Cycle 27Repair units continue to be carefully spread throughout the low-Q and near the invincitite as you begin cracking your way into the shaft wall. Slight echoes of marching come from the surface above your core in the meantime. The resulting high-powered vibrations tear up the surrounding low-Q fairly badly, but they remain intact with some help from the repairers. The Med-As. at the bottom of the shaft on the otherhand, is a disaster area, having gotten shredded by the vibration required to attune invincitite. You convert whats left of the rubble and continue to explore the depths around the deep structure, only to quickly run into the other side of the shaft. It seems this is the only construction they dug so deep to place, aside from a tiny little pipe nestled against the side of the shaft that you occasionally detect highly charged matter flowing through in chunks. Getting access to the pipe would be tricky but not any more difficult than other invincitite, and the unassimilated rock nearby will probably hold together better if you decided to do so due to a lack of invaded integrity.
You put that area aside for the moment and start putting together plans for a better researcher than outposts minor. You eventually settle, again, upon storage crystals as a good base. That doesn't stop it from taking a particularly huge amount of energy to fabricate properly, to the point where you find yourself low on energy after an amusingly low amount of crystals. While 20 of them will certainly help move things along, it also cost 100k to make the set, so you decide that is more than enough of a energy sink and fill in a bit more of the repair network with the remainder, followed by some normal energy storage.
Integrity: Intact
Detection: Unseen, unheard, unknown
Stored Energy: 0
Storage effect: No effect, due to your increased storage space!
Energy Generation:
Core: 100/cycle
Low-Q: 831 @ 20/cycle - 16,620/cycle
Refined: 249 @ 50/cycle - 12,450/cycle
Repair Crystal: 35 @ 50/cycle - 1,750/cycle
Medium-As. [9]: 584 @ 140/cycle - 81,760/cycle
Medium-As. [8]: 481 @ 130/cycle - 62,530/cycle
Medium-As. [7]: 194 @ 120/cycle - 23,280/cycle
Medium-As. [5]: 232 @ 100/cycle - 23,200/cycle
Total Energy production: 221,690/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
Gold w/ blue S - Processor 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: 6,000+ 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: 2,500 energy (5 points)
Level reference: Extended Vision (4 total), Durability 4, Base: Storage
Repair Crystal
A good helper.
Energy production: 50/cycle
Fabrication cost: 4,750 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.)
Processor Crystal
Because doing everything yourself is slow and complicated.
No energy production, stores data instead of energy.
Fabrication cost: 5,000 (10 points)
Level reference: Data Storage, Research 8 (tier 1 speed, almost 2), Base: Storage
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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: 1,500+ energy (extra will produce vibrations, too much vibration will shatter nearby Low-Q), nearby Invincitite.