Sid Meier's Alpha Centauri: Iterations

Voting is open
[X] Choose
[X] Extraction
[X]
Agree with Vesper Abaddon. Mobilize the Peacekeeping Forces to assist U.N. Relief Station. Gun rovers and hoverbikes will spearhead. Enter the fight as allies of Struan's Asia-Pacific Trading Company.
[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a prototype Unity Foil. [-2 Construction Supplies, -1 Survival Supplies, -1 Energy]
[X] Expand perimeter defenses. Build a bunker complex facing the island's eastern shore.



Quick tips.

You will need more energy soon, especially if you take your Nuclear Rovers on a fighting expedition.

You will need both the production line and the electronics lab before Skagway is repaired. Along with the foundry.
Is there any way to get more energy besides more mass refineries? there does not seem to be more options to generate energy.
 
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Okay, here's a package of votes. The idea here is that we immediately start all three projects we need to fully repair the Skagway and build warships of our own. The sooner that's done the better.

Torn between the options of by land or by sea, I've settled on wittling down the pirate forces by sea with hit and run tactics. Erkins was a Spartan and they don't give bad tactical advice, she's right about the range advantage and the viability of hurting the pirates with minimal risk if we act now.

We don't send forces by land for two reasons; first, those forces will not be able to return in time to defend our bases if the pirates see our army out of position and change targets, and they're not fools.

Second, it avoids sending all our nuclear rovers away from the base, and we do kind of need those for power. We've got a reserve to last us a while, but we would be in real trouble if most or all of them got destroyed.

Third, we can follow up next turn with rover patrols to check on UN Relief Station (as well as do a much, much needed survey of the island for cryopods) next turn, offering Dole aid he's likely going to need in exchange for whatever we care to get out of him.

Plan Skagway Repair Package:
[X] Build an electronics lab to expand your knowledge of circuits and transistors. [-3 Construction Supplies, -1 Energy] (This will increase your Build output.)
[X] Build a dedicated arsenal with a small foundry that can cast small-caliber cannon. [-10 Construction Supplies, -10 Survival Supplies]
[X] Build a dedicated production line for electronics equipment. [-5 Construction Supplies, -5 Survival Supplies]

[X] Conquer
[X] Manufacturing

[X] Decide in favor of Erkins. Engage the Nautilus Pirates in a naval battle. Send the Kungalooshi with three gun Foils.
 
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Is there any way to get more energy besides more mass refineries? there does not seem to be more options to generate energy.
I'm guessing the bottleneck on better electronics/materials is also keeping us from building solar panels/windmills/tidal generators. We haven't found any fossil fuels or local geothermal energy to exploit, so we can only go for renewables, and those need lots of fancy fiddly bits to work.
 
[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy , +2 Extractive Economy, +2 Manufacturing Economy]
[X] Expand perimeter defenses. Build a bunker complex facing the island's eastern shore.
[X] Conquer
[X] Manufacturing

[X] Decide in favor of Erkins. Engage the Nautilus Pirates in a naval battle. Send the Kungalooshi with three gun Foils.


See to our defenses, solve that energy issue, and prepare to take advantage of all that our radio just revealed.
 
[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a mass refinery to increase your access to rare Earth metals. This is a necessary prerequisite to increase the complexity of your industrial operations. [-4 Minerals, -6 Construction Supplies, +1 Energy , +2 Extractive Economy, +2 Manufacturing Economy]
[X] Expand perimeter defenses. Build a bunker complex facing the island's eastern shore.
[X] Conquer
[X] Manufacturing

[X] Decide in favor of Erkins. Engage the Nautilus Pirates in a naval battle. Send the Kungalooshi with three gun Foils.


See to our defenses, solve that energy issue, and prepare to take advantage of all that our radio just revealed.
Mass Refinery is already taken care of, so you're free to pick something else in that slot.
 
I assumed we were building another, since that's the only energy building we have.
Oh, I see.

