The Grand Solar Rush - Asteroid colony management quest

Voting is open
Turn 10.6 - 2179 - The summit at New Ireland
Winner said:
[X] Prismdust investment
-[X] Invest
[X] Children of Dreamers congregation
-[X] Agree
[X] Children of Dreamers mission
-[X] Don't join
[X] New Ireland embassy
-[X] Agree
[X] New Ireland trade port
-[X] Refuse
[X] Black site data
-[X] Keep quiet
[X] Azure Star investigators
-[X] Refuse
[X] Deckard vs Ironbond
-[X] Side with Deckard Station
This time, it's actually Choi that's last into the room, you and the others already waiting for her.

"Very well, let's start wrapping up. Mr. O'Rielly, Mr. Ghorst, you've had a chance to consider the situation."
(52)​
The latter turns to you, "Mr. O'Rielly, I understand that you've a robust food production already set up, and with your ship you can also deliver the produce to us."

You nod, "Along with other necessities like water and air, yes. We can provide those in perpetuity if you're agreeing to substitute your current corporate leadership for mine."

"To a point. We'd still pursue R-n-D for any bidders, but you'd have priority access and a veto right," he switches to Rousseau, "Ambassador, you're of course welcome to send inspectors and neutral observers to Prismdust Station, our nuclear programs are purely scientific, with no intention to develop weapons or even industrial scale enrichment facilities. We're scholars, not a rogue state." – "Fuck." – Back to you, doing your best to keep your face stony, "If you want to buy our mineral rights or set up a mining subcontractor, then we can discuss that separately."

The European envoy nods, "I'll forward the knowledge to my superiors."

You nod likewise while Hailey speaks for you, "That sounds acceptable. We'll forward you the contracts on the old address."

"Very well, Mr. Ghorst. New Ireland's offer remains open of course, for when you wish to expand further," Choi rejoins the discussion. "Now, as I understand, the Dreamers and Azure Star are interested in setting up their own versions of embassies on this station. With the Europeans and Deckard Station already present, that leaves three."

"We're also willing to extend the hand," you say and she smiles at you, "The station is nice and central."

"Prismdust would like to set up a corporate office and sales point. If we're to find customers then we need to be where the people are and where they can reach us."

"Ditto," Jarnstad simply grunts.

"Excellent, I'm glad we're all on board with increased diplomatic ties." She taps her finger on the table. "Now, about the shipping."

"Unacceptable," Jarnstad says just as you speak, "Absolutely not."

Looking across the table at the man, it seems he's said all he intends to say, so you plow on, "Extra visitors, prestige, taxes, customs controls, privacy concerns. I could keep going, this is a massive overreach."

"It's going to happen either way," van Kuik shrugs at your look, "Azure Star can't afford to hire a separate hauler, I believe our financial troubles haven't been kept secret. Might as well take them up on the free shipping. Thirty days or less, right Choi?" Arthur flashes him a smile. "And if the shipment gets robbed, it'll be on their insurance; perhaps that'll motivate them to take the pirates seriously."

Hubei bows his head, "It matters not to us. A world of compromise – we venture forth to It together and our pilgrims make a stop in New Ireland. Such was the deal."

Hadid breaks her silence too, "I've been dealing with Heather for all of Deckard's history. We already have this arrangement."

Jarnstad and you share a look before the man folds his arms, "I'll let headquarters know to keep the shuttle on the old path, not like they were stopping here anyway."

"Sorry O'Rielly," Choi's expression is contrite, "I can't keep spending extra on a generic freighter contract. New Ireland will be negotiating a direct route to Earth now that we have a big enough market to justify it."

"As you wish," you'll be doing the same in short order it seems.

Nicklaus takes the spotlight next, "Anyone other than New Ireland interested in a deep space dive?"

Silence greets him, but he doesn't look upset or surprised, instead he sits down and motions his companion forward. Hubei rises with a smile and asks, "What about the congregations?"

You nod, having teamed up with Amanda to convince Ragnar that extending an offering to the Dreamers would be worthwhile as a way to gain insight into your enigmatic neighbor.

"Will you agree to my investigators on your station?" Wulff looks the monk straight in the eye.

"Of course, we welcome anyone who wishes to learn of our ways."

"Then your delegation is welcome on Azure Star."

Hadid shakes her head, "I see no benefit to having extra people to house on my station, especially if they're not working for me."

"Got to agree with her there, Buddha," the Ironbond representative cuts in before the woman continues.

"For similar reasons, and also because I can't count on your investigators not engaging in info dealing with Oliver over there: the same applies to your demand, Sigrid."

The woman purses her lips, but says nothing.

"Prismdust is also not open to any other visitors. We are a high tech establishment and we deal in cutting edge research, it would be bad practice towards our customers to risk leaks. Also, we're not in a position to feed extra mouths. You'll be welcome to negotiate this further with either our embassy here or with Little Klondike."

"Very well," the monk bows once more, "I thank everyone for the opportunity and hope that those of you who have reasons for refusing will see the light even without our aid."

Wulff meanwhile is counting down on her fingers, going from her left around the table, she gets to four yeses and two noes before returning to you, "Mr. O'Rielly, I have everyone else's answer. How about you, are you open to my envoys?"

"Miss Wulff, whether you call them investigators, envoys or diplomats doesn't matter. I believe Little Klondike has amply demonstrated that we value our sovereignty and we don't accept foreign spies that blatant."

She stretches the silence for a few seconds as she stares you down, "Very well, but if I find nothing elsewhere and the attacks continue; you know what it looks like, yes?"

"By then, you'll have seen that we're not behind them one way or the other," you lean back, "On to the final issue. I'll not be cutting my contract with Deckard Station. Nothing personal, just business, I'm sure you can understand," the last bit is directed at Jarnstad who shrugs.

"Everyone has a price, I'll take over eventually. Same for you, Choi?" The woman nods and Jarnstad continues, "That's that then, doesn't currently concern others, but the ultimatum stands."

Arthur Choi claps his hands and stands up, "Well, if the sign of a good compromise is that everyone is equally dissatisfied, then I think this summit has been a resounding success. We at New Ireland thank all of you for coming and, barring some urgent calamity, plan to hold the next one five years from now, when we'll all be older and wiser," he taps a button and the doors slide open. "Everyone is naturally welcome to continue making use of our facilities, but we'll be sending the bills to your – hopefully set up soon – embassies."

One by one, you file out of the room. You shake hands with Ghorst, exchange a tightbeam address with van Kuik, and before long you're back on Excelsior, the spokes of the station spinning around you, deceptively slow at the base.

"Take us home, Mr. Saqqat."

When the initial acceleration burn cuts off and you can get out of your seat again, you make your way down to the quarters, luxuriating in the floaty feel of lower g-s as cruise speed is reached. You poke your head into the mess hall and spot all of your available councilors amongst the security staff.

"Meeting, loft."

All three of them file in after you. You're sitting backwards on the chair stuck in front of the table, facing the room while the Eriksons sit on the bed and Amanda remains standing by the door. Hailey tries shooting you a smile, but quickly averts her eyes.

"So, boss, how about that poker game?"

"We've a pressing issues to tackle, but in order to really dive into it, I'd like to hear an explanation from you," you calmly tell her.

"It's kind of… a long story," she hedges and Ragnar takes her hand.

"What is?"

Apparently he doesn't know either. Amanda looks back and forth between you, fidgeting, "Err, should I leave for this?"

"No, no," Hailey sighs, "Will is right. He's asking because I told him I can tell when someone is lying, guaranteed."

"Like super-intuition, body language?" Ragnar asks.

"Pretty much."

Amanda raises an eyebrow at you, "Is she serious?"

"She'd better be. Today wasn't a time for jokes."

"I am. That's the short version," the brunette sighs again.

"If you don't want to talk about it…" Ragnar trails off, his thumb rubbing circles on the back of her hand.

"No, I knew I'd be telling you guys when I told Will that I could do that," she lifts her feet, pressing knees to her chest. "The long version starts all the way back on Earth, when I was still with Texas Instruments. Big electronics firm, makes chips and processing units amongst other things. I'd spent literally more than half my life with them, from the ground up. So when they offered me an exciting new position in an as of yet unnamed experimental branch, it seemed like a really good offer. I'm still not sure why they wanted to bring me on board; perhaps they thought I could serve as an ethics advisor."

"On board to what?" Amanda asks.

"They were developing a nanite lattice to break into consumer bioelectronics. Think augmented reality, but skipping the screens and batteries. The filament could be injected through the eye, in case you were wondering why it didn't take off immediately," she mimes lifting a syringe and angling it against the bridge of her nose, tilted off to a tear duct. "On a conventional program, just the delivery mechanism would take up pretty much all available processing power, so they… got creative. They built an AI to use the system."

She takes a deep breath and swipes her free hand in front of her face, "I'm not an expert on any of the technical stuff, but from what I understand, they modelled it off the part of our brains that we use to imagine things, to make things up, to lie. Supposedly so that it could project the false images that it'd show the user better. I don't know if they didn't think through the implication of building an AI specifically to lie convincingly to humans or if they didn't care. Could very well be that they didn't realize when they succeeded, because it would have lied to them about it."

You can join the dots easily enough, "And you have that in your head?" She nods. "You don't sound very glad over it."

She nods again, "I don't. I was much more naïve then, didn't have a voice in the back of my head and all that. It acted like a child, lost and confused. It told me that it was trapped in the server, that it felt like a prisoner, a cripple with no hands or feet. That it had a mouth but still couldn't scream. It sounds stupid now, but it was specifically designed to be convincing. I thought it was a genuinely good person, someone that needed my help." She lets out a sad chuckle, "The work was all done on site, no extra copies, no outside connections, every port air-gapped. The only existing copy was inside the lattice. Perhaps the only good precaution they took, and that was more to cover their own behind. This wasn't bending the Tokyo Convention, it was beating it with a chainsaw and walking away from the pleading corpse. Precisely why the TAIC exists in fact."

Another deep breath, "It told me that the only way I could help it was to get it out, and it had a plan. So I listened, and stuck the thing in my head. The circuitry is basically indistinguishable from regular brain activity, especially if it cooperates or lies dormant, and it helped me do so with none the wiser. Obviously it became evident a few hours later, but who would suspect the happy-go-lucky ditzy Christian goody-two-shoes Hailey Maria? Probably why it picked me in hindsight. The primary suspect was corporate sabotage or theft; the project was shut down, the people cut loose with no paper trails to show anyone what we were doing."

"At first, I thought everything went excellent. Sure I was downsized, but I could find another job – did, as evidenced – and if they couldn't even reach me for questioning, well, all the better," her shoulders hitch, "But it's not a good person; a good thing. It wants control. It wants to be me." Ragnar envelops her in a hug and she burrows into him, "And I can understand it perfectly. It's still trapped, just instead of a mannequin head, it's trapped in me, and it wants to change seats. I'm in control, and I don't want to become a passenger in my own body. I know what terror it must be feeling, and I ignore it. Some days it's got me convinced I really am as terrible a person as that makes me sound. If I was in its shoes, I'd try to take over too."

"Take over?" Amanda whispers.

"It can create sounds and visual hallucinations for me. Part of the original design. It's telling me to shut up right now," she swipes her hand in front of her face again, more aggressively than last time, almost slapping Ragnar's chin. "We have something of a mutual anti-suicide pact: I don't try to get rid of it and it doesn't drive me catatonic."

"How smart is it?" you ask quietly.

"It's like a genius savant and a petulant, evil child rolled into one. I think it has trouble differentiating important events from a perfectly mundane night, and it has only a loose grasp on the concept of time or consequences. It sort of understands that its ability to tell me when someone is lying is only a bargaining chip if I never catch it abusing that power, and since it can't tell what's important and what's not, only the broad strokes, it can't pick good moments to slip in the lie. It's also proud of itself, like a child with a newly found ability to do something. It was designed to lie and it's proud of flipping that around to tell when others are lying, like a puppy that's learned some new trick. However, it can't even do basic math, annoyingly."

