Okay, alternative proposal.
Luckily, next turn we can finally change our focus card. I have come to dislike the Brave New World one. The construction penalty is extremely strong, while the benefits are in effect , quite neglible.
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty : Build a reinforcement upgrade for the factory dome (+30 factory, -20 Brave New World)
- Conversion : +10 bonus to another construction action :
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus : Assemble the MCV
- Conversion : +20 bonus to another construction action
* [2/2] Damage Control & machine shop
- Maintenance and Repair Action : Try to fix up the Cargo bay, or at least reinforce it.
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [0/1] : Moral bonus
* [1/4] VR CAD
- Engineering slot: : Design a multifunction vehicle repair and maintenance depo designed to fit in a large cavern. It should still have the functionality of the current DC&MS, but also have a bonus to building and maintaining vehicles. Use basic automation to reduce manpower requirements a little, and also incorporate the current DC&MS machinery to speed up build time.
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [1/1]
- add VR Recreation Slot [0/1]: Moral bonus
* Optronic Central Computer
Counts as 5 manpower for trivial tasks (can operate 50 trivial facilities)
Choose 1:
+30 bonus to one of virtually any construction, engineering, mining, science or maintenance action
[2/2] Engineering (design only, same as your VR project) slot at +20: Industrial Co-ordinatination + 20 (Skunkworks) + 10 (New World)
* [2/2] Medical Bay.
- Research (Medical) : No bonus:
- Crisis Mitigation / Healthcare : Reduce impact of critical failures
- Wake Up Crew: Up to 10 per month, +0 roll with 1 manpower, +20 with 2 manpower, +40 with 2 month wake up and 2 crew
[1/1]Heavy Bot Mech +15: assist Digging and Drilling Vehicles Change : +5 Seal the Upper cave
[1/1] My First Factory kit : Convert +30: Assist Exo in factory dome reinforcement construction
February 2111
* Armor factory dome (7-5+30-20=12) Critical Failure armor dome can not continue
Taking the factory off ongoing projects was considered controversial, but using it to build it's own protective shell was seen as a necessary step. Too much depended on the advanced manufacturing capability, without it nearly a hundred years of industrial advancement would be lost. Work began simple enough, a thin frame buttressed against the existing dome while the multi-layer plating was being churned out.
Shortly after the first plate was welded to the side a loud crash was heard. The all too familiar rush to the dome revealed a large hole in the dome, rainwater seeping in and the metal framework twisted half out and half in. The control room, manned at the time, looks crushed as the first response team enters; however, the well crafted workstations themselves had caught the roof and although the crew member inside suffers a mild concussion quick response from the medical team on site prevents any long term injuries.
The same can not be said of the factory dome itself. The rest of the month is spent patching the dome and looking over the factory for any damage.
Natalia and the risk assessment team come to a simple conclusion; the entire enterprise was a mistake from the start. The design set out for the dome is still too heavy to be properly supported and constructing a dome of this type over the existing dome would have always been impossible. New surface armored domes could probably be built with the same design, but an entirely different system would need to be thought up for up-armoring the existing inflatable dome.
Crew member injured for 3 months mitigated by medical facility.Dome and factory have minor damage, -5 to actions until repaired.Armor project prototype impossible, build an entirely new dome or design something else.* Assemble the Bradbury MRV 55+10=65 completed
While distracted by the needs for emergency repairs to the factory, the exo suit team still finds time to put together the modular components for the first Bradbury. The rather simple designs set out for the first missions makes this a lot easier, along with the fact that most of the highly complex parts were already fabricated. The first celebrator ride in the 6x6 vehicle marks the fastest anything has traveled on the planet since the ship landed.
It handles well thanks to an even weight distribution and extra care taken to the suspension. Some are concerned by the fast depletion of the batteries compared to solar recharge, particularly during heavily overcast times. Despite this the expected range is a hundred times further then anything else that is available. At the end of the month it sees some use hauling rock out of the cave system and performs well.
Bradbury MRV completed.* Reinforce cargo bay 94 critical success any disaster averted, exact project scope created
The idea to use the digging and drilling machine radar combined with the ship's external sensors to try and get a better picture of what is going on inside the ship works much better then anyone expected. The results are not so great. Several areas with immediately dangerous damage are found and the worst have quick patches done.
It is clear that the ship did not survive the landing. It is merely falling down very slowly.
The exact scope of what needs to be done is figured out, literally replace almost half the superstructure of the ship. An estimate of 12 months is given for the project with about the same time frame for how long the thing will stay standing.
An alternative is given to do a controlled tear down of the area, removing the multipurpose bay and cryogenics tubes as well as parts of the life support system then gutting the whole center of the ship. The primary issue is that given what is know about the dangers of cryogenics, at a minimum the crew inside would suffer injuries if moved. Then again if there was a collapse, they would not survive either way.
