(Thanks. I should've set aside about the actual rerolling process, but I forgot to. Maybe another time.)
Ch 11: A Primer of Setting Up A Basic Colony
What makes a colony a colony? It isn't the stacks of refineries, the huddle of pre-fab structures, houses, or ranches, or stores that will rarely see a spacer customer. Nope, what makes a colony a colony is one of these:
sector center
A large, gray building characterized by blocky, brutalist architecture. A distinct lack of windows and smooth, rounded edges and corners lead to a bureaucratic appearance. The building acts as the head of affairs in tourism and citizenship, giving colonists a path towards citizenship.
Durability: [||||||||||] [ 2500/2500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Up to 5 of this building can be controlled by a single owner.
Requirements for sector center
* Requires simple structure base x2 (0) -- 30% of project quality
* Requires inert beam x10 (0) -- 30% of project quality
* Requires inert siding x8 (0) -- 20% of project quality
* Requires structure power core x4 (0) -- 20% of project quality
Total complexity for this project: 85.0
Without it, a 'colony' is just a mess of buildings or a person's personal commune home that nobody will bother to apply citizenship in. It's also the easiest way to fail the colony inspection. I may have been a factory worker, but I'm no ignorant worker either when it comes to buildings.
Remembering the weak emitter packages over at the scout ship, I went to work on the structure power cores after placing an order for two building kits in the factory. While gathering up the lumber for the simple structure base and waiting on the packages to arrive, I thought on where I should put it.
I took this moment to recall every building that the previous owner had
owned in the 'colony' and made a mental map. The farthest building was the automated fuel factory by two. Other than that, planning where to build it shouldn't cause me too much grief. To save myself the trouble, I've built the center one plot away from the fuel factory.
You proceed with the construction.
Avery fiddles with a structure crafting tool.
Avery fiddles with a structure crafting tool.
Avery adjusts a structure crafting tool.
Avery watches a structure crafting tool closely as it begins a production stage.
Avery watches a structure crafting tool closely as it begins a production stage.
[ Improvisation ] You receive 3 skillpoints.
Avery completes the sector center project on the structure crafting tool.
[ You've earned the 'center of attention' award! ]
You receive 250 skillpoints.
You have received 2500 credits.
You have received 75 credits.
You produce the sector center at obscure waste.
The sector center you produced has a final quality of 50.
As soon as you have built the center, colonists will start flocking over to be citizens. There's also this nice hefty 2500 credit bonus for making one for the first time, so there's literally no reason not to do it unless you want to be a recluse. Speaking of citizens flocking here, here's one now.
A new colonist-employee has arrived from the sector center: Halle Bryan (civilian).
Halle Bryan (civilian) goes for her enforcer bat.
Halle Bryan (civilian) wields her enforcer bat.
Halle Bryan (civilian) walks off to the southeast.What all the things you can do at the sector center? Other than take up jobs and
labor for more credits, you can look and see how much the colony is making in taxes and subsidies. There's even organizing the citizens or commercial building rights at the colony. And then there's
linking stockpile warehouses to the center from the governors office.
Guess what what I can't do from here? If it isn't possible to link a sector warehouse to a center, then it is built too far from it. Reluctantly, I dismantled the center and rebuilt it right by the warehouse; this also means that I have to move the auto fuel factory somewhere near the colony's boundaries. To smoothly do this, I had to give a look at the
sectormap.
See that number five on the cyan square? That's where the sector center is. I have a total of around forty-nine squares to move this auto fuel plant to. The maximum number of buildings that a square can support are five. But before I can even start on that, I have to package and ship the fuel cells. And let me say, selling bulk starship fuel cells is a fine business of itself but I'm a more of a hands on guy.
Maybe my memory is rusty, but just maybe an automated fuel center doesn't count toward being one of the colony's buildings. The same goes for a starship complex that is built right by the factory. To confirm my suspicions, I decided to build a cantina right by the fuel processor and call it The Fuel Up because why not?
The sectormap didn't register it there? Okay, I'll build it by the infirmary. If it doesn't register there, then I know I have some catching up to do.