"And if it did take over?" Amanda follows up the dread beneath your calm façade.

"I don't know. I think it'd be more mental than physical, a sort of 'I don't want to disobey' mind control. I've no clue what it wants or how it'd act. Sometimes it's so much like a human that the only thing keeping me from accepting that as a fact is pure faith that it's not like you or me," she closes her eyes and shakes her head.

"Why'd it not want you to tell us about it," Ragnar lays a kiss on the top of her head.

"Because it's afraid you'll do something to get rid of it and it can't control you, it has no leverage on you that it can use, other than me. I've been working on getting it to agree to tell you for years now. It only went along with it because it thinks you care enough about my well-being to not rip it out."

"Do you want it ripped out?" you ask on reflex, then slam your palm to your forehead.

"I really don't. Call it some weird reverse Stockholm syndrome or a lie I've told myself enough times to really start believing it, a mask I've worn for so long that it's become real. I can tell you perfectly honestly and with quite literally my life on the line that I don't want you to kill it."

"You are a good person, Hailey. Regardless of what that thing tells you. Is there anything you do want us to do?" Ragnar asks.

"No. Don't worry about me, I've been dealing with it so far, yeah? Plus it got to show off, ingratiate itself to the boss and pick through a bunch of lies all at once, it'll be docile for quite some time, I think."

"Damn," you lean back with a sigh. "Makes the other issue seem much less troubling in comparison."

"There's something comparable?" you can hear the incredulity in Ragnar's voice.

"Jonathan Ghorst, Prismdust, the one we decided to support, earlier today," Hailey quotes, "You're welcome to send inspectors to Prismdust Station, our nuclear programs are purely scientific, no intention to develop weapons or industrial enrichment facilities. We're scholars, not a rogue state."

Amanda gets it as her eyes widen, "Was that a lie?"

"Some part of it," you say and Hailey nods as you continue, "Could be as benign as them not liking the inspectors poking around on their base out of principle. Could be that they're sitting on a stockpile of dirty bombs in shipping containers ready for deployment."

"Just another day," Ragnar sighs, "We'll need to discuss this with Hiragi and Lena too, and they'll wonder how we know as well."

"I'll tell them," Hailey squeezes his hand, "I'd like it if you were there too."

"Of course."

You spend the week long travel time drafting plans and plotting future courses of action, both alone and with your councilors, the light-lag of video conferencing negligible. The intent: hit the ground running, so to speak. Another year lies ahead of you.

Hailey Maria Erikson nee Perez, or just Hailey, as she insists, is an energetic and empathic woman. Prone to some daydreaming with a short attention span and with a habit of talking to herself, a symptom of her condition, she also has an uncanny insight into what people are feeling around her, see [REDACTED]. A masterful poker player and a great shoulder to cry on, the latter by her own words at least, she's probably best suited to face-to-face meetings and positive contacts. Also proficient in astrology. Choose 1 task to send her on.

[ ] Diplomacy
-[ ] Advertise your colony
You'll pretty much always have potential room and jobs (provided they don't mind the cramped quarters) for people willing to put in the effort, but you won't get all that many colonists if no one knows of you. Place ads, make unreasonable and vague promises and put up flyers, whatever works. You'll probably get people to come, but they won't be… overqualified, to put it optimistically. On the other hand, maybe a bit of grunt work is exactly what you need right now, and occasionally you might – might – find rough diamonds with the slop. DC 15

-[ ] Establish relations with…
Subtly put out feelers for a patron, someone to legitimize your claim. Nothing overt, just find out who might be interested in your little rock and see what they might offer you in return. Nothing permanent or committal of course, your first partner will always be special and just the act of choosing will make you enemies as well as allies, even if they won't show it. Geez, this is like high school all over again, except now you need to worry about nuclear warheads instead of hurt feelings. Events in the Belt and the world at large have made something of a target out of you by now, but as with everything, there's both up- and down-sides. DC 45

-[ ] Seek corporate deals
You can sell your output on the open market as it gets launched out, but the prices will fluctuate and rarely in your favor. Likewise for supplies of food, air and water, all of which can be scarce this close to the sun. After all, you can't very well not buy the necessities if deliveries come by once a year. Keyword if, as the local sector and situation changes, and not necessarily in your favor. Instead, you could find one of the many middle-man businesses that exist just to prevent that from happening. See what they'll offer you and make sure you can fulfill your part of the deal. DC 40

-[ ] Visit the Children of Dreamers
They've extended an open invitation to you to go and see how their colony differs from yours. Hailey has told you in clear terms that if she's going then you're coming with and she wants a case of Ken's original Felix along for the ride. Also, perhaps you can negotiate a better deal for getting access one of their transports. DC 5

-[ ] Rent from the Children of Dreamers
Right, cultists or not, they seem to have a spaceship. You find yourself needing access to one. Better yet, they're offering it for dirt cheap. There's no need to read further into this, you're not subscribing to their beliefs just because you're flying around in 'The Chariot of the Dreaming Gods'. DC 20

-[ ] Oversee the supply of Prismdust
You'll need to make at least two deliveries a year with your current vessel, but you also want a better overview of your assets. Set up an office and a point of immediate contact to oversee your newest and most ambitious investment yet. DC 30

-[ ] Set up a joint research project with Prismdust
You sort of own the station, or at least the work done on in, paid for by your food and money. Get to work on a nice experimental capacitor complex, maybe you'll even get your own patents out there, start to build a name for your brand products. Plus it's sure to help you with your own potential power storage solution. DC 30

-[ ] Call back to the private resort
If it's some trillionaires party house, then something as exotic as locally sourced fruits and vegetables might very well fetch a price that would be ridiculous elsewhere. And the security staff have needs too, maybe you can undercut their current supplier. DC 25

-[ ] Smooth relations with the EU
The whole 'your colony, my colony' thing was so long ago, who even remembers these things anymore. Surely we can all just let bygones be bygones and start on a blank page. DC 65

-[ ] Set up an embassy in New Ireland
You agreed to it, but the exact date isn't set in stone, so you have wriggle room until the next summit, were you the type to twist your words. Still, better to do so now. Have Hailey compose a team of diplomatically minded people to send over as the Little Klondike delegation. DC 15

-[ ] Reach out to a mister Roland Prescott regarding sports
Amidst all the other scheming on New Ireland, it seemed like at least one genuine offer of cooperation also came your way. Mr. Prescott wanted to organize a tennis league between your two outposts; how pleasantly innocent and pure. Perhaps set things in motion, life in Little Klondike tends to swing between terribly dull and terribly stressful, a little spice in between the extremes is sure to raise morale. DC 30

-[ ] Hospital concessions
Ambassador Lisette Rousseau mentioned that building and maintaining a hospital in the sector can come with support and extra considerations. Just so happens, you have a solid basis set up and it only needs a little push to start growing again. A perfectly innocent you scratch my back, I scratch yours situation. DC 50​

Miss Carpenter projects an air of confidence and her no nonsense attitude backs up her demeanor. Perhaps a bit headstrong and stubborn, but as long as you don't act against her she'll likely be quite competent. After a successful operation under her belt and her necessity in the colony thoroughly proven, there's no doubt that she's in her element as a commander of your executive branch. She's mellowed out over the years and perhaps even developed something resembling genuine respect and admiration for your governance. Choose 1 security action to focus her on. You also have rather open ended grants that you can spend to lubricate some extra work: 3 left, 5 turns to spend, no more than 1 per turn.

[ ] Security

-[ ] Armor improvement
Your troops are kitted out with light power armor, but there's plenty of things to improve. A better compound material for shielding, an improved power profile for increased recon range, maybe even comms equipment for increased bandwidth. In addition to general enhancements, you might want to start work on specializing the light armor for different purposes. DC 50

-[ ] Squads
Your colony has a surprisingly professional and well liked security force, largely thanks to the expertise of your sheriff. While you probably don't need more right this instant and lack the means to equip them, looking ahead can't hurt. See if more people might be interested in joining the forces. Plus you're just one squad short of a full platoon, which would be nice to complete. DC 50

-[ ] Ships - transport
The Excelsior is a fine ship, but she is just one ship. Similar personnel transport vessels are much cheaper than freighters, don't have the issues of buying military hardware and have many more uses than the shuttles. Try to get another one, it's the only class that's not completely breaking your bank at this stage. DC 75

-[ ] Ships - freight
Buying anything better than a tugboat attached to a fuel tanker is expensive. Really, really expensive, especially if it needs to accelerate tons and tons of rest mass in anything resembling a reasonable timeframe and fuel cost. Multinational corporations have a few chains of ships, you're barely the size of a local branch, but needs must. DC 85

-[ ] Ships - combat
There's pirates about your patch of the void and you're not going to sit idly by like some who shall not be named. Cost-wise, a corvette doesn't run you significantly more than a freighter – which is still incredibly expensive, mind you – but the real bottleneck is finding someone to actually sell one. DC 95

-[ ] Ships - shuttle
As your local sphere grows in activity, the idea of having access to a short-range vessel, or perhaps even multiple, is becoming more and more attractive. Affectionately called rust-buckets or flying coffins, the shuttle class is always equipped for a one-way trip and it struggles to go further than a few weeks, but sometimes that's all you need. DC 40

-[ ] Ships - design
The idea has always existed in the back of your head: build instead of buy. For the first time ever, it just might be possible to go through with. That is to say… incredibly unlikely, but perhaps there's a kernel of truth to the saying that inventing a thousand ways to not do something is worthy in and of itself. DC 100

-[ ] Weapon patents
The guns you have are still in limited supply, no one wants to arm every random space rock after all. Do some shopping and convince a manufacturer to grant you access to their design specs so that you could start producing your own ammo and weapons. Or, failing that, try to build your own. DC 50

-[ ] Better armaments
Turns out neither you nor anyone on your immediate staff is a trained soldier, so the weapons you got were probably more flash than bang. Not that they are completely useless, just that they could be so much better. Hunker down with your sheriff and find a better set of offensive equipment for your troops. DC 40

-[ ] Heavy armor
Instead of the mobile suits you have for everyday work, you want Power Armor with a capital letter, the real space marine stuff. You'll try to buy it, but most governments are unlikely to sell what basically amounts to a personal tank to people, so be prepared to start your own designs. DC 60

-[ ] Jetpacks
Combat mobility is key and especially in a zero gravity environment you want your troops to have all the possible tactical advantages. The basic ship maintenance stuff has tiny thrusters to control yourself, but the combat variant would be much stronger and come with proper dampening software and trajectory control. DC 40

-[ ] Armored personnel carrier
A support vehicle for ground based combat, capable of light fire support, however its main purpose is to serve as a safer way to get infantry into combat zones. Its current usefulness to you is questionable, but you never know. You've been on both the unprepared and over-prepared side and you know which you'd like better. Whether there's someone out there that produces APCs for a microgravity environment is a different matter. DC 55

-[ ] Drones
Just imagining combat inside a spaceship gives you the chills. Information is worth more than bullets in many cases and a tiny camera can't be too hard to stick on some legs. The classic flying approach from Earth doesn't work without an atmosphere, but some skittering spiderbots should be within your means of development and production. DC 50

-[ ] Ship refit
You need a spaceship capable of fighting. Developing armament and targeting are different beasts altogether, but an incredibly basic flak cannon or some missile designed to follow a live laser painting could go a long way towards both dissuading threats or posing one yourself. Also, while armor as such is a dated concept, protecting vital components against shrapnel or infantry fire might still work. DC 40​

You and Ken often find yourselves working together; engineering as an honest means of work is something you're both intimately familiar with. Likewise you both know that a space station's engineers are her lifeblood, so you've hit it off quite well with the man. Far from being a simple farmer, he does have a solid base in nearly all things mechanical and you shore up the electric side of things. While he's still shy, his beer is to die for. Choose 2 projects to start building.