I think that building was mislabeled, see here;
Energy Stockpile: 10 [-1 due to construction of Mass Refinery; you are now running down your power surplus]

Which admittedly makes more sense than a refinery producing energy. They're total energy hogs.

It looks like we have no build options for producing energy right now.

Edit: Looks like the -1 energy per turn is not including our nuclear rover income, which as best I can tell is +9 per turn. We're fine on energy for now as long as we don't get the rovers blown up.
 
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Okay, here's a package of votes. The idea here is that we immediately start all three projects we need to fully repair the Skagway and build warships of our own. The sooner that's done the better.

Torn between the options of by land or by sea, I've settled on wittling down the pirate forces by sea with hit and run tactics. Erkins was a Spartan and they don't give bad tactical advice, she's right about the range advantage and the viability of hurting the pirates with minimal risk if we act now.

We don't send forces by land for two reasons; first, those forces will not be able to return in time to defend our bases if the pirates see our army out of position and change targets, and they're not fools.

Second, it avoids sending all our nuclear rovers away from the base, and we do kind of need those for power. We've got a reserve to last us a while, but we would be in real trouble if most or all of them got destroyed.

Third, we can follow up next turn with rover patrols to check on UN Relief Station (as well as do a much, much needed survey of the island for cryopods) next turn, offering Dole aid he's likely going to need in exchange for whatever we care to get out of him.

[X] Plan Skagway Repair Package
-[X] Build an electronics lab to expand your knowledge of circuits and transistors. [-3 Construction Supplies, -1 Energy] (This will increase your Build output.)
-[X] Build a dedicated arsenal with a small foundry that can cast small-caliber cannon. [-10 Construction Supplies, -10 Survival Supplies]
-[X] Build an electronics lab to expand your knowledge of circuits and transistors. [-3 Construction Supplies, -1 Energy] (This will increase your Build output.)

[X] Conquer
[X] Manufacturing

[X] Decide in favor of Erkins. Engage the Nautilus Pirates in a naval battle. Send the Kungalooshi with three gun Foils.

(You've got Electronics Lab twice.)

[X] Choose
[X] Extraction

[X]
Build a dedicated arsenal with a small foundry that can cast small-caliber cannon. [-10 Construction Supplies, -10 Survival Supplies]
[X] Build an electronics lab to expand your knowledge of circuits and transistors. [-3 Construction Supplies, -1 Energy] (This will increase your Build output.)
[X] Build a dedicated production line for electronics equipment. [-5 Construction Supplies, -5 Survival Supplies]

[X] Agree with Sadak. Transmit an urgent message offering to parley with Captain Svensgaard. Prepare the Holnists for potential transfer.
[X] Decide in favor of Erkins. Engage the Nautilus Pirates in a naval battle. Send the Kungalooshi with three gun Foils.
[X] Endorse Sathieu Metrion's plan. Attack the pirates by sea and occupy U.N. Relief Station. If the pirates are still in possession, evict them. If Dole Yudikon is still alive, arrest him.

----

It is useful to state the obvious -- we are out of time. We are now in a state of undeclared conflict with the Nautilus Pirates. We made it clear that we would see an attack on Relief Station as a hostile act. Skinner leaves, and the first thing he does is... attack Relief Station. We should make Sadak's offer, but I am under no illusions that it will be accepted.

We need the electronics lab and the arsenal to start churning out materiel, and we need the psych lab so we can start running psyops against the Pirates. Everything else is now secondary.

I am tentatively in favor of Erkin's plan -- but I am concerned that we do not have sufficient intelligence to hit Svensgaard's center of gravity, or that we can weaken his fleet enough. I could be persuaded by

[ ] Endorse Sathieu Metrion's plan. Attack the pirates by sea and occupy U.N. Relief Station. If the pirates are still in possession, evict them. If Dole Yudikon is still alive, arrest him.​

with a strong argument -- we are likely to get back a lot of heavy equipment, that way, and I suspect that Yudikon's going to have softened somewhat with his time in the wilderness.
 
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(You've got Electronics Lab twice.)
Whoops, thanks, fixed.