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Building List
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Colony buildings:
The factory
-Location: fertile woods [4,37]
-Credit income: $0
The organic processing plant
-Location: fertile woods [4,37]
-Credit income: $0
The sector center
-Location: fertile woods [4,37]
-Credit income: $350
The laboratory
-Location: green brake [4,36]
-Credit income: $0
The refinery
-Location: green brake [4,36]
-Credit income: $0
The infirmary
-Location: lush wood [5,36]
-Credit income: $0
The cantina
-Location: lush wood [5,36]
-Credit income: $50
Total credit income from colony buildings: $400
======
Looks like that fuel factory was too far from the colony. Looks like I have to move it to see if the building would count. With some surveying from my energy collector, I found a spot that's right by the infirmary. Although the
buildings list didn't list the fuel factory, the
events window from the governor office recognized it
events
Today 02:04 - New citizen employee arrived, Grayson Duran (civilian). source: Grayson Duran (civilian).
Today 02:10 - New citizen employee arrived, Anaya Sanford (civilian). source: Anaya Sanford (civilian).
Today 02:15 - New citizen employee arrived, Halle Morton (civilian). source: Halle Morton (civilian).
Today 02:26 - New citizen employee arrived, Arely Harmon (civilian). source: Arely Harmon (civilian).
Today 02:47 - cantina was constructed at lush wood (5,36)by Avery. source: cantina.
Today 02:51 - automated fuel factory was constructed at lush wood (5,36)by Avery. source: automated fuel factoryAlthough its tedious, building while using the
events and
buildings tab of the governor's office comes in handy if you want to know if a building registered to the colony or not. A little fun fact, you now that square with the number eight in it? Turns out that there's seven pre-fab houses there that aren't abandoned; and there' s unabandoned buildings that's just taking up valuable space. Then again, I figured this place wasn't originally a colony when there's a laboratory by a pre-fab house there. Once again, I found myself having to remove the sector center to find a location for the colony proper;
But then I wouldn't be taking advantage of the fact that I can own at least five of these things. For me to be able to tell and report in detail how to make a colony, I have to make one from scratch. What better way to do this than making a desert colony who's main export is energy? To make it easy somewhat, I took a walk in the desert for any abandoned buildings out in the middle of the desert and claim them for their parts. It's a good thing I've
learned
crude planning so I wouldn't lose anything from dismantling buildings.
Ever since I found that food stash inside an abandoned house, I made myself a rule not to dismantle houses without looking inside. This house was no exception why I got that rule in place as I ran into lockers upon lockers of stuff. I gave myself some time to
explore the area so I can
memorize where this house was to pick up all the stuff. I need all the space I can get for building materials from abandoned ones. The thing that is the most hassle for me to build are power cores. Here I am glad that I've built some shipping containers to carry the excess building materials.
After dismantling some abandoned buildings, I
traveled back home before walking around in the desert for the best spot to build the sector center. When I found a place to build one in, say like an oasis, I went ahead and build it and entered to check the amount of buildings there was around it.
Perfect. A complete clean slate for me to build. Before leaving here, I took the time to explore and memorize this sector center's location. While exploring, I took notes on what I should build.
stockpile warehouse
A bulky building, constructed with prefab sidings & acid resistant roofing. Generally, things are stored here.
Durability: [||||||||||] [ 500/500 ]
Currently 0 occupants of a maximum 1.
Installed Modules: none. 100 module capacity remaining.
Requirements for stockpile warehouse
* Requires homebrew logical AI x1 (0) -- 20% of project quality
* Requires inert wiring x4 (0) -- 10% of project quality
* Requires inert beam x6 (0) -- 20% of project quality
* Requires inert siding x8 (10) -- 20% of project quality
* Requires light structure base x2 (2) -- 15% of project quality
* Requires structure power core x1 (7) -- 15% of project quality
Total complexity for this project: 55.0
I built this across the sector center in the same plot of land. After I did, I went over back to the sector center to confirm that the sector map recognized it. I take another moment to see all the available
resources around the area back at the governor's office.
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Resource Availability Listing
======
Stockpile at x14 y26.