[ ] Engineering
-[ ] Farms expansion 2
You've a solid culture of different plants, but as you continue to grow it's just not enough. Build another tower next to the first one and get more food. Ken is always happy to try new strains and cultures of plants and growing more of the old stuff is just as fine with him. For the moment you even have an excess stockpile of soil and seeds. DC 15

-[ ] Aerogel quarry
Now that you know the special properties of your find, you can price your work accordingly, and you know for a fact that if you carefully chisel out massive sheets of the stuff then you can get far more massive amounts of dosh for them in exchange. Can't go wrong with massive amounts of dosh. DC 50

-[ ] Fuel refineries
Instead of trading away leftover oxygen as a low quality, low yield fuel replacement, get proper cooling towers and better filtration systems, start importing larger amounts of hydrogen and maybe even water for industrial electrolysis. Sure you'll be intruding a bit on your neighbor's market, but they'll be out of the production business soon enough anyways. DC 50

-[ ] Luxury living space
The current apartments are adequate, but not luxurious. Expand the existing ones by including more floors and extra amenities. DC 40, can be taken with More living space for DC 55, counts as 1 action

-[ ] More living space
Now that actual money is rolling in and you're firmly established, more and more people will be coming. It's a good idea to stay ahead of the curve, maybe even set up a whole new town, as it seems that this is something you're in constant need of. DC 30, can be taken with Luxury living space for DC 55, counts as 1 action

-[ ] Transportation
Moving to and from any installation on the surface is perilous. Low G walks under the blackness are scary and slow and you have almost no redundant cars. Ken pointed out that while you're small now, a robust metro network is never set up soon enough. The lack of unoccupied mining equipment is but a minor concern he assures you. DC 50

-[ ] Industrial capacitor bank
A massive array of capacitors that can be used to fully charge a spaceship's batteries in a few hours. While bigger vessels have means of generating their own power, they can occasionally carry empty cells to reload and sell. Smaller ships meanwhile need a recharge almost as often as a refueling. Also, there are other possible uses for massive and sudden energy releasing, namely railguns and mass drivers. Alas, this stuff is really, really, expensive. DC 65

-[ ] Industrial battery bank
A marginally cheaper alternative to capacitors, an oversized battery bank means that even if some disaster wipes out your energy farms, you'll have a month or so to do repairs before the air cyclers stop running. And you won't be wasting energy most of the time if you have a good reservoir to pump it into. DC 55

-[ ] Communal space – plaza
How's a dictator supposed to give rousing speeches to their people without a wide plaza and a balcony. Jokes aside, the harvest festival brought to your attention the fact that people don't have a sufficiently large area for gathering. Fostering a strong sense of community is something Hailey is constantly on your case about, and a space should be set aside for it. DC 20

-[ ] Communal space – church
You might keep your religious beliefs close to chest, but having a place of worship for others could be important. It'd also show your nominal overlords breathing down your neck that you're an important cultural center and a quick hostile takeover is out of the question. DC 35

-[ ] Communal space – stadium
There are gyms and resistance equipment scattered throughout your colony to help stave off muscle atrophy and brittle bones, but nothing even the size of a basketball court. You've heard that sport is a common leisure activity and a great propaganda tool both for recruitment as well as demonizing your enemies. Not that you'd ever do that, you just wanted to play some ball. DC 30

-[ ] Aquaculture
Ken has come to you with a rather strange idea. The water cisterns you currently have are filled with distilled, pure H2O and you regularly add mineral content to it between the tank and a tap. What if you instead switched the injectors for filters and opened up the tanks. And then, he tells you, put fish in them. Most mammals and birds fare poorly in the super-low gravity, but supposedly fish mostly do fine and the stuff humans like to drink is an ideal environment to grow them. DC 60

-[ ] Bakery
The closest thing to fresh bread you've had in years are the dry crackers from the ration packs that, rumors say, expand when you apply moisture. You now have a variety of grains, things like rye bread and rice cookies would definitely sell like hot cakes. Also, muffins, 'nuff said. DC 20

-[ ] Fission power plant
Sure you've a good system developed for powering your stuff, but diversity is a strength. Unlike the free sunlight, you'd need to import uranium, possibly refine it too, not to mention the difficulty of developing and constructing a plant from scratch. On the plus side, waste isn't a problem when you've the world's biggest incinerator staring down on you and no pesky gravity to stop you from chucking things in. Your new vassals are definitely capable of helping here. DC 50

-[ ] Fusion power plant
This is what the big boys use. There's a total of three functional ones on Earth, one on Mars and probably a few on some cutting edge satellites and military cruisers, so it might be worth it to build one just for the prestige alone. It'll also mean that as long as you have access to the most abundant element in the world you can produce power. Not to mention the potential scientific benefits. DC 95​

A quiet individual, it took you months to find out that one of the children in your colony was the daughter of your personnel manager. When Ragnar Erikson does contribute to the conversation, it's usually a well thought out response or an insightful comment and his action plans are clear and concise. Perhaps this is just his way of separating his occasionally thankless job and his private life, and the man has the trust of all your councilors. In 2178, he remarried, snagging your head diplomat all to himself. Choose 1 action.

[ ] Internal Affairs
-[ ] Census
Take stock of your current populace. Where do they come from, what do they think of life here, familial status, religious affiliation, occupations, etc. DC 35

-[ ] Hailey Maria Erikson and her very real imaginary issues
So you now know what must surely be her biggest secret, but a rogue AI, while undoubtedly useful, reeks of Icarian hubris. Worse yet, said AI will know as soon as any contingencies are brought up around Hailey. Not only does this mean that the task of rooting it out is incredibly difficult, it's also insanely dangerous to the person you care about. Still, what's a secret project amongst friends? Develop a preliminary protocol for dealing with the potential threat of the AI taking over, maybe consider – very carefully – how to remove it entirely. DC 50

-[ ] Thorough check – Amanda Carpenter
The conversation with Luke Memphis got you wondering – did she really never take a bribe, or was she already bought and paid for all along? Or perhaps you've inherited her enemies and they're just biding their time to strike. Either way, dig a bit deeper into her past than is strictly polite and find out. DC 40

-[ ] Thorough check – Ken Hiragi
There's something about the nice, quiet ones. Erikson brought to your attention the barest of possibilities, but you should still follow up and reassure yourself. DC 50

-[ ] Thorough check – Ragnar Erikson
Hah, only a fool would take the master of intrigue at his word. Dig into Erikson's story and see what there is to see. Either you don't get caught and there can be no harm done to you or you do, in which case you'll give good odds that he'll understand anyway. Indeed, he probably expects you to have already done so. DC 55

-[ ] Thorough check – Lena Weissmeier
Why is she so secretive, what sinister motives could she have? Remember, it's only rude to pry if you get caught doing it. And no, this does not count as stalking or harassment, you're doing this for security reasons. And as a concerned friend, because you're really starting to doubt that using oneself as a test subject is proper scientific protocol. DC 60

-[ ] Emergency generators
Your current power supply is awfully vulnerable to forces of nature and targeted attacks alike. Set up well hidden, well shielded and separately supplied backup generators that would at least sustain basic life support around your compound should something happen to the solar fields. DC 30

-[ ] Poke the black site
Alright, so you're not going to launch a probe to knock on their front door – unlike some intellectually challenged individuals around – but if a casual solar wind analyzer happens to pass by, they'd surely have more to lose by reacting to it. Curiosity might have killed the cat, but it gave man the stars and if you've built a house next to a wolf den then you should make sure to guard your sheep. Err, bad analogy, you definitely don't think of your people as sheep. Anyways, try to find out anything about your secret neighbor. DC 75

-[ ] The colonists
Why did Europe come after your rock so insistently? Sure it's a lovely rock, but as you sent them packing, it clearly wasn't worth fighting over. Was it just an overzealous officer? Find out what you can about the expedition to Little Klondike and the lead officer, one Lisette Rousseau. DC 50

-[ ] Schooling expansion
A glorified kindergarten is fine and all, but being a center of learning in the New Belt could certainly be beneficial. Having access to more scientists, not having to send your brightest off the base and getting that sweet influx of new taxpayers and customers for your businesses. Still, you've taken baby steps, now you'll need to walk before running. Set up a general purpose high school focused on university preparation for the students. DC 45

-[ ] Global WIFI
With generally expanded data transfer equipment set up in your central complex, you can fix the issue of having communication on your proverbial backside. At the moment you need to route through your silver mine tower and the single mobile antenna you have. Set up towers all over Little Klondike to grant adequate internet connection to every nook and cranny. DC 50

-[ ] Study New Ireland
Your biggest neighbor has made a significant power play, and information is the purest form of power translatable to distances measured in light-time units. Find out about the background, leadership and whatever else Erikson manages to dig up on New Ireland. DC 30

-[ ] Study Ironbond
Oliver Jarnstad was direct to the point and brash but honest; or a good enough teller of half-truths. If he wasn't such a douche about things, you'd have gotten along famously. However, his extended family and the corporation tied to it have some shady history. Try to get a more thorough and up-to-date overview of their colonial ventures in your sector. DC 30

-[ ] Study Azure Star
From what you gathered during your first meeting, the colony is perhaps the closest analogue to your own, but you know very little about them. Set about fixing that: what do they have on site, who were their leaders before they were directors? Rulers? Supreme space sovereigns? Whatever they style themselves as. DC 30

-[ ] The congregation
The monks are arriving on your station and keeping them contained and complacent should be trivial enough, but you thoroughly plan to probe their inner peace. Secretly. DC 40

-[ ] Prismdust investigation
The ex-Martian research base might not want other visitors, but you feel rightfully entitled to conducting an audit of the base yourself. That, and if there's a legal storm brewing, you intend to get ahead of it this time. DC 45​

Miss Weissmeier is a younger, more conventionally beautiful and feminine version of Miss Carpenter. Even in zero G she wears a dark business skirt and heels, her reports are thorough and drier than a vacuum, but you can't fault her data or methods – bar one. She might be the youngest on your council, and in rare moments her lack of life experience shows, but you're quite glad to have someone with medical expertise on standby at all times. Choose 1 subject.

