There were two major problems First Impact dealt with in the seventh week of the colony's existence - power and shelter.
The first took a Herculean effort to overcome; almost half of the colony pitched in at one point or another, raising the low-slung structure of the nuclear power plant that would be the beating heart of the colony's power generation for some time to come. It was a classic design - control facility adjacent to a single, large cooling tower. Now, as nuclear power plants went it wasn't a large one, but for the colony's current needs, it more than sufficed - and was built to be added on to, as a bonus.
The initial power-on went without a hitch, radioactivity levels in the chamber slowly rising as the control rods were manipulated into their optimum position, the whole thing cooled by a flood of cooling water, controlled by a knockoff of a state-of-the-art control system. It was solid and dependable, as power plants went - barring enemy action or really bad luck, the colony wouldn't have to worry about it going nuclear on them.
[New Codex Entry: Colony Asset: Nuclear Power Plant I]
Power: 8/20
Shelter was a two part problem - actual living space and protection for everyone involved. So while a team of builders went about setting up a second basic shelter, an almost exact clone of the colony's current habitation, a team of researchers, lead by Kayla Futhark, dug back into the problem of protecting the colonists from another raid like the one that had killed the other colony on Icarus. Perhaps it was because the team was mostly comprised of those settlers, that they finally managed to get some ideas floating for how to defend the colony.
First was blocking access to the colony - that would, for a time, stymie a land-based attacker, intelligent or otherwise. That would only go so far, however, seeing as the colony would need to grow and simply erecting a wall would pose too large a hassle to work around in that regard. A modular barricade system was devised, using large, popup, sand-bag like containers that could be filled with earth to form a protective barrier around the colony, not unlike that used on firebases back on Earth during the 21st century.
Second was providing the colony a way to defend itself - and, leveraging their knowledge of robotics, the colonists also managed to design a simple turret with radar and infrared sensors to find nearby targets. Admittedly, they may very well have simply opened up one of the Avengers to get a look at how it ticked. The turret they designed used a rotary autocannon as its main weapon - but the chassis was designed to be able to accept any weapon the First Impacters came up with in the future.
[New Codex Entry: Colony Asset: Basic Shelter]
Pop Limit: 30/40
[New Codex Entry: Impedance Modular Barricade (provides the colony with a temporary, modular solution to controlling ground access) (5 minerals per section)]
[New Codex Entry: Velocity Auto-Sentry Mk I(provides the colony with a modular defense platform capable of being upgraded as new weapons become available) (5 minerals per unit) (-1 power/unit)]
Ludwig Cristoffen and Bob Smith tackled another technological problem between them - electromagnetic field manipulation. They delved into the nigh-mystical world of capacitors, electromagnets and the many applications thereof. Without going into too great of a detail, they succeeded in performing small-scale experiments with a desk-top railgun, as well as generating "bubbles" of electromagnetism that repelled magnetic objects nearby with their intense fields.
No success comes without a little pain, though, and this success exacted a toll in the form of a damaged Packmule. It happened to be ambling by, hauling construction materials to the Power Plant, when a slight miscalculation in power caused the railgun demonstrator to shoot through the barrier in the workshop, then the workshop's wall, and finally through the Packmule's leg. Thankfully, no vital components or personnel were hit, but Packmule will have to be repaired. (-1 mineral for repairs)
[New Codex Entry: Electromagnetic Manipulation I]
[Now available for production: Smith & Cristoffen Gauss Rifle (prototype), Smith & Cristoffen Rail Cannon (prototype)]
Sergeant DuClare, feeling the need to "be useful", ensconced herself in the machine shop, working by memory to create her vision of a Heavy Machine Gun. Picking the venerable classic caliber of 12.7mm (or .50BMG), she built the first of what will hopefully be many more guns produced by First Impact.
[New Codex Entry: Colony Asset: DuClare Model 2570 HMG, x1]
It seemed that the crusade to repair the transport's engines was to be met with no more success than the last attempt, though the repair crew is hopeful that maybe a third week would be allotted to them to finish the repairs.
(Repairs still unfinished on the Colony Ship)
Dr. Mizzet, working somewhat in conjunction with the Fortification research team, came up with a brilliant little idea of his own, perhaps inspired by the heavily fortified center that the settlers from the other colony had survived in. The end design was a squat structure made of ceramacrete that extended two to three stories underground, topped by communications gear and with a pair of mounting points for Velocity or Avenger sentries to be mounted on, giving them excellent fields of fire over the entrance and rear of the facility. The aboveground level did have windows and all the niceties that made humans not feel like they were in a bunker when it wasn't necessary - but all those niceties also had blast doors ready to slam down over or under them to protect those within, and firing ports were to be found throughout the wall for interior defenders to blast away at foes outside.
[New Codex Entry: Wildlands Grade Town Hall (can safely shelter up to 60 people within; provides protection from small and large caliber fire beneath artillery caliber; has provisions for two sentry turrets to be mounted on top of it]
Now on to the Events... tune in next time on Week 7, Part Two!