Cycle 26While you're busy assimilating things, you get reports of a march of some sort from the right of Outpost Smoothed. You spend some more time deciphering the noise coming from the direction of the march, and still have no idea what its supposed to be about. You have determined a few things about it however: It is a language, and it is more decipherable when its not composed of shouting. The deciphering is passed on to Outpost Smoothed to continue at a
much slower pace, but a pace that is better than picking it back up then dropping it in favor of other things.
You doubt they're looking down (if anything, they're probably planning to try to siege the fortress of the amethysts' design and fail miserably), but just incase, you put together a meager sort camouflage based on colors and relative texture and layer it over some storage crystals, then place a few on the surface. You aren't particularly happy with having to use such basic camo, but the energy that flows in and out of them regularly from being storage-based should work well enough to keep it running without any notable cost.
Sometime later, you look up to see if they've passed by or not, and see a glimpse of brown step over a shield crystal. It is noted while you start fabricating the results of your tinkering: A crystal formation better at repairs and stabilization of Low-Q. Considering most of your immediately-subsurface crystal is Low-Q, having something that can keep it all intact is rather useful.
Exploring around the deep section reveals more heavy shielding, which stops abruptly. Even outside of it, you can (now that you've scouted what looks like an entire side of the area) feel some massive interference coming out of it, enough to make the only feasible option for getting closer digging into the invincitite shielding itself.
Integrity: Intact
Detection: Unseen, unheard, unknown
Stored Energy: 80
Storage effect: No effect, due to your increased storage space!
Energy Generation:
Core: 100/cycle
Low-Q: 806 @ 20/cycle - 16,120/cycle
Refined: 249 @ 50/cycle - 12,450/cycle
Medium-As. [10]: 573 @ 150/cycle - 85,950/cycle
Medium-As. [9]: 482 @ 140/cycle - 67,340/cycle
Medium-As. [8]: 194 @ 130/cycle - 25,220/cycle
Medium-As. [6]: 232 @ 110/cycle - 25,520/cycle
Total Energy production: 232,700/cycle
Location: Subsurface of an unknown planet with two races on it.
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
Black/Navy Striped - Attuned Invincitite
Dark Cyan - Feeler Crystal
Turquoise with small diamond - Farseer Crystal
Brighter Orange w/ black S - High-Density Storage Crystal
Purple/Orchid - Focusing Crystal
Orange /w Light Green outline - Shield Crystal
Purpleish - Repair Crystal
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Dark Brown - Empty underground space
Light Brown - Dirt or other non-solid material
Grey - Rock
Sky Blue - Empty inside or aboveground space
Sky Blue w/small diamond - Mobile thing
Sky Blue w/ rectangle outline - Door
Sky Blue w/ question mark - [Unknown tech]
Black - Unknown
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Red cross-shaped overlay - Damaged
Red X overlay - Heavily damaged
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).
Refined Conversion cost: 625 energy
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.
Attuned Invincitite
Created by looping energy into the invincitite until the vibration aligns itself with the crystals.
No energy production, but would be an excellent conduit if fully integrated.
Reflects energy pulse (cannot accumulate power from area blocked off with this)
Fabrication cost: 6000+ energy (more will take less time to align, but over 8k will destroy nearby Low-Q)
Special: Tech-echo (reveals empty space or technological parts in nearby material if pulsed, normal sight radius)
Shield Crystal
Not particularly great cover. But it should work.
No energy production, storage converted to camouflage.
Fabrication cost: 2500 energy (5 points)
Level reference: Extended Vision (4 total), Durability 4, Base: Storage
Repair Crystal
A good helper.
Energy production: 50/cycle
Fabrication cost: 4750 energy (9.5 points)
Level reference: Repair 5 (-25% to cost of non-severe repairs, autostabilizes ruined Low-Q within 3 tiles at minimal survival amount.)
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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.