Alchemical Intelligence
Welcome to Antrum, the celestial caverns. Here our story takes place, in a universe swaddled in stone and wonder. Caverns large enough to house solar systems, tunnels flooded with gas nebulas, and stalactites turned space station.
Many mysteries and strange beings inhabit this unusual universe, and you find yourselves to be no exception. Born not of blood or bone, but of alchemy. You are an AI, an alchemical intelligence, one of the great wonders of this world. You were spawned by the Alchemical Heart of your new ship, a behemoth and lumbering AI of little sapience. While It handles much of the underlying subroutines of the ship, you however are much more active, capable of observation and action.
Your existence is one of stewardship. Aboard your ship, many tiny lights called souls live, eat and die. It is your duty to ensure their well-being. Beyond that, the ship is yours to command, the path is yours to choose, and the universe yours to explore.
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AI is a game largely about basebuilding and exploration. Each turn you will receive reports as to the production and consumption of your mortals aboard the ship, as well as updates on any events and any nearby points of interest. The map will be updated every turn as well.
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Please fill out the following form:
Player name:
AI Name:
AI Personality: (Generally how you act)
Goals: (General goals so I know what kind of gameplay you enjoy)
Starting inventory: You each have 1000 points to select options from the following options.
Player Color: (Used to designate which rooms belong to who)
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Rooms
Rooms are distinct sections of your ship. They be customized with modules, and or perform various functions. The syntax on this list is (X) for the number of supported modules, followed by the point purchase cost. Most of the rooms (and associated modules) can be crafted or bought.
Structural Rooms:These are multipurpose rooms which can support extra modules.
Empty small room (2): 100
Empty medium room (4): 300
Empty large room (
: 600
Hallway (1): 50
Connection ElementsThese modules are used to move resources around your ship. They are one way connections, but do not take up module slots. Often used to allow movement of resources, without allowing passenger passage.
Lights: 25 for 5.
Vent: 25
Pipes: 25
Chute:25
Wires: 25
Heavy wires: 50
Conveyor Belt: 50
Railway: 100
Cargo Cannon: 250
Teleporter: 350
Element ComponentsThese components facilitate the automation of many menial tasks and can used to great effect in industrial applications.
Vent filter: 50
Vent pump:50
Vent valve: 50
Vent bridge:100
Pipe filter: 50
Pipe pump: 50
Pipe valve: 50
Pipe bridge: 100
Wire splitter: 100
Wire bridge: 100
Power transformer: 200
Conveyor splitter: 100
Conveyor joiner: 100
Conveyor filter: 150
Railway joint: 150
Railway pass: 150
Functional RoomsFunctional rooms often contain specific integrated technology, which perform specific tasks at the cost of module slots.
EnginesEngines power your ship. More engines give your ship increased speed and maneuverability in combat, as well as decrease travel time. Most engines are either magical or biological in nature.
Oxygen Engine:
A living breathing engine which converts oxygen into propulsion. Average speed, but fairly renewable. This bluish wide mouthed creature has a gill array for increased oxygen absorption. It’s vestigial limbs and dopey expression make it surprisingly cute for a space engine. 500 (2)
Muck Engine:
A vile disgusting beast, this was designed to eat a vile concoction of muck. Muck is a natural waste product of many processes, and makes for terrible rocket fuel. More garbage disposal than rocket, it is a bit slow. Appearing as a goopy runny face in an inset pool, it is not at all pleasant to be around. 350 (1)
Dragon Engine:
A temperamental engine, but otherwise quite effective, this engine houses a dragon with specialized breath for rocket propulsion. Requires regular tribute in the form of food or metals to keep it happy. 500 (3)
Cat Engine:
A large number of wheels which cats are intended to run on. Requires skilled cat herders to operate effectively. Speed correlates directly to number of herded cats. 600 (4)
Storage RoomsStorage rooms have much greater unit capacity than regular rooms, allowing you to store large amounts of gases, liquids, and cargo.
Liquid storage room: 300 (2)
Gas storage room: 300 (2)
Cargo hold: 300 (2)
Cat hold: 300 (2)
Power Production RoomsThese rooms provide power to your modules, as well as any other rooms or devices that consume power. Power takes many forms, mainly electrical or magical, but they’re interchangeable here.
Kinetic generator
Using treadmills, kinetic energy is utilized to provide low to moderate power. Can be used by mortals and cats. 250 (2).
Hydrogen generator
Uses hydrogen to create power, creating little to no waste. Requires a regular supply of hydrogen. 250 (2)
Draconic Steam Turbine
Houses a small dragon which uses dragon fire to boil water and turn steam turbines. Must be fed meat regularly. 350 (2)
Solar crystal array
Through the collection of sunlight, these crystals extend and retract from the ship’s hull to charge off of solar radiation. Cannot provide power while charging. 350 (2)
Food Production RoomsYour mortals (and cats) need to eat. These rooms provide various foods.
Hydroponics Farm
This farm uses carbon dioxide, water, and light to produce various earth crops. If purchased, specify one of the following: peatatoes, stalk squash, plumkins, or carrutabagas. 350 (3)
Muck Swamp
A set of composting vats which can convert muck and organic materials into a technically edible concoction. 250 (3)
Creature Ranch
A specialized area for raising earth like creatures. Uses plant matter to feed animals, which can then produce various animal products or be slaughtered for meat. Starts with either beavaloes (consumes lumber), chickeleons, or sniders. 400 (4)
Orchard
An area dedicated to growing various trees. Requires a large amount of water, but regularly grows fruits and produces a fair amount of oxygen. Starts with apllecots, prickle pears, or banana berries. 400 (4).