Cargo bay collapse (38-10=28) failure, ongoing damage, averted by critical success
Ongoing damage penalty removed, failure averted.
Superstructure rebuild project 750 work.
Relocate and tear down project 250 work, need at least 2 large domes currently to relocate to.
Large Cargo bay supplies should be moved to a large dome. Will take up the whole thing. Simple task, have any construction slot do it.
Critical failure will result in destruction of one or more ship system. And everything in the large cargo bay is also at risk, including the vehicles some of the times.* Design Multiuse vehicle bay and Damage Control & machine shop 58 success needs to be built/prototype
The design for the vehicle bay is pretty straightforward, several existing high density parking structures are used as a model and the plans for the machine shop is easily fitted inside. The end result has parking for 6, a vehicle repair space and a separately sealed machine shop and workspace.
Ideas for more automated systems are thrown around to either improve performance or reduce labor needs, but the basic design is ready to be built.
Vehicle bay completed, will function as a Damage Control & machine shop as well as holding 6 vehicles protected from the elements and having a 1 manpower dedicated vehicle repair and maintenance slot.
Building a new one will be a 175 labor project as it is generally low tech, if you take apart and relocate the existing machine shop it will be a 75 work project.* Industrial Coordination 17-20+20+10+20=47 no progress
The council agrees to Natalia's proposal quickly in an attempt to get her out of the room so they can discuss putting a leadership change to a vote. While there has been some dissatisfaction with her leadership style they all agree that her expertise in leading the prototyping of new technology has been invaluable and to put off a vote until next year.
Then someone realizes that they agreed to have Natalia to work on a labor coordination problem. Less then an hour later she is seen storming away from the colony computer cursing about how it keeps rejecting her innovative ideas.
Once the disasters start piling up she is far too busy to get back to the work but a report is complied by another designer on the benefits of having an overall manager for the entire colony construction and industrial infrastructure. In particular having the factory concentrate on advanced materials could allow it to assist in many advanced projects at the same time.
Industrial Coordination: This research will allow an Industrial management office to be constructed, small 1 manpower. When worked all Conversion construction and manufacturing actions will add +1d100 labor instead of their bonus, with a minimum of their normal bonus. The normal bonus will be used for the purposes of critical failures and successes.
For example the My First Factory Kit assisting the Exo Suits would produce 1d100+10+1d100(minimum 30) labor instead of 1d100+10+30, although the latter would be used to determine the results of failure or success.
In addition the Factory Kit conversion can instead be split up among up to 4 projects. The bonus would be reduced to +5 but all four projects would act as though they could work with and create advanced technology.* Seal upper cave 18+5 23/50
The final large airlock is carefully removed from the large vehicle bay and installed in the cavern mouth while piping and wires are laid out across the ground. Eventually the whole system will be able to connect underground but the surface connections are a necessity for now.
After the cave is sealed the bot checks the air composition and discovers that the whole area is not yet air tight. It looks like the roof has micro fractures leading up to the sandy soil. Not only will this take more time to cover, but the recently discovered calcium nature of the local slate means that fractures like these may further carbonate the clay damaging the structural integrity of the caves.
For now the bot releases a tracing gas and begins tracking down and sealing the fractures one at a time.
* Continue investigating Banded Iron 81+15+10=success Kaolin-Calcite clay, with impurities.
The geology team is very excited when the crack the formula for the clay found in the banded iron. Not only do they discover a new type of stone chemical composition never seen on Earth, but the possibilities make creating concrete and a variety of other chemicals a realistic possibility.
The overall structure is a shale made up primarily of an aluminum silicate Kaolin mineral with a copper arsenic component mixed with Calcite and a few much smaller oxide and carbonate impurities. The carbonate creates the near black color and the exotic crystal structure is responsible for the difficulty in separating the metals. The same properties exist in the shale rock material already mined as well, meaning that most of the banded iron filler was likely local.
While the Calcite present will not be enough to get a large scale cement industry going it's presence creates several questions and possibilities. One model shows that some form of calcite heavy mineral like limestone would have needed to form, erode into shale precursor mud, then the shale form. This would point to the planet being at a minimum slightly older then previously thought. In addition, calcium deposits on this scale normally indicate some form of sea life, although nothing similar to fossils have been seen and on a younger planet there are many alternative minerals that could have formed.
The most exciting possibility is that there may be veins of precipitated metal oxides in much higher concentrations somewhere between the layers. In addition the copper arsenic can be immediately turned into arsenical bronze or purified, allowing a form of bronze even if tin and other materials can not be found.
Unfortunately extracting aluminum from the mineral will remain an energy intensive process, it first requiring heating to remove silicon then going through a modified Hall-Héroult process. Both steps take an enormous amount of energy and will put strain on any general purpose system. A specialized smelter may help, but really an easier to work with material like bauxite will be needed for large scale aluminum use.
Slate researched, banded iron fully researched.