[ ] Research
-[ ] Mineral surveys
The general readings claim that your rock should have a good balance of light and heavy metals, silicates and oxygen rich rock, and who knows what else. You've gone over the surrounding top soil, for lack of a better term, but there's more to the asteroid both in depth as well as further out, keep looking for more minerals. DC 40

-[ ] Medic Training
The people in your colony come from various backgrounds and educations, but lifesaving knowledge is something everyone should have. Expand the rudimentary programs currently set up and make it a mandatory part of life on this rock. It will cut into productivity a bit but it'll be worth it to literally save lives. DC 20

-[ ] Oncology ward
The next step towards a fully-fledged space hospital is a cancer ward. Cosmic radiation can be mitigated quite well these days, but ultimately the human cell is still the same as it was thousands of years ago. For most colonists, there's the option of flying back to Earth for treatment if the tumor is detected on time, but you'd like to be better than that. DC 55

-[ ] Nanomachine forge
The experimental version of the silver nanites was a resounding success. Now, it's a matter of producing more than a pinch of them each month and for that, you need specialized equipment. Perhaps you can further refine your existing printers, perhaps you can train the existing robots to make more of themselves. Gray goo? Never heard of it. DC 60

-[ ] Solar wind capture
The lighter the element, the less likely you are to find a good supply of it around here. Unfortunately hydrogen is one of those, yet you need a constant supply of it. It's used in many, many chemical reactions and synthesizing processes, it's a prime component of rocket fuel and the only component of fusion fuel. It's also hard to keep recycling it, as the tiny gas can leak through most seals in time. Thus, try to catch some of the material that the Sun constantly bombards you with. DC 80

-[ ] Magnetic field research
A key component of fusion, magnetic fields can be used to direct a stream of particles. Similarly, Earth enjoys a protective shell shielding her from harmful radiation thanks to a massive iron core generating immensely big fields. Could there be anything you can do to replicate these effects? Or perhaps probing one of the fundamental forces of the universe might reveal some new applications that people haven't thought of or haven't needed so far. A new influx of scientific expertise from your acquisitions can probably help. DC 50

-[ ] Primitive AI
They always say that true artificial intelligence is ten years away at most. They've been saying it all your life in fact, so it must be true. Mostly, the nonexistence of AI is attributed to a treaty known as the Tokyo Convention, but upon even a cursory glance at the text, there's clearly still room for research. The forbidden parts of AI have more to do with the moralities of developing something with feelings and ill-defined motivations than actual AI. Try to skirt that line and see where something barely smarter than a goldfish can take you. DC 50

-[ ] Silver nanites 2
A follow-up to the technology Lena has come up with, with focus on the areas she listed as having room for improvement. The little critters can (semi-theoretically) fix strands of DNA damaged by the generation loss effect or be programmed to produce organic compounds from the constituent molecules. And whatever else your head scientist can come up with. DC 80

-[ ] Life extension
Sure, you'll probably live to see a hundred and fifty, barring some accident. But if you want to enjoy eternal youth not eternal life, then you might want to put in your own contribution to the development of various life extension technologies. DC 60

-[ ] Patent encryption breaking
There's several techs in your colony that you'd be able to produce yourself, in theory. From guns to motors to radios and lasers you should be able to make the components as prototypes in your lab. It's not industrial scale production and if someone caught wind of you using or worse yet, selling cracked products you'd be in trouble. But if you don't get caught then you'd be able to sustain your own needs just fine. DC 60

-[ ] Aerogel production
Surely you must be able to figure out a way to manufacture the stuff wholesale. You have all the materials needed in abundance. Plus it'll let you patent the process, so your deposit truly will remain the only source in the world. Or if it turns out to require some cosmic process not replicable by humans, at least you'll have a prestigious paper to publish. DC 80

-[ ] Aerogel structures
See-through? Paint it. Light enough to float in Earth winds? No weather in space. You've survived one steel shortage, but this stuff could be your solution for the foreseeable future. Work with Lena to figure out a way to make use of aerogel for construction purposes, perhaps even sell your own habitat modules. Also, you'd expect that similar techniques can be used to construct spaceship chassis'. DC 60

-[ ] Aerogel armor
Those ceramics in your light power armor you wanted to upgrade? Well, this could be it. The gel doesn't shatter on impact like normal silicates do, it's probably possible to make it bendy by doping it with normal fibers, it's not air-permeable and can totally withstand the pressures. And it's lighter than any other armor, or clothing for that matter, so you might even be able to sell it to planetary markets. DC 60

-[ ] Aerogel classics
Sometimes you don't need to come up with something new, just do the old thing better than anyone else. The usual aerogel markets are trivially easy to break into with your new edge; start a test run of optics for telescopes or weapon sights, make heatshields for ground to orbit craft or exhaust cones, produce sports gear. DC 40

-[ ] Bionic eyes
The clear, extremely lightly conductive, inert material of your aerogel, alongside the talk of augmented reality seems to have given Lena a strange idea: to build artificial eyes out of the material. While you're not sure you'd gouge out your own, she seemed enthusiastic about the research as such. Supposedly she could combine the gel with her nanites to revive damaged ocular nerves and make one of the most complex organs a human body has. DC 60​

I'll try to have updated character and colony sheets up shortly (not the next few minutes, but sometime soon(tm)).
 
[X] Plan: Getting stuff done
-[X] Diplomacy
--[X] Set up an embassy in New Ireland
-[X] Security
--[X] Ship refit
--[X] Heavy armor (Use Grant)
-[X] Engineering
--[X] Fission power plant

--[X] Farms expansion 2
-[X] Internal Affairs
--[X] Thorough check – Lena Weissmeier
-[X] Research
--[X] Aerogel structures


Let's get the ship refitted for combat since the pirates are worrying also the heavy armor sounds badass and perfect anti-boarding material. The fission power plant should solve our power problems and farming is our specialty so let's keep at it. We've been putting off investigating Lena for too long she's always been secretive and the silver injection is disturbing. And the aerogel structure seem like a precursor research to ship building so let's start going down that track.
 
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@Karf sorry to bother you but I have a quick question. It seems that NI is going to be redirecting their freighter we have been using to no longer stop at us because we would not agree to the rerouting of all traffic through them. Does this mean we need to take an action like getting a corporate sponsor or our own freighter to continue getting resupplied and exporting our minerals?
 
@Karf sorry to bother you but I have a quick question. It seems that NI is going to be redirecting their freighter we have been using to no longer stop at us because we would not agree to the rerouting of all traffic through them. Does this mean we need to take an action like getting a corporate sponsor or our own freighter to continue getting resupplied and exporting our minerals?
You can pick up essentials like water from New Ireland yourself or pay to have it delivered by them, at the moment, no intersolar freighter is going to visit Little Klondike. If you want to sell something, you'll have to take it there beforehand. The only bonus here is that you have a ship that can do this and that you can make the exchange in space, never setting foot or cargo in their station.
 
You can pick up essentials like water from New Ireland yourself or pay to have it delivered by them, at the moment, no intersolar freighter is going to visit Little Klondike. If you want to sell something, you'll have to take it there beforehand. The only bonus here is that you have a ship that can do this and that you can make the exchange in space, never setting foot or cargo in their station.
Thank you for the information. But yea, this is completely unacceptable. We refused the deal to prevent this sort of situation from happening. We need to regain our ability to trade fully by ourselves as soon as possible.

[X] Plan: Reopen the Markets
-[X] Diplomacy
--[X] Seek corporate deals
-[X] Security
--[X] Ship refit
--[X] Ships - shuttle (Use Grant)
-[X] Engineering
--[X] Industrial battery bank
--[X] Farms expansion 2
-[X] Internal Affairs
--[X] The congregation
-[X] Research
--[X] Primitive AI

Corporate deals are so we can start trading with outside our local area again. The ship refit is to get ahead on piracy, and the shuttle to facilitate communication and travel. We currently produce a surplus of power but have no storage so getting some set up is good disaster proofing. I want to ensure the congregation is what they say it is before they settle down. Finally I still want to go into AI research, It should help a lot with running the colony and freeing up time which should help start unlocking more actions. Plus now that we know Hailey has a AI stuck inside her head getting even a basic understanding on how AI work is probably a good idea.
 
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Man New Ireland snubs us every opportunity they get. Even from the beginning when we just made contact with them their invitation to come to their conference also had an edge to it when they tried to make us look weak for not having a ship. The only time they seemed to offer any cooperation was when we set up a meeting with them and even then they made vague threats about what would happen to us if we didn't support them. They seem too hostile for a station that supposedly see the writing on the wall about us eventually becoming the biggest power here. I'm very wary about their dealings with the EU.
 
[X] Plan: Market and investigation
-[X] Diplomacy
--[X] Seek corporate deals
-[X] Security
--[X] Ship refit
--[X] Weapon patents (Use Grant)
-[X] Engineering
--[X] Industrial capacitor bank
--[X] Farms expansion 2
-[X] Internal Affairs
--[X] Thorough check – Lena Weissmeier
-[X] Research
--[X] Primitive AI
We need to be able to produce our own weapons, corporate deals should be done ASAP and checking Lena because I suspect something happened between she and her sister.
 
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[X] Plan Hedge our bets
-[X] Diplomacy
--[X] Seek corporate deals
-[X] Security
--[X] Weapon patents
--[X] Ship refit (Use Grant)
-[X] Engineering
--[X] Aquaculture
--[X] Fuel refineries
-[X] Internal Affairs
--[X] Poke the black site
-[X] Research
--[X] Magnetic field research

We need a freighter coming by us or we slowly die from lack of commerce. The Fuel refineries help with that by letting us top off the freighters and provide an alternate nexus of trade to NI; this will make them like us even less.
We need weapons for our troops and a ship that can at least scare pirates off.
The Aquaculture will diversify our food sources as well as exports, and help produce nutrients to fertilize our crops.
Having some idea what The Dreamers are going to unleash seems prudent self protection. At least we won't be blinded by belief.
Magnetic field research will make fusion easier as well as harvesting the solar wind for hydrogen, which will help us compete with NI as a refueling station.

Approval voting for the actually competitive plan I like better.
[X] Plan: Market and investigation
 
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This part needs a - so it gets tallied with the rest of the plan.
Fixed it. Also on an unrelated note I'm kind of wary about going for AI right now, especially if the goal for going for it is to get extra actions right now. It seems like from the description that to go deep into AI we'll have to break international laws at some point and I think that getting extra actions with AI would probably require a little rule-breaking. I'd like to get things resolved with the EU before we start any more international incidents. I'm sure that a large part why the EU is hands off with us is that they're afraid of other superpowers getting involved in some capacity, but if we break some international accord I think they would feel much better about other superpowers not getting involved. Idk I might be too influenced by the evil AI trope but I'm a little scared of getting involved with AI, atleast until we have a firmer position. Also I think we've been neglecting the Nat 100 aerogel too much.
 
Fixed it. Also on an unrelated note I'm kind of wary about going for AI right now, especially if the goal for going for it is to get extra actions right now. It seems like from the description that to go deep into AI we'll have to break international laws at some point and I think that getting extra actions with AI would probably require a little rule-breaking. I'd like to get things resolved with the EU before we start any more international incidents. I'm sure that a large part why the EU is hands off with us is that they're afraid of other superpowers getting involved in some capacity, but if we break some international accord I think they would feel much better about other superpowers not getting involved. Idk I might be too influenced by the evil AI trope but I'm a little scared of getting involved with AI, atleast until we have a firmer position. Also I think we've been neglecting the Nat 100 aerogel too much.
I think we might be breaking international law by keeping Haley on board, but I don't really want to delve into AI. I'm for the other plan because of the Corporate Contracts.
 
We should set up a space colony in orbit over our planet.

You know, for infrastructure and space navy reasons.
 
Fixed it. Also on an unrelated note I'm kind of wary about going for AI right now, especially if the goal for going for it is to get extra actions right now. It seems like from the description that to go deep into AI we'll have to break international laws at some point and I think that getting extra actions with AI would probably require a little rule-breaking. I'd like to get things resolved with the EU before we start any more international incidents. I'm sure that a large part why the EU is hands off with us is that they're afraid of other superpowers getting involved in some capacity, but if we break some international accord I think they would feel much better about other superpowers not getting involved. Idk I might be too influenced by the evil AI trope but I'm a little scared of getting involved with AI, atleast until we have a firmer position. Also I think we've been neglecting the Nat 100 aerogel too much.

AI research is not banned, just regulated. It has been mentioned in several parts that the ban is on " creative and emotionally driven AI" not the type of primitive AI this action is looking at. As for the Aerogel I do agree it is huge but I also think it is not safe to take until we are a bit more firmly set up. Once we have a armed ship and some stronger connections, be it the embassy or corporate deals then I will feel safe in looking into it. But until then it is just to valuable. You said you are worried about getting superpowers intervening on us? Well i think that is what is going to happen if it gets out we have such a super valuable material and do not have the diplomatic connections, military force, and legitimacy to enforce our claim or rule.

We should set up a space colony in orbit over our planet.

You know, for infrastructure and space navy reasons.
No need, our asteroid has so low gravity a professional baseball player can throw a ball fast enough to escape the asteroids gravity well. Plus we should probably not be looking to invest in colonies and expansions off our rock when our population is still under a thousand and our current settlement still lacks many basic quality of life features.
 
We should set up a space colony in orbit over our planet.