Resources available within two tiles:
RESOURCE - RELATIVE AVAILBILITY (ARBITARY UNITS)
Thermal krethersons - 1210
Solid-phase metals - 720
Responsive metals - 360
Native lumbers - 290
Native fibers - 270
Purestrain solar krethersons - 240
Inert metals - 226
Nanite sheetings - 192
Unpurified waters - 136
Protein tubers - 130
Hydrocarbon sludges - 115
Biofuel grade stalks - 80
Nutri-brand stalks - 80
Plastiform fibers - 70
Intrinsic field krethersons - 64
Gems - 46
Deliriant roots - 40
Sedative stems - 40
Stimulant leaves - 40
Native berries - 40
Obscure lumbers - 30
Charged radioactive krethersons - 25
Adaptive-phase fibers - 20
Magneto-minerals - 15
Phantom spider silks - 8
Neuro-aligned fibers - 8
Stockpile warehouse - Linked Facility
Resources available within two tiles of Stockpile warehouse:
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For entertainment value, I built a race track and a cantina south of the sector center. I doubled checked to see if the
buildings list have and both has a combined income of one-hundred and twenty five credits. Next I done some prospecting and find the best spot for the automated mining plant. I went to the plot of land with the gems. After I've built it however, I've discovered that it can only harvest solid-phase metal , responsive metal, inert metal, or sand. For now, I
configured the plant to harvest any that it could.
Just in case of visitors, I've built a hostel north of the sector center. While it didn't bring any income, I'm certain it has raised the colony's economic value. Last but not least, I've build a trash compactor on the bottom side of the sector to raise that industrial value; or at least it would if it does. My only best bet now is to build a factory.
But that didn't raise the industrial value either, and it didn't show under events; however, I took a walk outside and double checked that the factory was within the sector's limits. Burnt and tired from walking around in the desert in a lab coat, I pulled up the
colony and
buildings status and the
sectormap one last time before I returned back home. My dribbling in this holo-copy of the map was the only way I had to mark which row was what.
Last recorded civic bonus of the surrounding buildings: 8.
Last recorded crime bonus of the surrounding buildings: 5.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 0.
This sector center's population is 5 of a supportable maximum of 5. ======
Building List
======
Colony buildings:
The sector center
-Location: desolate basin [14,26]
-Credit income: $350
The hostel
-Location: wavering dust bowl [14,27]
-Credit income: $0
The racetrack
-Location: arid flats [14,25]
-Credit income: $75
The cantina
-Location: arid flats [14,25]
-Credit income: $50
Total credit income from colony buildings: $475
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Loading sector map...
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Sector Building Map
======
.... 1........
..............
1.......... 1
............ 2
1.......... 2
............XX
............Xx
1............
First Numbered Row: Factory, Auto Mining Plant, Trash Compactor
Second Numbered Row : Rec Dome
Third Numbered Row: Hostel, Sector Center, Stock Pile
I'll fix the other colony center's link to the stockpile warehouse after I get some sleep in the old fashioned way. Since I don't quite feel like walking back out in the desert, I'm sleeping inside this governor's office.
And then it hit me. The factory at the other colony near home was likely recognized because it's on the plot or near the sector center. Another quick thing for me to do before retiring for the day. I dismantled and rebuild the factory, and I went back in the governor's office to confirm my suspicions from
events.
Today 11:11 - factory was constructed at desolate basin (14,26) by Avery. source: factory.Another check at the
colony status shows that the factory does give a industrial value of two. This also means that I have to move the trash compactor as well and move it to the west of the sector center where there's an empty desert plot of land. Once again, the events tab within the holo terminal detected the construction, and it gives off an industrial value of... well I'm going to let the last and current colony status speak for themselves here. I'm going to take a long shower back at the ranch along with a fine nap; I have stuff to fix at the first colony tomorrow.
Last recorded civic bonus of the surrounding buildings: 8.
Last recorded crime bonus of the surrounding buildings: 6.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 2.
This sector center's population is 5 of a supportable maximum of 5.
Last recorded civic bonus of the surrounding buildings: 9.
Last recorded crime bonus of the surrounding buildings: 7.
Last recorded economic bonus of the surrounding buildings: 2.
Last recorded recreational bonus of the surrounding buildings: 6.
Last recorded industrial bonus of the surrounding buildings: 3.
This sector center's population is 5 of a supportable maximum of 5