The Psych lab doesn't say anything about letting us run Psyops, I think at best that would be some number of techs down the road. Meanwhile we definitely need all three items in the Skagway Repair Package to get the Skagway, our naval trump card, repaired, which you're only one item off from. Could I persuade you to go with my proposal that swaps out the Psych Lab for the Electronics manufacturing line?
 
Whoops, thanks, fixed.

The Psych lab doesn't say anything about letting us run Psyops, I think at best that would be some number of techs down the road. Meanwhile we definitely need all three items in the Skagway Repair Package to get the Skagway, our naval trump card, repaired, which you're only one item off from. Could I persuade you to go with my proposal that swaps out the Psych Lab for the Electronics manufacturing line?

@Trenacker -- would the Psych lab unlock useful psy-ops options, or is its benefits purely for integrating new arrivals?
 
[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a dedicated arsenal with a small foundry that can cast small-caliber cannon. [-10 Construction Supplies, -10 Survival Supplies]
[X] Build a dedicated production line for electronics equipment. [-5 Construction Supplies, -5 Survival Supplies]

[X] Choose
[X] Extraction

[X]Endorse Sathieu Metrion's plan. Attack the pirates by sea and occupy U.N. Relief Station. If the pirates are still in possession, evict them. If Dole Yudikon is still alive, arrest him.


Metrion's got the right of it. Yudikon's forever going to be a thorn in our side and this is a good opportunity to take him off the board and relatively cleanly re-integrate the Relief Station. Even if he can beat off this attack, he's got like 50 people and no industrial base, once he runs through all the ammo we let him have he has no way to replenish it and no ability to absorb combat losses. Playing all the aces up his sleeve might let him beat off the first attack, but the pirates will just waltz in on the second or third attack and now we need to go launch our own assault on the Relief Station anyways except the pirates have time to rest and dig in. It's better for everyone if we just go take it back before the pirates can.
 
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We need some sociology advances to maintain cohesion as we expand/continue to try and integrate all the ideologically diverse strays that seem to fall in our lap. Our society is mostly held together through duct tape and inertia right now, and while it kinda mostly works it won't kinda mostly work forever, especially if we manage to snag some more cryo bays and thaw out even more ideologically diverse strays once the Skycrane is operational and back to salvage duty.
 
We need some sociology advances to maintain cohesion as we expand/continue to try and integrate all the ideologically diverse strays that seem to fall in our lap. Our society is mostly held together through duct tape and inertia right now, and while it kinda mostly works it won't kinda mostly work forever, especially if we manage to snag some more cryo bays and thaw out even more ideologically diverse strays once the Skycrane is operational and back to salvage duty.

Wouldn't that be Command, not Choose?
 
[ ] Command – Organized around technology with applications for social control.
[ ] Choose – Explores thought as a technology associated with ethical challenges of post-Unity survival.

Sounds like they both kinda fit, but Lal is probably more favorable towards thinking through ethical challenges than something as vaguely ominous as "social control." Plus our challenges in the narrative are mostly about ideological and ethical challenges, not people failing to follow orders.
 
Corrections, Clarifications, & etc.
Special great thanks to @TaliesinSkye, who has been extremely helpful in developing new flavor quotes, offering new ideas, and providing a patient sounding board. This project would be much, much less fun without your involvement. I suspect it would also not be as enjoyable for the readers.

@Secretariat deserves acknowledgement for always being in my corner.

@veekie, it always warms my heart to see that you are usually among the first to vote when a new update is posted.

Thank you for the help trying to keep everything clear and well-organized.

For those that may not be aware, my take on the Alpha Centauri universe is drawn from notes and prep materials from a years-long project to design a Grand Strategic Roleplaying Game. As a result, a lot of the mechanics are being retrofitted, and the fit isn't always ideal. I appreciate your patience and am committed to getting better always.

Is there any way to get more energy besides more mass refineries? there does not seem to be more options to generate energy.

Apologies for that.

You do have the option to build grid-scale batteries. This will let you bank energy from the fission reactors on your 'Rovers.