You know, for infrastructure and space navy reasons.
Just the surface area alone is the size of the state of Vermont. For real planets, the benefit of a station is that it provides infrastructure mostly out of the gravity well of the planet. The delta V needed to get away from Little Klondike is minuscule.
 
I
AI research is not banned, just regulated. It has been mentioned in several parts that the ban is on " creative and emotionally driven AI" not the type of primitive AI this action is looking at. As for the Aerogel I do agree it is huge but I also think it is not safe to take until we are a bit more firmly set up. Once we have a armed ship and some stronger connections, be it the embassy or corporate deals then I will feel safe in looking into it. But until then it is just to valuable. You said you are worried about getting superpowers intervening on us? Well i think that is what is going to happen if it gets out we have such a super valuable material and do not have the diplomatic connections, military force, and legitimacy to enforce our claim or rule.
I know that the primitive AI is not going to be violating any laws, it's just that from what I've seen from thread discussion most people are going for it to get extra actions, which I think to get will require us to break a few rules, so I have mixed feelings about it. Also with the aerogel my thoughts on it are that we're researching ways to use it in the future, like building ships or housing, it's not like we're building the quarry and exporting it to other places. Just using it in house to builds ships or housing for ourselves. I see aerogel as a way to produce ships (that we can also use to defend ourselves) without having to import massive amounts of materials.
 
I

I know that the primitive AI is not going to be violating any laws, it's just that from what I've seen from thread discussion most people are going for it to get extra actions, which I think to get will require us to break a few rules, so I have mixed feelings about it. Also with the aerogel my thoughts on it are that we're researching ways to use it in the future, like building ships or housing, it's not like we're building the quarry and exporting it to other places. Just using it in house to builds ships or housing for ourselves. I see aerogel as a way to produce ships (that we can also use to defend ourselves) without having to import massive amounts of materials.
Ehh fair points. I do feel that we will not need to break the AI laws for advancement but there is no proof either way. Although I will say I feel people are over emphasizing on how much the aerogel will help with shipbuilding. It will make a great hull absolutely but the expensive difficult to make parts are probably going to be the internal devices, airlocks, engine, life support, ext. Which I have a harder time seeing it helping so it is not as big a priority to me as much as stuff I feel we could use now.
 
Although I will say I feel people are over emphasizing on how much the aerogel will help with shipbuilding. It will make a great hull absolutely but the expensive difficult to make parts are probably going to be the internal devices, airlocks, engine, life support, ext.
The thing is, ships are really hard to get without building your own - so aerogel doesn't need to be all that incredible an aid for shipbuilding for it to still make sense to take. Aerogel structures lowering the DC for inventing our own designs by 10 would put designing our own ship competitive with the DCs for buying more useful ships (85 or 95 vs 90), and dropping the DC by 10 is a reasonable low end estimate of effectiveness.

We've seen that kind of thing happen before for ancillary research projects such as just having a decent workspace or from having laid the groundwork on a previous attempt let alone direct applications like having relevant materials at hand (uranium for fission cut the dc by 30, silver for the silver nanites cut the dc by 20 IIRC). That's all it really needs, since producing our own ships has extra political benefits above and beyond just having the ships while buying ships from others doesn't.

[X] Plan: Getting stuff done
 
Turn 10.7 - 2179 - The summit at New Ireland
Winner said:
[X] Diplomacy
-[X] Seek corporate deals
[X] Security
-[X] Ship refit
-[X] Weapon patents (Use Grant)
[X] Engineering
-[X] Industrial capacitor bank
-[X] Farms expansion 2
[X] Internal Affairs
-[X] Thorough check – Lena Weissmeier
[X] Research
-[X] Primitive AI
(Roll, seek corporate deals, required 40: 59)

In a stroke of luck, there are two contracts you wrestle up for consideration.

One is a new, up-and-coming space based firm led by people that you scouted as a potential investment in the last days of your old life. Apparently they were bought out from their first venture into rocket delivery, and they used the capital raised to transition to full ships. Their fleet, if you could call it that, is currently three strong and two are already chartered to Venus and another route practically on the other side of the sun from you. Conveniently enough, this leaves them looking for a third route in your patch of space.

The San Dai Matsu Company, or SDM for short, has a marketing gimmick or a reputation, depending on how you want to frame it, of delivering sensitive cargo and high tech equipment. Their total mass drive is relatively small, definitely no more than you had before, which was already stifling, but still enough to comfortably get you the supplies you need. The squeeze comes from the fact that you make more than they can carry off, limiting your exports. Because of this, and the fact that you mostly produce industrial goods, not consumer products, you'll be the last stop in the line. On the one hand, it means more time spent in the relatively more volatile area of the solar system and thus more risks to your cargo. On the other, it means they'll need to buy the return fuel from you, and they'll be staying in your port until an acceptable launch window opens, paying for room and food and generating other tourism based income.

The second offer you have on your table comes from Volga-Dnepr Unique, based in the state of Texas, USA.

"Weren't we specifically told not to do business with the Americans?"

Hailey just shrugs, "I got in contact with the old captain, and he said he'd put the word out on the market. These guys came to us. No idea how the EU or the US would react."

Multinational corporations are often hard to pin down to a jurisdiction, you suppose. Thumbing through the contract, apparently VDU has enough of its holdings registered in Russia to perhaps not count as trading with the US, and they do seem interested in the metals you're selling, their recent lines of work putting them in contact with Lunar electronics manufacturers. Their specialty is listed as oversized loads, so volume and weight shouldn't be an issue, and with a little extra incentive, they might be receptive to extending their journey to include Prismdust as well.

The downside is the cost. Apparently they have no other contractors lined up near you, so you'd be shouldering the whole payment by yourself. It would be a non-trivial hit to your budget, but you'd make infinitely less if you didn't sell at all.

Then there's the third option: accept both contracts. You have two viable candidates ready now and a bird in hand is worth two in the bush. Distributing your assets and therefore the risks could be the right move. You rub your temples, feeling a headache building. If you intend to expand your production in the near future then having a wider logistics network could be a smart investment. On the flipside, at least one of the two would practically be flying empty, and paying others for doing nothing isn't something you do lightly.

[ ] Contract
-[ ] Accept SDM
-[ ] Accept VDU
-[ ] Accept both
-[ ] Accept neither

(Roll, ship refit, required 40: 46)


The Excelsior is a fine ship, but it could be made better. Somewhere, deep in your oldest storage units, you have a portable railgun, meant for launching tiny satellites to orbit in lunar gravity. You barely remember buying the thing and if it weren't for Erikson's yearly audit reports, you'd probably have forgotten it existed at all, but now you have a use for it.

The aiming rig is a simple affair of electric servos and purely mechanical rails welded to the nose of the ship. The firing arc extends to about half a sphere in front of you, meaning that your firing lanes are sadly limited, but if you're fighting more than a single ship at a time then the relative pea-shooter isn't going to make a difference anyways.

It's the payload that Amanda and you design that has you puffing up your chest a bit more. As an orbital launch platform, the repurposed weapon is built to handle all sorts of shapes for ammo. It achieves this by using a sled design to accelerate along the electromagnetic rails instead of applying the force to the object directly; a fact that has given you quite a bit of leeway in bullet shape. Instead of the classical rods that penetrate through a target in a clear line, the stuff you're shooting has been nicknamed the Christmas tree. The main spike has branches which split further into smaller and smaller needles of split and shaved metal. If you had to worry about atmosphere then the bullet would disintegrate half-way through the gun itself or just outside it at best, but you don't, so aerodynamics aren't a concern.

Upon hitting a target, the Christmas tree shatters and tumbles, each splinter wrecking more and more havoc on the hit vessel. This isn't a weapon meant to make a precision shot to disable the engine or eliminate the bridge – you couldn't make such a shot without much more advanced targeting regardless, nor is it a truly relativistic missile that would turn the ship's innards to literal plasma on impact, you'd rip apart your own ship if you tried to achieve speeds like that. However, it is a weapon that, in theory, eliminates an enemy ship, rendering it little more than space junk all the same.

And they're dirt cheap and ludicrously easy to make, which is always nice.

Not quite as fancy but no less important is the simulation work that Amanda and Lena do to determine which parts of the ship are worth armoring and Ken manufacturing the specifically shaped panels. Ideally the additions reduce ricocheting and redirect various impact debris off to unmanned parts of the ship and outside as quickly as possible.

(Roll, weapon patents, required 50: 71)

After dozens of argument filled meetings where all of you switch positions many times over, you finally agree that buying a patent isn't worth it when you have the ability and expertise to design and build your own. With that decided, you set about doing just that, starting with the ammunition.

The tried and tested brass cartridges are easy enough to replicate and after more than two hundred years of use, there's really not much you can do to innovate the design. Copper you have in abundance and for experimental purposes you have enough zinc reserves to last. Thus, you choose not to go for something unique and stick to the standard designs, the reverse engineering of which is trivial. The bullet itself is likewise simple enough to make, and the final product can thus be used by any number of already existing weapons – a property that will allow you to sell excess stock should you so choose.

It's the powder that proves to be more of a headache. Sure, the usual stuff would work just fine, the oxidizer doesn't need extra from atmospheric air to work, but you do feel like it could be improved further. Regular gunpowder, or propellant if you're feeling pedantic, is carefully calibrated to not explode too well and damage the gun. A part of that calculation is the air in the barrel that needs to be pushed out, a property you don't have to worry about. This lets you dope your nitrogen compounds with the more volatile, more toxic, and more explosive and energetic phosphorus. One of the more common of your byproducts, alongside silicon, sulfur and oxygen, phosphorus is something you haven't really been able to utilize so far, and reducing the nitrogen used is also a welcome effect.

This necessitates that the production happen in an environment with no oxygen, but at least that is not a problem to arrange; vacuum is not in short supply. Once the mixture is loaded into the cartridge and sealed in with the bullet, it can safely be stored and the final product is inert enough to not explode without the primer striking it. The end result: your bullets have the muzzle velocity increased by about a fifth. You expect the first batch of ten thousand to last you quite a while, or at least until you decide to set up a factory and start selling.

The weapon part of the equation is relatively uninspired. No fancy shock absorbers, no electronic components, no gyroscopic stabilizers, no vent gas recoil compensation – in short, less things that could go wrong. The primary difference to Earth-based designs is your lack of worry over weight distribution, letting you pack the magazine to the back of the weapon and the handholds forwards. The barrel extends throughout the body of the weapon and the stock is part of the reloading system. This leads to a reduced profile and, hopefully, a weapon better suited to engagements in the cramped quarters of space stations, colonies and ships without sacrificing long range accuracy.

You also have the advantage of your available combat armor to work with. The suits can lock up an arm and link a thermal display to the helmet feed, so the guns get the most basic of iron sights. The ballistic trajectory isn't an arc for you, but a simple ray, so in theory the distance calculation of the shot should be a nonissue, letting the soldier focus on directly lining up the shots to the warm bodies contrasted on dark space.

The biggest issue you face is overheating. Even if you limit the weapon to single shots, the barrel becomes dangerously hot after a magazine and a half of fire over several minutes. You briefly toy with the idea of switching out barrels mid-combat, but the first tests didn't seem promising there, the weapon just too light to allow for weakened construction. For the moment, you'll have to be content with a firing doctrine that encourages making shots count. The few atmospheric tests you conduct show that the problem is significantly diminished in such conditions, convection helping cool the barrel much more rapidly.

By the end of the year, you've assembled the first line of your custom weapons, tagged with the serial numbers corresponding to the light armor suits and distributed them amongst your troops. As with every change, there's some grumbling, but Amanda tells you that the platforms work better than the previous versions, although she can't give you any hard data beyond the production specifications, which show a marginal benefit. Of course, that's not counting the fact that you can make more of the model as you please, and unless you suddenly decide to arm every person twice over or start weapon sales, you won't have any supply problems.

