Turn Four
25 people: farming
10 people: Copper ore mining
20 people: Salvage crashed ship further
50 people: Metal Refinery
20 people: Take samples by digging deep shafts here and there (copper is nice... but other resources are needed, too.)
50 people: work at quarry, get construction stones
25 people: produce copper wire
50 people (including Maximilan Carter): Reinforce Habitation buildings and refinery with military grade platings and mined out stones. if Captain Darlon Garlik agrees he can assist in helping to make habitation buildings into improvised forts, by creating smart lines of fire and stuff like that
25 people: Construct railgun emplacement
25 people: Construct communication system
Frederick Stumph: Construct basins indoors
Earl: Attempt to find more DNA
Work in the farms goes well, with no problems of note. The plants are slowly growing, and thanks to the sealed environement the changes of pest ect invading are limited.
On the other hand, the production of copper is fairly limited, as the sand endangered the operation, and walls had to be strengthened. Luckily, the existing supplies are large enough for the moment, and more metal is gathered from the wreck found earlier. Sadly, most of it is submerged in the sand, preventing you from accesing large parts of the ship.
The refinery is hard at work to reduce the enormous backlog created last month, but so far the supplies seem to be more than sufficient. Some of this copper is directly melted into larges bales of copper wire. Quite a lot of time is also spent analysing samples from other places in the desert. Cassiterite has been found in concentrated quantities, but from other ores you haven't managed to find a trace yet.
Lot's of construction stone is extracted from the quarry, further deepening it. By now, it's large enough to hold a significant part of the colony, and almost 20 meters deep.
The rest of the time is spend on improving the security of the colony, by filling up the holes in the walls, adding gateways, constructing bunkers and the like. Some question if all this is needed, and especially the railgun being constructed on a small ridge nearby worries some. However, it doesn't seem like it that that one'll be firing anytime soon. Communication networks have been constructed, both in the form of a physical intranet inside the colony, but also by the construction of small radio beacons around the colony and mine. Know you don't need to use the cargo ship for comms anymore.
Frederick Stumph and the Earl are still adamant about their plan to clone fish on a desert world, and have thus constructed a small set of bassins in an offshoot of one of the quarry branches, as well as having looked for more animal DNA sequences. Sadly, all that turns up is a small digital infonovel containing some codes, but sadly most incorect of incomplete.
All attempts to decrypt the found database have failed. The encryption algorithms don't manage any of the commonly used ones, and despite being rather old they are still rather good at resisting decryption. All attempts to bruteforce the mechanics have failed, as it appears that the encryption can be solved in a variety of ways which appear sensible to the computer, but are complete nonsense when looked at by a normal human.
Another thing of note is that the continuus power use has almost drained the Solar power plants build in batteries. A connection to the ship was made to prevent shortages, but it's simple and compact power cells were not meant to provide this amount of power for that long, and might run out or fail if used continually.
((Oh, and just a note. For some reason the cargo units used here don't match with those on Salvation. Just multiply everything times ten to get the Salvation's units.))
Protective wall + Fortifications
6 Habitation buildings (300/300) [Power use: 6]
-Minibunkers
1 Hydroponic farm [Plots: 500/500] [Power use: 10/10] [Water: 20/20(closed circuit, mostly)]
-150 Short term crops [2/3 months]
-350 Long term crops [2/6 months]
1 metal Refinery [Power use: 10/10]
1 Barebones biocrete armoury/vehicle bay
1 comms tower [1 power use]
1 Large medium depth quarry
-Sideroom with unfilled bassins
Solar power plant Power:[0/200] Production: 20/day
1 Copper mine + road
1 Comm node
None
PC:
-Earl "Mad" Prahlow (GWG)
-Genetic engineer
-Frederick Stumpf (Pufferfish)
-Aquaculture proffesor
-Pyotr Dmitrovich Ulanov (Evilcherry)
-Energy/Electrical engineer
-Stefan Fenneck (xtank5)
-Process engineer
-Alexander the Red(Zanzetkuken the great)
-Miner
-Captain Darlon Garlik(Tryrar)
-Soldier
-Aaron Chechkovis (GotdamnMiracle)
-Xenobiologist
-Maximilan Carter (Ukranian Ranger)
-Architect, mason
- Survivor (Cargoship)
- Gas scooping small spaceship\drone
- Tower crane [5/5 fuel. 0/2 power]
- Light tank\APC. [4.5/5]
- 2 Light mining vehicles[3/5 fuel]
- Mining equipment + explosives
- Food for 4.75 months
- 50 Mining tools
- 25 Stone\metalworking tools
- 25 Farming tools
- 50 Construction tools
- 30 Vehicle\spaceship repair tools
- 10 electronics repair tools
- 10 medical tools
- 50 Powered Machine rifles (Multifunctional railgun equivalent)
- Meds [10]
- Solar panel spare parts [20]
- Fuel [20]
- Water [18]
- Damaged military plating [21]
- Scrap metal [26]
- Stone [19]
- Copper ore [13]
- Copper [28]
- Coper wire [30]
- Circuitry [8]
- Computing system and database[5] [Encrypted]
Gas giant (Harvestable fuel in atmos)
-Moons (all types and sizes, most cold and low grav/athmos)
Gasgiant
-Moons (all types and sizes, most cold and low grav/athmos)
- Asteroid belt
- Asteroid belt
- Barren planet [Bombarded]
-Asteroid moon: Partly terraformed. Low atmos. Some ruins. Frozen, soil is mostly ice.
- Aquatic planet [bombarded]
-Moon (lightly bombarded. Fully terraformed. Almost complete jungle, some ruins)
- Terrestial planet [bombarded, thick+ poisonous athmosphere]
-Moon: [Habitable, desertlike with little water] [Current location]
Vanguard
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