In the next update, I'll spend some time discussing the peculiarities of your energy economy. Energy was fairly unimportant when you had 18 Rovers. Your margin slipped after Dole Yudikon took 6 in the "divorce." When plugged in, the Fission Rovers supply more than you will be able to use until the Mass Refinery goes online. Even then, there will be a surplus. The issue is that you lose out on being able to operate the Rovers at a time when they are increasingly needed for exploration and quick response.

I'm guessing the bottleneck on better electronics/materials is also keeping us from building solar panels/windmills/tidal generators. We haven't found any fossil fuels or local geothermal energy to exploit, so we can only go for renewables, and those need lots of fancy fiddly bits to work.

My mistake for that. You should have the capability to construct the following:

[ ]
Wind turbine [-2 Construction Materials, +1 Energy ∞]
[ ] Solar panel [-1 Construction Materials, -1 Survival Supplies, +2 Energy ∞]
[ ] Biomass "dirt burner" [-4 Minerals, -4 Construction Materials, +3 Energy ∞/-1 Biomass∞/-1 Planet]


You are very close to a breakthrough in the hydrocarbons department. Chiron is rich in hydrocarbons and you could even burn the biomass for a good yield. The dirt burner is more reliable than renewable energy sources and occupies much less space than solar panel fields.

Whoops, thanks, fixed.

The Psych lab doesn't say anything about letting us run Psyops, I think at best that would be some number of techs down the road. Meanwhile we definitely need all three items in the Skagway Repair Package to get the Skagway, our naval trump card, repaired, which you're only one item off from. Could I persuade you to go with my proposal that swaps out the Psych Lab for the Electronics manufacturing line?
@Trenacker -- would the Psych lab unlock useful psy-ops options, or is its benefits purely for integrating new arrivals?

It would!

Sounds like they both kinda fit, but Lal is probably more favorable towards thinking through ethical challenges than something as vaguely ominous as "social control." Plus our challenges in the narrative are mostly about ideological and ethical challenges, not people failing to follow orders.

You're correct in spirit, but simply learning about the technologies of the Choose domain would not be a bad thing, even if you did not exploit them "fully" (i.e., in negative ways).
 
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[X] Open the remaining 4 cryopods containing stowaways. There have to be more surprises waiting, and not all of them are apt necessarily to be bad.
[X] Build an electronics lab to expand your knowledge of circuits and transistors. [-3 Construction Supplies, -1 Energy] (This will increase your Build output.)
[X] Solar panel [-1 Construction Materials, -1 Survival Supplies, +2 Energy ∞]
[X] Expand
[X] Extraction


Not sure at the moment what the best course of action regarding the pirates is though. EDIT: given Crazycryodude's reasoning I'm going to vote for:
[X] Endorse Sathieu Metrion's plan. Attack the pirates by sea and occupy U.N. Relief Station. If the pirates are still in possession, evict them. If Dole Yudikon is still alive, arrest him.
 
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[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a dedicated arsenal with a small foundry that can cast small-caliber cannon. [-10 Construction Supplies, -10 Survival Supplies]
[X] Solar panel [-1 Construction Materials, -1 Survival Supplies, +2 Energy ∞]
[X] Conquer
[X] Manufacturing

[X]Endorse Sathieu Metrion's plan. Attack the pirates by sea and occupy U.N. Relief Station. If the pirates are still in possession, evict them. If Dole Yudikon is still alive, arrest him.


Maybe see if we can grab the batteries next round,

Regarding that bit about synthesizing medical drugs, is that gated behind the Chemistry Lab or the Training Clinic?
 
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Not sure at the moment what the best course of action regarding the pirates is though.

Well obviously we can't let the pirates occupy one of our bases on our island, then they really have no reason to play nice anymore they've already got a harbor they own entirely. So it looks like we have to send some kind of forces. I don't want to risk a naval engagement though, the pirates have spent all their time since Plantefall getting really good at naval combat on Planet, facing them with an inferior force on their home turf with inexperienced crews has zero chance of going well in my opinion. If we get our little fleet-in-being sunk or even just reduced, especially before the Skagway's weapons come back online or we construct harbor defenses, then we're totally defenseless against attacks from the sea and have a bunch of pissed off pirates who know where we live. Not worth it.

