to be completed in a slower timeframe than desired. A solution to it is the construction of either a dedicated computing vessel with a partition of the ACDS on board or an upgrade to the computing power of the drones and their programing which would allow for them to execute more complex operations without asking for orders. Both types of technology were utilized in previous colonization efforts according to historical record, with the first idea being chosen for this mission, but due to damages suffered by the Eurovision are not currently available for implementation.
(Progress 0/40 10 resources per dice) (Adds bonuses to IS and OS construction projects, AI Drones' Controllers technology discovered)
(Progress 0/70 10 resources per dice) (Adds bonuses to all construction projects, Independent Drones' Operations technology discovered)(Chose one of these two projects)

[]Reverse Engineer Modern Construction Drones: The Eurovision lacks most of the schematics for the drones provided for this colonization mission, simpler ones are easy enough to produce, but will suffer from numerous issues fixed in the current generation of robots. A project to fix this lack of data is a priority, and with the ACDS having access to already existing examples of said technology as well as the drones' maintenance facilities it should be a relatively straightforward matter of reverse engineering.
(Progress 0/50 10 resources per dice, +10 bonus for possessing this types of drones already and their repair bays)(Remove malus for additional drone construction, Modern Drones' Patterns technology discovered)

Management (2 dice, do not count to the total number of ACDS dice, -5 bonus):

[]Dedicate Focus Towards A Project():
Dedicating additional processing power by ACDS towards the completion of a specific task allows utilization of more accurate future modeling and minimization of effort for maximization of progress. It may not always be the most efficient solution, but it allows for quicker completion of critical projects for the colonization effort.
(1 Management Dice for +10 per dice on a project) (Unrolled)

[]Open The Cloning Tanks: There are tens of thousands of clones already ready on board for the Eurovision. Manufactured back on Earth using the high standards of the EU and in suspended animation on this vessel since the ship's departure from high Earth orbit, they surprisingly did not suffer any damages during the incident. Those people can easily be released and provide a cadre of highly educated and trained personnel fit for any and all needs of a burgeoning colony. Of course basic amenities have to be ensured first as any human population is very heavy in maintenance.
(Unrolled)(+10 Workforce, adds a bonus to research dice +5 Educated Research Personnel, and a general +5 to all human dice, -5 Food, -5 Housing, -2 Energy, -10 Consumer Goods)

[]Relocate The Security Armament To Storage Depots: The "security' armament provided for this colonization vessel's original mission still fills the storage units of our ship. They appear to be a mix of ground and space base combat units, however any detailed information about them is not available as they are classified and above the clearance level of any ACDS, even one which is the current head of the colony. It would be best to remove this gear from Eurovision preferably before waking up or producing any new population, as a number of personal armaments were also provided for this mission. This would allow us to remove any serious security threat for our main station. During said move an inventory can be taken and assuming control units are still in our ship's storage facilities, the military armament can be fully put under our control.
(Unrolled)(Requires the construction of storage depot, military gear gets added to your colony status)

[]Launch The Cloning Bays: The ESV Eurovision comes with a complement of cloning bays. These can be put to use almost immediately, though for results we will have to wait at least half a year. Unfortunately some portion of the original training program became helplessly corrupted during the incident, and what remained can only provide training towards high school education level. The new population will require additional housing, food and consumer goods, but they should be able to pay for themself to a degree if additional training is provided.
(+5 Workforce per Turn, -3 Food per turn, -3 Housing per turn, -1 Energy per turn, -5 Consumer Goods per turn, adds an Untrained malus -2 to all dice and -15 for human dice, after two turns removes the +5 bonus for all human dice form Open The Cloning Tubes)(Takes effect 2 turns after being selected)(Unenrolled)

Reform(1 reform slot, -5 bonus):

[]Enact The Emergency Power Act:
As the head of the Colonial Council it is within this ACDS power to enact the Emergency Power Act. It will allow for the temporary suspension of civil rights for EU citizens (all clones upon birth become EU citizens) and implementation of among others rationing, something which may be quite useful, if the resource situation does not improve. It has to be assumed that such an act will have repercussions, as an AI should not have the authority over EU citizens, however in these circumstances it may be the best choice.
(The roll will decide the hit to ACDS Stability, the MC is an AI, it shouldn't take power in any form. It is already unprecedented that he got the interim position as it is.)

