Cycle 12You consider designs for quite some time, before deciding to start with four. First, you improve on the storage qualities of the storage crystals, and then add additional storage for later. The next two designs you decide to put off to the side for the moment to focus on the fourth one: a waypoint and energy fine-tuner; you refine one of the Invincitite-adjacent crystals into one before heading off in the direction of LEFT!
LEFT contains a stone structure of somekind, you soon find out. A structure because it is much smoother when you ran into it than normal rock you've found so far. You continue to grab more stone, but not near the structure.
Cycle 13You have discovered an expansive cavern deep underground.
Integrity: Intact
Stored Energy: 8,920
Storage effect: No effect.
Energy Generation:
Core: 100/cycle
Low-Q: 344 @ 20/cycle - 6,880/cycle
Refined: 14 @ 50/cycle - 700/cycle
Low-As. [4]: 18 @ 40/cycle - 720/cycle
Medium-As. [4]: 13 @ 90/cycle - 1,170/cycle
Medium-As. [8]: 84 @ 130/cycle - 10,920/cycle
Medium-As. [19]: 59 @ 140/cycle - 8,260/cycle
Medium-As. [10]: 49 @ 150/cycle - 7,350/cycle
Total Energy production: 36,100/cycle
Location: Subsurface of an unknown planet.
Navy Blue - Crystal core
Teal - Low-Q crystals
Light Blue - Refined crystals
Orange w/ black S - Storage crystals
Teal w/brown diamond - Low-assimilation matter
Teal w/grey diamond - Medium-assimilation matter
Grey/Black Striped - Invincitite
Grey/Black/Navy Striped - Partially Assimilated Invincitite
Dark Brown - Empty underground space
Light Brown - Dirt or other non-solid material
Grey - Rock
Sky Blue - Its a very descriptive color.
Black - Unknown
Red cross-shaped overlay - Damaged
Red X overlay - Heavily damaged
Dark Cyan - Feeler Crystal
Turquoise with small diamond - Farseer Crystal
Brighter Orange w/ black S - High-Density Storage Crystal
Purple/Orchid - Focusing Crystal
Core Crystal
Your core. If this can be replicated, you don't remember how.
Energy production: 100/cycle
Low Quality Crystal
Created by converting materials not able to become better tiers, like dirt.
Energy production: 20/cycle.
Fabrication cost: 100 energy, nearby material.
Refined Crystal
Created by converting solid materials, like rock. Also made by refining the structure of Low quality crystals.
Energy production: 50/cycle
Fabrication cost: 200 energy, nearby solid material.
Refinement cost: 400 energy, LQ crystal connected to the core. (300 if adjacent to another refined crystal)
Level reference: Lv.1 energy production (Refined-level)
Storage Crystal
A hunk of additional crystal, giving you more room to store energy without side effects.
No energy production
Fabrication cost: 200 energy and 1 empty space per section. Connected storage sections give greater results than scattered ones. In emergencies, the empty space can be replaced with 100 energy and a low quality crystal.
Level reference: Lv.0 Storage bonus (for storage calculation, for point fabrication treat this as part of No energy production)
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Feeler Crystal
Little more than a hunk of crystal, but a sturdy scout nonetheless.
No energy production
Fabrication cost: 1,250 energy (2.5 points).
Level reference: Freebuild, Removed energy production
Farseer Crystal
An excellent companion to the feeler. Energy production alignments have been realigned for exceptional sensory range instead.
No energy production
Fabrication cost: 3,000 energy (6 points)
Level reference: Extended Vision 6 (9 total vision), Removed energy production
High-Density Storage Crystal
Store more, hold more, contain more, add more synonyms here.
No energy production
Fabrication cost: 750 energy (1.5 points), 1 empty space per section. (or 1 storage crystal)
Level reference: Storage bonus 3, Base: Storage
Focusing Crystal
Half conduit, half relay point, all-around pretty useful crystal.
No energy production
Fabrication cost: 3,250 energy (6.5 points), not adjacent to other outposts or core.
Level reference: Outpost minor, Energy transformation 5 (-25% to energy costs within 3 tiles), Removed energy production.
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Assimilated matter conversion cost: Remainder of the cost to crystal form +50 per cycle its been there.
Low-assimilation matter
Created by not fully converting low-tier matter.
Will crumble into dust in 5 cycles, leaving an empty space.
Energy production: 50/40/30/20/10 per cycle. Crumbles on the next energy pulse once it hits 10/cycle.
Fabrication cost: 50 energy, nearby material.
Medium-assimilation matter
Created by not fully converting matter eligible to become Refined Crystal.
Will degenerate into low-assimilated matter in 10 cycles.
Energy production: 150/140/130/120/110/100/90/80/70/60 per cycle. Degenerates on next pulse after reaching 60/cycle.
Fabrication cost: 100 energy, nearby solid material.
Partially Assimilated Invincitite
Created by dumping energy into Invincitite until it weakens enough for you to get in.
Does not degrade from energy pulse
Does not produce energy
Vibrates if overloaded with energy, heavily resistant to energy otherwise.
Fabrication cost: 1500+ energy (extra will produce vibrations, too much vibration will shatter nearby Low-Q), nearby Invincitite.
A couple side notes: Any crystal with a level reference can be used as a base crystal, with you starting at where it left off points-wise. A refined with no energy or a baseline storage crystal is essentially a blank slate. Also, I'm not keeping track of
where all these groups of Medium-Assimilated matter are, if we convert some of it I'm just going to pick the right number of them and convert it. They're seperated in the first place only just because of the mid-turn energy tallying involved in making sure I haven't overspent on the map.