So then it has to be a land action of some kind, either Metrion's plan or Abbadon's. I guess we can play the cavalry and go pull Yudikon's ass out of the fire, but why? He made it very clear he wants nothing to do with us, we want little to do with him, and seeing as his colony is a grand total of 50 people with limited ammunition and no way to make more there's no chance he can hold out in the long term even if through trickery and/or miracle he can win this specific battle against the pirates. Saving him once and then going back to status quo is just going to result in having to save him again when the pirates come back, at bare minimum we'd need to provide him a steady stream of war materiel and probably manpower as well to make him able to "protect himself."

If we're going to end up paying for the protection of the Relief Station either way, why fuck around with a silly client state that's harboring a grudge and just looking for an opportunity to break away again as soon as they can get in touch with some larger part of Struan's? Just re-annex the place and be done with it. We did build the whole damn thing after all, it's our colony he's just squatting in it, and now that his squatting is presenting a strategic weakness in the defenses of our island it's time to move back in and secure the place properly.
 
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[X] Choose
[X] Extraction
[X]
Agree with Vesper Abaddon. Mobilize the Peacekeeping Forces to assist U.N. Relief Station. Gun rovers and hoverbikes will spearhead. Enter the fight as allies of Struan's Asia-Pacific Trading Company.
[X] Replace the SkyCrane's rotors. Represents a significant commitment of mass. [-2 Survival Supplies]
[X] Build a prototype Unity Foil. [-2 Construction Supplies, -1 Survival Supplies, -1 Energy]
[X] Expand perimeter defenses. Build a bunker complex facing the island's eastern shore.
 
Whoops, thanks, fixed.

The Psych lab doesn't say anything about letting us run Psyops, I think at best that would be some number of techs down the road. Meanwhile we definitely need all three items in the Skagway Repair Package to get the Skagway, our naval trump card, repaired, which you're only one item off from. Could I persuade you to go with my proposal that swaps out the Psych Lab for the Electronics manufacturing line?

Thinking bout it more, I think I'm sold that we want to finish up all three items so we can start Skagway repairs; psyops can wait a turn but not much longer.

I am increasingly hesitant about repairing such a high-value asset such as the Skycrane while we have Holnists with easily-stealable radios lying around, and Metrion not otherwise occupied. Are there any good ways to secure the chopper?
 
Keeping it in regular use so there's usually crew nearby, and Marines for when there's not? I think the resources it can bring in from salvage to kickstart our growth is MORE than worth it.
 
Thinking bout it more, I think I'm sold that we want to finish up all three items so we can start Skagway repairs; psyops can wait a turn but not much longer.

I am increasingly hesitant about repairing such a high-value asset such as the Skycrane while we have Holnists with easily-stealable radios lying around, and Metrion not otherwise occupied. Are there any good ways to secure the chopper?
Aside from guards, we've got computer experts, and it must need computers to run. We could have them keep it locked down to authorized users. I'm sure LaCroix could think of some tricky traps for would-be thieves.
 
Thinking bout it more, I think I'm sold that we want to finish up all three items so we can start Skagway repairs; psyops can wait a turn but not much longer.
The thing with rushing the Skagway repairs is that all three buildings we need are very expensive. And we do not have the stockpiles to build one let alone all three. So pushing all of them is just going to end up with us being unable to do anything else for a good while. Better to ready our defenses and continue to build up overall while working on repairs slowly.
 
With the radio mast picking up all the nearby salvage beacons, and our giant industrial helicopter that was advertised as being useful for salvage operations, I think it's nearly mandatory that we get it back in operation and go scoop up all the salvage while it's still the early game and nobody else has gotten to it. Salvage operations will get us big piles of resources we can use to rapidly industrialize/develop/entrench/whatever, and it's time sensitive. The earlier we get back in business the greater the rewards will be.
 
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