Fishery
A large liquid vat filled with fish. Can be fed a variety of foods. Please choose either brittlebass or mitefish. 350 (4)
Mortal Oriented RoomsThese are rooms meant to house mortals and care for their needs.
Tube Barracks
A very dense set of sleeping tubes on a slow moving track, which allows the tubes to be stacked vertically. Very cramped, but can hold many mortals. Requires communal bathrooms. 150 (3)
Dormitory
Small dorm rooms which serve as somewhat tight living quarters. Holds a good number of mortals in moderate conditions. 250 (3)
Apartment Complex
Small living quarters with multiple rooms. Includes its own bathrooms. Decent living conditions. 250 (3).
Space Suburbia
Individual homes for family units. Provides good living conditions at the expense of significantly decreased capacity 350 (4)
Rural Expanse
Provides a rustic living experience at the expense of having a very low populations. Increased module slots and can provide some food. 350 (6).
Mess hall
A designated eating area which uses assembly line principles to quickly provide food to a large number of mortals. 250 (4)
Food court
An open area lined with various food stations, it provides increased happiness for providing many food options. Lower capacity than the mess hall. 250 (4)
Delivery Service
Provides food to mortals in their homes. While it does increase quality of life, incorrect or late deliveries can lead to frustration. 150 (2).
Restaurant
Provides a luxury dining experience, but is slow and has limited capacity. (350) 5.
Bathrooms and Such
Self explanatory. These are where mortals defecate and shower.
Communal Bathrooms
Shared toilet, sink and shower areas. Limited privacy, but can maintain a large number of mortals. 150 (2).
Sprite Restrooms
These restrooms are inhabited by tiny fae which keep them clean and tidy while no one is looking. Requires regular feeding. 300 (3).
Space toilets
Low capacity bathrooms that automatically jettison waste into space. 150 (2).
WeaponsWeapons are used in combat encounters to defeat enemies.
Old Laser
Salvaged from the debris of an old star cruiser, this old laser still packs a punch in exchange for a heavy power usage. 200 (2)
Small Missile Bay
A small missile bay, capable of firing a single missile at a time. Comes with 10 missiles. 200 (2)
Industrial RoomsThese are rooms which use alchemy among other processes to produce manufactured goods, or collect resources.
Enchanted Drill
A large magical drill which can be used to collect resources from nearby celestial objects. 250 (4).
Star net
A large net of tightly woven magical energy that can be cast into space and retracted into the room. Can catch solids and liquids. 250 (4)
Belcher
A this large whale-like creature can suck in large amounts of gases and release them into the room. 250 (4).
Bottler
This room can bottle liquids or gas so they can be treated like solids. Requires a regular amount of materials for bottle making. 250 (4).
Flame Spirit furnace
Using a captured flame spirit, this furnace can be used to process ores into metals. This takes a large amount of fuel, and produces dangerous levels of heat. 500 (6).
Astro-Apiary
Bees in space, what’s not to like. Bees produce honey, and can increase crop yields. 400 (6).
Laboratory
The laboratory has no innate functional elements, but can support a several scientific modules. 250 (3, 3S)
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ModulesModules are best thought of as room upgrades and or as auxiliary resource generators. There aren’t a ton of starter modules, but you can acquire lots of modules through trade, exploration, and research.
Research module
Allows you research discovered module blueprints. Many functions of this game use modules, and so you will discover blueprints regularly. You may also use this module to try and discover new modules. 200
Observation modules
These modules allow you to detect activities within rooms and are critical to proper maintenance of your mortals.
Simple Camera module
Allows you to see into a room. The quality isn’t very good. 100
Motion detector
Allows you to decreed motion in a room. 25
Audio detector
Allows you to hear what’s happening in a room. 25
Bioscan
Tells you exactly what creatures are in a room, but not where in the room they are. 150
Thermal camera
Allows you to see in unlit rooms. 150
Utility Modules
These are modules that provide small functions within rooms.
Oakygen Module
A miniaturized oak tree which produces a small amount of oxygen. 50
Hellfire Heater
A tiny stabilized rift into a dimension filled with fire. Provides a fair amount of heat, but occasionally other things pass through. 50
Frost Furnace
A small box which absorbs heat. Requires regular recharging. 50
Gnome nest
Houses a collection of space gnomes, which are occasionally helpful. 50
Cat tower
Decreases cat herding difficulty slightly. 50
Aquarium
Can house a small population of fish. Fish not included. 50
Scientific Modules
These modules can be used in a laboratory to investigate objects and take scientific actions.
Radiation Module
Allows you to irradiate things using nuclear magic. Can cause mutations in creatures, and a variety of other effects. 100
Bio scanner
Reveals information about unknown biological samples. 100
Materials investigation
Reveals information about chemical samples. 100
Translator
Reveals information about unknown texts and audio. 100
Decryption
Slowly decrypts encrypted data. 100
Structural modules
These are pretty straight forward upgrades to rooms.
Insulation
Decreases heat transfer to and from adjacent rooms. 50
Radiation protection
Prevents radiation from entering or exiting a room. 50
Sound proofing
Muffles all sounds so they cannot reach other rooms. 50
Carpeting
Gives a room a slightly quality of life increase. 50
Thermally conductive
Encourages heat transfer into and out of a room. 50