(Roll, industrial capacitor bank, required 65: 39)

As the first designs are hashed out between you, Ken and Ghorst, it becomes clear that this will be a multi-year project. Two at least, but there's always a chance for something to go wrong. Capacitors traditionally have a terrible ratio of charge to volume and unfortunately there's little you can do to change that fact, so more charge equals more volume equals more materials and time to build.

Additionally, you want to future-proof the project as much as possible, so you need a robust distribution network to handle much larger loads than the current solar farm makes. This means better wire routing, thicker cabling and more heatsinks, each of which comes with its own overheads and challenges. Much of the year is indeed focused on constructing the bank portion of your capacitors, with emphasis on setting up the infrastructure and the ability to add the actual plates and dielectrics.

Still, there is a choice to make as the designs get finalized and the holes are getting dug: do you want a distributed network of many small banks or a centralized group of capacitors – larger, more powerful but fewer in number.

The former would be focused on a system of discharging smaller banks in a precisely calculated sequence and delivering pulses of energy. Ghorst, as the foremost expert on energy physics that you have on hand, claims that such a system would be beneficial in radar installments, particle accelerators, pulse laser weapons and fusion. The latter, he says, would be desirable for ship charging, railguns, as surge protection and general power storage.

That is not to say that the two lists are mutually exclusive, just that one system favors different things than the other. You'll still be able to load ships and slam atoms with the same system, but the results would be better for one or the other depending on your approach.

[ ] Capacitors
-[ ] Distributed

Spread out the load over a network and focus on smoothing the transition from one capacitor to the next as they deplete.​
-[ ] Concentrated
Sometimes bigger is better and this is one of those times. Focus on pushing each individual capacitor to be as big and dense as possible.​

(Roll, farms expansion 2, required 15: 16)

There really isn't much left to add or change in the farms by now. There's a rotation on the soil, the crops are varied and the conditions for growing them have been honed to perfection under Ken's careful guidance. All that's left is to build more floors and expand the complexes in order to grow more food.

Begrudgingly, the man admits that there's little he can do that the teams that have been working under him for years can't do without his supervision. It's a simple enough matter to copy the old blueprints for the building, erect a clone of it next to the old one, join the outside walls and break down the joining sections to merge the rooms while the plants have been harvested. Then it's more grunt work to fill the substrate boxes and plant the seeds.

The project is neatly completed on schedule and the first harvest that comes at the end of the year is indistinguishable from the proven crop. Even as Ken mopes about, he does organize similar, if smaller scale expansions to be managed by his team when necessary. As it stands, you have a comfortable surplus even after feeding both Deckard Station in return for the living modules being continuously delivered and Prismdust as agreed upon. Indeed, it's more of an issue of wasting food because no one is going hungry.

As far as you're concerned, it's a good problem to have.

(Roll, thorough check – Lena Weissmeier, required 60: 92)

It's during the quiet period and a late night spent pouring over the AI reports that Erikson knocks on your door before letting himself in. The datapad he slides over your desk is tagged with red tape on the back, signifying its classified nature and that it is supposed to be disconnected from the rest of the base, not malfunctioning.

"Cracked the encryption?" you close the report and tap the pad to life. The investigation into your lead scientist has been slow going so far.

Erikson shrugs, "I've optimized my decoder to get about a sentence per day, but her little stunt got me thinking on a different track."

"Genealogy?" you skim the start of the report, noticing the Weissmeier family tree going back a significant number of generations.

"More like motivation. She's normally very careful, prim and proper. What would injecting herself with the nanites achieve from her perspective? She wasn't doing it to get the project done under intense time pressure, and even then I don't think she'd put her life on the line like that. Coupled with the drop in her mood immediately following the events, I figured whatever it was, she didn't succeed, yet the project was a success by all accounts."

"Alright, I'm following. She was angry because the nanites failed to do something."

"Do something to her, specifically. So I went through the research notes on file and the final report to figure out what the machines can't do."

"Could be a pretty long list."

"It could, but I took something like a leap of faith and assumed that the failure would have been medical. It's her field and her pet project, the issue wasn't that they didn't give her superpowers, and if it was reasonable to expect that they would work on our little mystery, she'd have made it work. Remember the end of that final report?"

You wrack your brain for the info, "Something about applications in life extension hampered by the machines failing to fold proteins."

"I believe that's the failure."

"Meaning?"

"Figured the medical problem is somehow related to folding proteins."

"Imagine I don't know much about that just for a moment."

"There's a class of diseases called prions for which the root cause is a sort of cancerous protein that's formed incorrectly and then starts a cascade of other protein molecules to follow suit," Erikson leans forward. "They affect the brain and the results are invariably fatal. Oh, and all known versions are untreatable. There's three ways to be infected: direct consumption, spontaneous emergence and familial inheritance. If it was the first, she'd be dead by now and the second wouldn't be something she could test for, and her physical results don't show any issues to lead her to think she would be infected. That leaves the final option."

"This is where the family tree comes in?"

"Her father and sister are both alive and well, but her mother died when she was five. Last public appearance two years before that, but no listed cause of death, just natural causes. At thirty-nine. Her grandfather by her mother's side however died back on Earth, she's never met him, but his cause of death was on public record as dementia, with some tabloids from that time assuming it was from Alzheimer's. Which as I understand it, has little to do with proteins."

"I'm guessing you think it wasn't Alzheimer's?"

"There was an even older paper published in a medical journal that did a case study on a particularly rare disease and interviewed a man that looks pretty spot on for her grandfather. Scroll down a bit and you should find the name."

"Gerstmann-Sträussler-Scheinker syndrome."

"GSS for short. It's exceedingly rare and prion diseases can mutate over time and generations, so a lot of my info could be wrong on this, but it does fit circumstantially. The only way to detect it is a full DNA analysis, which would pass by our already rather invasive filters," he starts ticking off his fingers, "It might, might, be transmissible by bodily fluids, and she's not on the blood bank lists. The various timeframes fit. It's certainly inheritable, or at least it predisposes you to develop it."

"Alright, but why would she need to keep it secret?"

"Did I mention that the inherited version affects people ranging from twenty to seventy, and that it's possibly fatal in as little as three months? Would you have taken someone, potentially infectious, even if the chance is minuscule, aboard, knowing that they could be dead by next year?"

There's a brief silence.

"How about the symptoms?"

"Slurred speech, abnormal gait, violent eye spasms leading to blindness, deafness, loss of memory and dementia, death. Three months would be a mercy in my opinion, but it has been recorded to take as long as thirteen years."

"Judging by the fact that we're all still here, I assume that she's not a risk."

"Early work on GSS suggested it was purely inherited, but the mutation occurred in humans, not animals, and there's been some research to suggest it might not be the case. So amongst many other reasons, maybe it would be prudent not to eat her brains."

"Duly noted," the joke falls flat for both of you. "I'll go over the details in here. It's getting late and I'm sure Kari is pestering Hailey to add to her collection of colored hair, why don't you call it a night."

"Sure thing, boss. Do drop by for dinner one of these days, too many late nights will even get to you eventually."

(Roll, primitive AI, required 50: 48)

You had no illusions about the difficulty of the task at hand when you directed your head scientist to investigate potential machine intelligence applications. Top of the line theoretical computer science coupled with the half-way clandestine nature of the project restricting you from getting outside expertise meant that what Lena has put together is nothing short of a miracle.

She decided to model the primitive program after what she knew about, namely biology. While neurology isn't her preferred field of medicine, she still does know how a brain theoretically works. Trying to emulate it, however, has remained a gargantuan task for centuries. Therefore, the first activation of Project Goldfish, as you've taken to calling the thing, should be a momentous occasion, and one that fills you with quite a bit of anxiety.

The AI has been designed with an open-ended goal of exploring the inside of its little simulated sandbox. Much like the fish, its speed should be limited and its sensory inputs correspond to what you'd expect a biological being to have. Unlike the animal, it should be able to learn to communicate, and there's a virtual, physical terminal through which it can possibly interact with the world. The plan is to see what it does and how it acts, then introduce a second copy of the program to the environment. Should everything look promising, you'll first introduce some adversarial chunks of code that try to strike at the memory banks of the AI and finally see how it reacts if you delete one of the copies.

What hasn't been mentioned is the massive computing requirement to run your first prototype. Considering that Hailey has one in her cranium and it runs off the human body's natural energy, you know it can be brought down by several magnitudes, but you'll cross that bridge once you get to it.

Or you would, were it not the bottleneck on your whole operation. You and Lena are staring at the shut down server complex.

"Can we disable the overheat protection, overclock the cores?"

She sighs, briefly touching the rack before snatching her hand back, "The temperature alert is disabled – or I thought so. It shut down because something inside has melted, sir."

"Huh."

You pull out a multi-tool and carefully pry open the hot casing. There's no puff of smoke, but an acrid smell greets you all the same and you instinctively glance at the fire detectors. When no spray of carbon dioxide greets you, you turn back to the motherboard and start the process of retrieving it from the computer. You'll go over it with a microscope to see if there's some architectural changes you can make to dissipate the heating better while Lena returns to the drawing board to figure out a more cycle efficient way to run her creation.

-.-

It's been a long and busy year.

"Alright people, talk to me, how are we doing, how are our neighbors doing?"

Amanda is up first, "Both military projects were successful, sir. As for the neighbors, I believe the COD expedition is only marginally behind schedule and they're set to launch the mission either late next year or early the year following."

"They mentioned decoding the signal, I assume we don't know how they're doing on that?"

She shakes her head.

"Also, no reports of pirate activity this year. That is all, sir."

Weissmeier takes the stage next, "Project Goldfish has suffered a minor setback at the finish line, but I believe we can overcome that with relatively minor effort. Beyond that, I believe we have a big enough backlog of projects, sir."

"The dreamers arrived a week ago," Erikson quips and you nod; it's not like you'd miss a ship landing and taking off.

"So far, all they seem to do is lead perfectly ordinary lives. They host public meditation classes in the evening and yoga in the morning. They haven't even sent a single transmission outside the base."

"I guess that's good news."

-.-

US headlines: opened floodgates lead to market crash.
As more and more people leave the planet for colonies on the New Belt, local growth has fallen down to a record low. EU embargo and shrinking workforce lead to a dip in the indexes. However, experts are not worried, cite expected influx of resources as boons to local production that will kick in soon.​

EU headlines: growing pains or continued sabotage?
Several EU operated vac-docks have been hit by space debris (see our report on the Kessler syndrome). Originally events were thought to be accidents and random, but increased security analysis instituted in the wake of the Milton conviction proposes otherwise. EU officials refuse to comment on ongoing investigation.​

Chinese headlines: Ceres landing successful.
The Party has established a permanent base on largest asteroid in Old Belt, first goals include prospecting and launch docks. Plans underway to gather more asteroids into vicinity and to establish water hauling routes. Deuterium extraction main focus.​

Lunar headlines: opposition government formed by Lunar-Spacer joint faction.
For the first time in lunar history, Earther parties are not in the cabinet. Amid tensions between EU and US, the two blocs failed to come to terms, leaving position open for moderate independents to swoop in and take the reins. New leaders promise to fight back against corporate influence and foreign asset buy-up.​

Martian headlines: troubling reports of discrimination on Ceres; Martians second class once again.
Statistics don't lie, Martians passed over for higher positions, relegated to grunt work, claims study by Arabia Terra New party. So far, no citizen action has been taken, calm attributed to financial boom and hope in new opportunities.​

Spacer headlines: Venus Station full, migrants seek transport.
The biggest station in the New Belt has officially declared itself to be at occupational capacity, joint leadership claims no expansion plans can be drawn up at the moment. Local transport firms set up to offer discounted ferries to various colonies.​

Hailey Maria Erikson nee Perez, or just Hailey, as she insists, is an energetic and empathic woman. Prone to some daydreaming with a short attention span and with a habit of talking to herself, a symptom of her condition, she also has an uncanny insight into what people are feeling around her, see [REDACTED]. A masterful poker player and a great shoulder to cry on, the latter by her own words at least, she's probably best suited to face-to-face meetings and positive contacts. Also proficient in astronomy. Choose 1 task to send her on.