Legend:
  • C - close, +15 additional modifier
  • IS - inner system, +5 additional modifier
  • OS - outer system, +5 additional modifier

~~~
AN: The first turn, I am excited. Do not hesitate to ask questions if you have any or posting suggestions if you have any of these ones.
24-Hour Moratorium, Vote by Plan.
 
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[]Plan Lets get this show on the road
Infrastructure
-[]Starship's Repairs (C) 2D 90R
Heavy Industry
-[]Fuel Harvesting (Phase 1)(IS)(IS) 1D 30R
-[]Inner System Asteroid Mining (Phase 1)(IS) 1D 30R
Light Industry
-Idk, thoughts?
Terraforming
-[]Detailed System Survey (Phase 1)(IS) 2D 20R
-[]Adjust The Plan 1D 5R
Security
-[]European Transmission Tower (IS) 1D 50R
Services
-IDK, thoughts?
Research
-[]Conduct Astronomical Survey
Management
-IDK, thoughts?
Plan skeleton, not sure what we should invest in in some of the categories, anyone have ideas?
 
Clarification on construction dice: are they extra dice to use for construction, or a cap on the number of dice that can be used for construction?
 
Resources: 415 + 0RpT

Infrastructure (2 dice +5 bonus) - 2 + 1 free
[]Starship's Repairs (C) 0/75 +(5+15+15) bonus, 1d + 1 free, 90r (95%)
[]Central Colonization Hub Eurovision (Phase 1)(C) 0/50 +(5+15) bonus, 1d, 45r (95%)

Heavy Industry (2 dice +5 bonus) - 2 + 1 free
[]Fuel Acquisition Campaign (C) 0/50 +(5+15+15) 1d + 1fr, 30r (95%)
[]Local Asteroid Mining (Phase 1 out of 2)(C) 0/50 +(5+15+10) 1d, 30r (81%)

Light Industry (2 dice +5 bonus)
[]Food Manufacturing Plant FMP001 (Phase 1)(C) 0/150 +(5+5+15+15) 2d, 80r (51%)

Terraforming (3 dice +10 bonus)
[]Adjust The Plan 0/150 +(10+10+10) 3d, 15r (72%)

Security (2 dice +15 bonus)
[]European Transmission Tower (IS) 0/50 +(15+5) 1d, 50r (71%)
[]Military Storage Depot MSD001 (C) 0/50 +(15+15) 1d, 20r (81%)

Services (2 dice -5 bonus)
[]Clone Training Program Implementation (C) 0/100 +(-5-5) 2d, 40r (41%)

Research(1 research slot, D10 dice is used plus related modifier, -2 bonus)
[]Conduct Astronomical Survey 0r

Management (2 dice, do not count to the total number of ACDS dice, -5 bonus)
[]Dedicate Focus Towards A Project(Local Asteroid Mining)
[]Dedicate Focus Towards A Project(Starship's Repairs)

End budget: 415 - 400 = 15

Trying to leave no non-free dice fallow, and getting the ACDS projects going ASAP. Still don't have 2 free assigned to anything, and not positive it makes sense to keep the big security project (avoids damage in a couple turns, so we have time). Also not 100% sure how dice bonuses apply - assuming the location bonus is per die, and the category bonus is per non-free die.

Also not sure if the resources bit becomes income or is a one time boost. Assuming the former.

Thinking this needs adjusting to push some more income potentially?

Also not 100% sure I kept all the math up to date as I was going through
 
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