[ ] Diplomacy
-[ ] Advertise your colony
You'll pretty much always have potential room and jobs (provided they don't mind the cramped quarters) for people willing to put in the effort, but you won't get all that many colonists if no one knows of you. Place ads, make unreasonable and vague promises and put up flyers, whatever works. You'll probably get people to come, but they won't be… overqualified, to put it optimistically. On the other hand, maybe a bit of grunt work is exactly what you need right now, and occasionally you might – might – find rough diamonds with the slop. DC 15

-[ ] Establish relations with…
Subtly put out feelers for a patron, someone to legitimize your claim. Nothing overt, just find out who might be interested in your little rock and see what they might offer you in return. Nothing permanent or committal of course, your first partner will always be special and just the act of choosing will make you enemies as well as allies, even if they won't show it. Geez, this is like high school all over again, except now you need to worry about nuclear warheads instead of hurt feelings. Events in the Belt and the world at large have made something of a target out of you by now, but as with everything, there's both up- and down-sides. DC 45

-[ ] Visit the Children of Dreamers
They've extended an open invitation to you to go and see how their colony differs from yours. Hailey has told you in clear terms that if she's going then you're coming with and she wants a case of Ken's original Felix along for the ride. Also, perhaps you can negotiate a better deal for getting access one of their transports. DC 5

-[ ] Rent from the Children of Dreamers
Right, cultists or not, they seem to have a spaceship. You find yourself needing access to one. Better yet, they're offering it for dirt cheap. There's no need to read further into this, you're not subscribing to their beliefs just because you're flying around in 'The Chariot of the Dreaming Gods'. DC 20

-[ ] Oversee the supply of Prismdust
You'll need to make at least two deliveries a year with your current vessel, but you also want a better overview of your assets. Set up an office and a point of immediate contact to oversee your newest and most ambitious investment yet. DC 30

-[ ] Set up a joint research project with Prismdust
You sort of own the station, or at least the work done on in, paid for by your food and money. Get to work on a nice experimental capacitor complex, maybe you'll even get your own patents out there, start to build a name for your brand products. Plus it's sure to help you with your own potential power storage solution. DC 30

-[ ] Call back to the private resort
If it's some trillionaires party house, then something as exotic as locally sourced fruits and vegetables might very well fetch a price that would be ridiculous elsewhere. And the security staff have needs too, maybe you can undercut their current supplier. DC 25

-[ ] Smooth relations with the EU
The whole 'your colony, my colony' thing was so long ago, who even remembers these things anymore. Surely we can all just let bygones be bygones and start on a blank page. DC 60

-[ ] Set up an embassy in New Ireland
You agreed to it, but the exact date isn't set in stone, so you have wriggle room until the next summit, were you the type to twist your words. Still, better to do so now. Have Hailey compose a team of diplomatically minded people to send over as the Little Klondike delegation. DC 15

-[ ] Reach out to a mister Roland Prescott regarding sports
Amidst all the other scheming on New Ireland, it seemed like at least one genuine offer of cooperation also came your way. Mr. Prescott wanted to organize a tennis league between your two outposts; how pleasantly innocent and pure. Perhaps set things in motion, life in Little Klondike tends to swing between terribly dull and terribly stressful, a little spice in between the extremes is sure to raise morale. DC 30

-[ ] Hospital concessions
Ambassador Lisette Rousseau mentioned that building and maintaining a hospital in the sector can come with support and extra considerations. Just so happens, you have a solid basis set up and it only needs a little push to start growing again. A perfectly innocent you scratch my back, I scratch yours situation. DC 50​

Miss Carpenter projects an air of confidence and her no nonsense attitude backs up her demeanor. Perhaps a bit headstrong and stubborn, but as long as you don't act against her she'll likely be quite competent. After a successful operation under her belt and her necessity in the colony thoroughly proven, there's no doubt that she's in her element as a commander of your executive branch. She's mellowed out over the years and perhaps even developed something resembling genuine respect and admiration for your governance. Choose 1 security action to focus her on. You also have rather open ended grants that you can spend to lubricate some extra work: 2 left, 4 turns to spend, no more than 1 per turn.

[ ] Security

-[ ] Armor improvement
Your troops are kitted out with light power armor, but there's plenty of things to improve. A better compound material for shielding, an improved power profile for increased recon range, maybe even comms equipment for increased bandwidth. In addition to general enhancements, you might want to start work on specializing the light armor for different purposes. DC 50

-[ ] Squads
Your colony has a surprisingly professional and well liked security force, largely thanks to the expertise of your sheriff. While you probably don't need more right this instant and lack the means to equip them, looking ahead can't hurt. See if more people might be interested in joining the forces. Plus you're just one squad short of a full platoon, which would be nice to complete. DC 35

-[ ] Ships - transport
The Excelsior is a fine ship, but she is just one ship. Similar personnel transport vessels are much cheaper than freighters, don't have the issues of buying military hardware and have many more uses than the shuttles. Try to get another one, it's the only class that's not completely breaking your bank at this stage. DC 65

-[ ] Ships - freight
Buying anything better than a tugboat attached to a fuel tanker is expensive. Really, really expensive, especially if it needs to accelerate tons and tons of rest mass in anything resembling a reasonable timeframe and fuel cost. Multinational corporations have a few chains of ships, you're barely the size of a local branch, but needs must. DC 80

-[ ] Ships - combat
There's pirates about your patch of the void and you're not going to sit idly by like some who shall not be named. Cost-wise, a corvette doesn't run you significantly more than a freighter – which is still incredibly expensive, mind you – but the real bottleneck is finding someone to actually sell one. DC 90

-[ ] Ships - shuttle
As your local sphere grows in activity, the idea of having access to a short-range vessel, or perhaps even multiple, is becoming more and more attractive. Affectionately called rust-buckets or flying coffins, the shuttle class is always equipped for a one-way trip and it struggles to go further than a few weeks, but sometimes that's all you need. DC 40

-[ ] Ships - design
The idea has always existed in the back of your head: build instead of buy. For the first time ever, it just might be possible to go through with. That is to say… incredibly unlikely, but perhaps there's a kernel of truth to the saying that inventing a thousand ways to not do something is worthy in and of itself. DC 100

-[ ] Better armaments
Turns out neither you nor anyone on your immediate staff is a trained soldier, so the weapons you got were probably more flash than bang. Not that they are completely useless, just that they could be so much better. Hunker down with your sheriff and find a better set of offensive equipment for your troops. DC 40

-[ ] Heavy armor
Instead of the mobile suits you have for everyday work, you want Power Armor with a capital letter, the real space marine stuff. You'll try to buy it, but most governments are unlikely to sell what basically amounts to a personal tank to people, so be prepared to start your own designs. DC 60

-[ ] Jetpacks
Combat mobility is key and especially in a zero gravity environment you want your troops to have all the possible tactical advantages. The basic ship maintenance stuff has tiny thrusters to control yourself, but the combat variant would be much stronger and come with proper dampening software and trajectory control. DC 40

-[ ] Armored personnel carrier
A support vehicle for ground based combat, capable of light fire support, however its main purpose is to serve as a safer way to get infantry into combat zones. Its current usefulness to you is questionable, but you never know. You've been on both the unprepared and over-prepared side and you know which you'd like better. Whether there's someone out there that produces APCs for a microgravity environment is a different matter. DC 55

-[ ] Drones
Just imagining combat inside a spaceship gives you the chills. Information is worth more than bullets in many cases and a tiny camera can't be too hard to stick on some legs. The classic flying approach from Earth doesn't work without an atmosphere, but some skittering spiderbots should be within your means of development and production. DC 50​

You and Ken often find yourselves working together; engineering as an honest means of work is something you're both intimately familiar with. Likewise you both know that a space station's engineers are her lifeblood, so you've hit it off quite well with the man. Far from being a simple farmer, he does have a solid base in nearly all things mechanical and you shore up the electric side of things. While he's still shy, his beer is to die for. Choose 2 projects to start building.

[ ] Engineering
-[ ] Aerogel quarry
Now that you know the special properties of your find, you can price your work accordingly, and you know for a fact that if you carefully chisel out massive sheets of the stuff then you can get far more massive amounts of dosh for them in exchange. Can't go wrong with massive amounts of dosh. DC 50

-[ ] Fuel refineries
Instead of trading away leftover oxygen as a low quality, low yield fuel replacement, get proper cooling towers and better filtration systems, start importing larger amounts of hydrogen and maybe even water for industrial electrolysis. Sure you'll be intruding a bit on your neighbor's market, but they'll be out of the production business soon enough anyways. DC 50

-[ ] Luxury living space
The current apartments are adequate, but not luxurious. Expand the existing ones by including more floors and extra amenities. DC 40, can be taken with More living space for DC 55, counts as 1 action

-[ ] More living space
Now that actual money is rolling in and you're firmly established, more and more people will be coming. It's a good idea to stay ahead of the curve, maybe even set up a whole new town, as it seems that this is something you're in constant need of. DC 30, can be taken with Luxury living space for DC 55, counts as 1 action

-[ ] Transportation
Moving to and from any installation on the surface is perilous. Low G walks under the blackness are scary and slow and you have almost no redundant cars. Ken pointed out that while you're small now, a robust metro network is never set up soon enough. The lack of unoccupied mining equipment is but a minor concern he assures you. DC 50

-[ ] Industrial capacitor bank
A massive array of capacitors that can be used to fully charge a spaceship's batteries in a few hours. While bigger vessels have means of generating their own power, they can occasionally carry empty cells to reload and sell. Smaller ships meanwhile need a recharge almost as often as a refueling. Also, there are other possible uses for massive and sudden energy releasing, namely railguns and mass drivers. A big chunk of the work is already done, but Rome wasn't built in a day, so some of it yet remains. DC 20

-[ ] Industrial battery bank
A marginally cheaper alternative to capacitors, an oversized battery bank means that even if some disaster wipes out your energy farms, you'll have a month or so to do repairs before the air cyclers stop running. And you won't be wasting energy most of the time if you have a good reservoir to pump it into. DC 55

-[ ] Communal space – plaza
How's a dictator supposed to give rousing speeches to their people without a wide plaza and a balcony. Jokes aside, the harvest festival brought to your attention the fact that people don't have a sufficiently large area for gathering. Fostering a strong sense of community is something Hailey is constantly on your case about, and a space should be set aside for it. DC 20

-[ ] Communal space – church
You might keep your religious beliefs close to chest, but having a place of worship for others could be important. It'd also show your nominal overlords breathing down your neck that you're an important cultural center and a quick hostile takeover is out of the question. DC 35

-[ ] Communal space – stadium
There are gyms and resistance equipment scattered throughout your colony to help stave off muscle atrophy and brittle bones, but nothing even the size of a basketball court. You've heard that sport is a common leisure activity and a great propaganda tool both for recruitment as well as demonizing your enemies. Not that you'd ever do that, you just wanted to play some ball. DC 30

-[ ] Aquaculture
Ken has come to you with a rather strange idea. The water cisterns you currently have are filled with distilled, pure H2O and you regularly add mineral content to it between the tank and a tap. What if you instead switched the injectors for filters and opened up the tanks. And then, he tells you, put fish in them. Most mammals and birds fare poorly in the super-low gravity, but supposedly fish mostly do fine and the stuff humans like to drink is an ideal environment to grow them. DC 60

-[ ] Bakery
The closest thing to fresh bread you've had in years are the dry crackers from the ration packs that, rumors say, expand when you apply moisture. You now have a variety of grains, things like rye bread and rice cookies would definitely sell like hot cakes. Also, muffins, 'nuff said. DC 20

-[ ] Fission power plant
Sure you've a good system developed for powering your stuff, but diversity is a strength. Unlike the free sunlight, you'd need to import uranium, possibly refine it too, not to mention the difficulty of developing and constructing a plant from scratch. On the plus side, waste isn't a problem when you've the world's biggest incinerator staring down on you and no pesky gravity to stop you from chucking things in. Your new vassals are definitely capable of helping here. DC 50

-[ ] Fusion power plant
This is what the big boys use. There's a total of three functional ones on Earth, one on Mars and probably a few on some cutting edge satellites and military cruisers, so it might be worth it to build one just for the prestige alone. It'll also mean that as long as you have access to the most abundant element in the world you can produce power. Not to mention the potential scientific benefits. DC 95

-[ ] Munitions factory
You've got a working design for bullets and enough components eke out a profit in manufacturing them. It'll probably not win you any friends locally, but the global military-industrial complex is just as rich and hungry for more contracts as ever, so someone will surely be interested in buying your ammo. DC 50

-[ ] Weapons factory
The gun you've invented isn't revolutionary, but it is reliable and usable. Unlike the ammo, mass production of precision equipment can be a bit tricky and finding a buyer might take some extra work. Also, arms dealers aren't usually the most well regarded of factions, but all that just means that there's significant profit to be made, even if you do need to import the steel. DC 75​

A quiet individual, it took you months to find out that one of the children in your colony was the daughter of your personnel manager. When Ragnar Erikson does contribute to the conversation, it's usually a well thought out response or an insightful comment and his action plans are clear and concise. Perhaps this is just his way of separating his occasionally thankless job and his private life, and the man has the trust of all your councilors. In 2178, he remarried, snagging your head diplomat all to himself. Choose 1 action.

[ ] Internal Affairs
-[ ] Census
Take stock of your current populace. Where do they come from, what do they think of life here, familial status, religious affiliation, occupations, etc. DC 35

-[ ] Hailey Maria Erikson and her very real imaginary issues
So you now know what must surely be her biggest secret, but a rogue AI, while undoubtedly useful, reeks of Icarian hubris. Worse yet, said AI will know as soon as any contingencies are brought up around Hailey. Not only does this mean that the task of rooting it out is incredibly difficult, it's also insanely dangerous to the person you care about. Still, what's a secret project amongst friends? Develop a preliminary protocol for dealing with the potential threat of the AI taking over, maybe consider – very carefully – how to remove it entirely. DC 50

-[ ] Thorough check – Amanda Carpenter
The conversation with Luke Memphis got you wondering – did she really never take a bribe, or was she already bought and paid for all along? Or perhaps you've inherited her enemies and they're just biding their time to strike. Either way, dig a bit deeper into her past than is strictly polite and find out. DC 40

-[ ] Thorough check – Ken Hiragi
There's something about the nice, quiet ones. Erikson brought to your attention the barest of possibilities, but you should still follow up and reassure yourself. DC 50

-[ ] Thorough check – Ragnar Erikson
Hah, only a fool would take the master of intrigue at his word. Dig into Erikson's story and see what there is to see. Either you don't get caught and there can be no harm done to you or you do, in which case you'll give good odds that he'll understand anyway. Indeed, he probably expects you to have already done so. DC 55

-[ ] Emergency generators
Your current power supply is awfully vulnerable to forces of nature and targeted attacks alike. Set up well hidden, well shielded and separately supplied backup generators that would at least sustain basic life support around your compound should something happen to the solar fields. DC 30

-[ ] Poke the black site
Alright, so you're not going to launch a probe to knock on their front door – unlike some intellectually challenged individuals around – but if a casual solar wind analyzer happens to pass by, they'd surely have more to lose by reacting to it. Curiosity might have killed the cat, but it gave man the stars and if you've built a house next to a wolf den then you should make sure to guard your sheep. Err, bad analogy, you definitely don't think of your people as sheep. Anyways, try to find out anything about your secret neighbor. DC 75

-[ ] The colonists
Why did Europe come after your rock so insistently? Sure it's a lovely rock, but as you sent them packing, it clearly wasn't worth fighting over. Was it just an overzealous officer? Find out what you can about the expedition to Little Klondike and the lead officer, one Lisette Rousseau. DC 50

-[ ] Schooling expansion
A glorified kindergarten is fine and all, but being a center of learning in the New Belt could certainly be beneficial. Having access to more scientists, not having to send your brightest off the base and getting that sweet influx of new taxpayers and customers for your businesses. Still, you've taken baby steps, now you'll need to walk before running. Set up a general purpose high school focused on university preparation for the students. DC 45

-[ ] Global WIFI
With generally expanded data transfer equipment set up in your central complex, you can fix the issue of having communication on your proverbial backside. At the moment you need to route through your silver mine tower and the single mobile antenna you have. Set up towers all over Little Klondike to grant adequate internet connection to every nook and cranny. DC 50

-[ ] Study New Ireland
Your biggest neighbor has made a significant power play, and information is the purest form of power translatable to distances measured in light-time units. Find out about the background, leadership and whatever else Erikson manages to dig up on New Ireland. DC 30

-[ ] Study Ironbond
Oliver Jarnstad was direct to the point and brash but honest; or a good enough teller of half-truths. If he wasn't such a douche about things, you'd have gotten along famously. However, his extended family and the corporation tied to it have some shady history. Try to get a more thorough and up-to-date overview of their colonial ventures in your sector. DC 30

-[ ] Study Azure Star
From what you gathered during your first meeting, the colony is perhaps the closest analogue to your own, but you know very little about them. Set about fixing that: what do they have on site, who were their leaders before they were directors? Rulers? Supreme space sovereigns? Whatever they style themselves as. DC 30

-[ ] The congregation
The monks have arrived on your station and keeping them contained and complacent should be trivial enough, but you thoroughly plan to probe their inner peace. Secretly. DC 40

-[ ] Prismdust investigation
The ex-Martian research base might not want other visitors, but you feel rightfully entitled to conducting an audit of the base yourself. That, and if there's a legal storm brewing, you intend to get ahead of it this time. DC 45​

Miss Weissmeier is a younger, more conventionally beautiful and feminine version of Miss Carpenter. Even in zero G she wears a dark business skirt and heels, her reports are thorough and drier than a vacuum, but you can't fault her data or methods – bar one. She might be the youngest on your council, and in rare moments her lack of life experience shows, but you're quite glad to have someone with medical expertise on standby at all times. Choose 1 subject.

[ ] Research
-[ ] Mineral surveys
The general readings claim that your rock should have a good balance of light and heavy metals, silicates and oxygen rich rock, and who knows what else. You've gone over the surrounding top soil, for lack of a better term, but there's more to the asteroid both in depth as well as further out, keep looking for more minerals. DC 40

-[ ] Medic Training
The people in your colony come from various backgrounds and educations, but lifesaving knowledge is something everyone should have. Expand the rudimentary programs currently set up and make it a mandatory part of life on this rock. It will cut into productivity a bit but it'll be worth it to literally save lives. DC 20

-[ ] Oncology ward
The next step towards a fully-fledged space hospital is a cancer ward. Cosmic radiation can be mitigated quite well these days, but ultimately the human cell is still the same as it was thousands of years ago. For most colonists, there's the option of flying back to Earth for treatment if the tumor is detected on time, but you'd like to be better than that. DC 55

-[ ] Nanomachine forge
The experimental version of the silver nanites was a resounding success. Now, it's a matter of producing more than a pinch of them each month and for that, you need specialized equipment. Perhaps you can further refine your existing printers, perhaps you can train the existing robots to make more of themselves. Gray goo? Never heard of it. DC 60

-[ ] Solar wind capture
The lighter the element, the less likely you are to find a good supply of it around here. Unfortunately hydrogen is one of those, yet you need a constant supply of it. It's used in many, many chemical reactions and synthesizing processes, it's a prime component of rocket fuel and the only component of fusion fuel. It's also hard to keep recycling it, as the tiny gas can leak through most seals in time. Thus, try to catch some of the material that the Sun constantly bombards you with. DC 80

-[ ] Magnetic field research
A key component of fusion, magnetic fields can be used to direct a stream of particles. Similarly, Earth enjoys a protective shell shielding her from harmful radiation thanks to a massive iron core generating immensely big fields. Could there be anything you can do to replicate these effects? Or perhaps probing one of the fundamental forces of the universe might reveal some new applications that people haven't thought of or haven't needed so far. A new influx of scientific expertise from your acquisitions can probably help. DC 50

-[ ] Primitive AI
The AI you've taken to calling Project Goldfish is sound in theory, but either it needs to be optimized down or your facilities need to be scaled up. Either way, there's still some minor work to be done. DC 20

-[ ] Silver nanites 2
A follow-up to the technology Lena has come up with, with focus on the areas she listed as having room for improvement. The little critters can (semi-theoretically) fix strands of DNA damaged by the generation loss effect or be programmed to produce organic compounds from the constituent molecules. And whatever else your head scientist can come up with. DC 80

-[ ] Life extension
Sure, you'll probably live to see a hundred and fifty, barring some accident. But if you want to enjoy eternal youth not eternal life, then you might want to put in your own contribution to the development of various life extension technologies. DC 60

-[ ] Patent encryption breaking
There's several techs in your colony that you'd be able to produce yourself, in theory. From guns to motors to radios and lasers you should be able to make the components as prototypes in your lab. It's not industrial scale production and if someone caught wind of you using or worse yet, selling cracked products you'd be in trouble. But if you don't get caught then you'd be able to sustain your own needs just fine. DC 60

-[ ] Aerogel production
Surely you must be able to figure out a way to manufacture the stuff wholesale. You have all the materials needed in abundance. Plus it'll let you patent the process, so your deposit truly will remain the only source in the world. Or if it turns out to require some cosmic process not replicable by humans, at least you'll have a prestigious paper to publish. DC 80

-[ ] Aerogel structures
See-through? Paint it. Light enough to float in Earth winds? No weather in space. You've survived one steel shortage, but this stuff could be your solution for the foreseeable future. Work with Lena to figure out a way to make use of aerogel for construction purposes, perhaps even sell your own habitat modules. Also, you'd expect that similar techniques can be used to construct spaceship chassis'. DC 60

-[ ] Aerogel armor
Those ceramics in your light power armor you wanted to upgrade? Well, this could be it. The gel doesn't shatter on impact like normal silicates do, it's probably possible to make it bendy by doping it with normal fibers, it's not air-permeable and can totally withstand the pressures. And it's lighter than any other armor, or clothing for that matter, so you might even be able to sell it to planetary markets. DC 60

-[ ] Aerogel classics
Sometimes you don't need to come up with something new, just do the old thing better than anyone else. The usual aerogel markets are trivially easy to break into with your new edge; start a test run of optics for telescopes or weapon sights, make heatshields for ground to orbit craft or exhaust cones, produce sports gear. DC 40

-[ ] Bionic eyes
The clear, extremely lightly conductive, inert material of your aerogel, alongside the talk of augmented reality seems to have given Lena a strange idea: to build artificial eyes out of the material. While you're not sure you'd gouge out your own, she seemed enthusiastic about the research as such. Supposedly she could combine the gel with her nanites to revive damaged ocular nerves and make one of the most complex organs a human body has. DC 60​

[ ] Personal action
-[ ] Write-in
Is there something you'd like to do outside of work?​

-.-

Trying something new here, take note of the personal action category just above. In some sense, it's meant to be a way for you to explore characters, events or other phenomena. There's no set options because I feel it would be akin to putting thoughts into the player character's head. I won't say there's no mechanical benefits associated with the actions, but the intent isn't to use it for something like 'Sell extra food to the COD', more like (purely an example) 'join the meditation classes hosted by the COD' or 'Hang out with Ken'.

It's not a required category for any valid plan, if nothing comes to mind, feel free to leave it out.
 
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