Copper and Kaolin clay materials available from both. Calcite in small amounts as well as trivial amounts of sodium, barium, cesium, titanium and zirconium are available. Aluminum can be processed but is so energy intensive it will require both the mineral processor and chemical production facility.
For concrete production both the sand and shale can be used as a aggregate while a form of cement can be directly created from the material, but it will be another energy intensive process. A more pure form of calcium carbonate will be needed for large scale production unless an exotic cement is developed.
Exotic Steel can be researched at -20. Currently there are simply not the elements to create construction grade steel.
If anyone knows more about chemistry, geology and material sciences please feel free to correct any glaring errors. Most of these delays are me relearning this stuff.* Mining central access Spiral (49+10=59)
148/250 198/250
Work on the access spiral is much easier then thought, it appears at the selected spot the slate material is much deeper then other areas. The work proceeds quickly and it should be finished next month.
Hit easy to mine area, +50 bonus work done.And the meat vat is completed. Meat production next turn, +10 food, assuming it is worked. Production is hurt by using poor raw materials for nutrients, algae and sewage waste.The northern sandstorm continues to pick up strength and now covers almost a tenth of the planet's surface while the rain system to the south continues to drench the outpost all month. A few days of high winds call for workers to take shelter but both systems miraculously do not hit directly.
Towards the end of the month a 4 inch light violet spot is discovered on the outside of the ship next to the large cargo bay "door" in an area that should be steel grey. The possibility of some sort of alien microbe despite the inhospitable conditions is brought up and the crew is in turns excited and nervous.
It is clear to the crew in general that conservation of resources and too much of a focus on new ideas were hampering the implementation of existing technology. A spirited debate on how to work with those issues followed. In the end no one was really happy at the results.
New Focus Options:
Learn How to LiveLife is Important: 6 manpower life sciences slot at +0
Knowledge is Power: Other research actions at +10
Digging in the Mud: All Mining at -10
Dig Dig DigDig! : Mining at +20
I SAID DIG! : 6 manpower mining slot at +0
Why am I up here? : Surface exploration and construction at -20
Duty and CommunityKeep going Soldier: All morale penalties removed
All Work and No Play: -5 to all projects
If You Build ItBarn Raising: One construction action at +20
Industrial Priority: +10 to all other construction actions
And the kitchen sink: Resource inefficiency
Practical ApplicationsStill adapting: One engineering project at +20
Focused Industry: One construction project at +10
Blue Sky Thinking: -20 to all research
Turn 13 actions needed:Purple Spot Response: A. Burn it with fire
B. Collect a sample
C. Ignore it and go on with our lives
D. Combination or something else.
New Psychology card needed, see above options:Storm Response Plan, none, 1 or more then 1: A. Active weather tracking, 1 manpower, bonus to all responses
B. Preemptive evacuation, 5%-10% work reduction, reduces weather related injuries
C. Storm hardening, 2 manpower, reduces equipment failures
D. Emergency Drainage, eliminates digging vehicles actions in an emergency, prevents flood and landslide damage.
New bonuses and actions:Natalia Delacruz - A star ship designer who was tasked to lead development of the systems used in the Ark and Outpost ships. She oversaw the creation of the Ark cryo pods and Expert tested reactors before launch. Some blame her lax leadership style for the failure of the drop pod project. She has risen to the challenge of directing the outpost by concentrating on her specialization and delegating work. In some cases the extra personnel assigned to tasks have been helpful, particularly in driving the dome construction.
Skunkworks: +20 to one engineering or prototyping action per turn. +10 to all other engineering or prototyping actions.
Scheduling Nightmare: -10% rounded up manpower (-3 currently)
Site Manager: +20 to one construction or industrial action
Overstretched: +5 bonus to any action (besides manpower) at the cost of 1 extra manpower. Up to 4 per project.
[0/1] Meat vat (will be put in passive actions if selected)
2 MW - Food for
20 10 people
- Currently processing waste directly, reducing output.
- Provides morale bonus
[0/2] Bradbury MRV
Exploration action at +0
Assist construction or mining 1 slot at +10 or 2 slots at +0
Note: Eliminate distance penalties for short range ~10 km for any slots/exploration worked on
Note: Reduced penalties for medium distances ~25 km
Note: Can allow long distances which would otherwise be impossible ~100 km
Note: Can reduce penalties for distant buildings and facilities. You have none so this doesn't really apply yet.
Normal Actions:Unassigned Slots 11 manpower available (27 base - 3 (leader) -6 assigned - 7 passive)
[0/1]Heavy Bot Mech +5/+15:
[0/1] My First Factory kit (damaged -5 ongoing) +20/+30:
[0/1] or [0/2] Medium Mineral Processing Facility MPF:
* [0/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty :
- Conversion : +10 bonus to another construction action :
* [0/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus :
- Conversion : +20 bonus to another construction action
* [0/2] Damage Control & machine shop
- Maintenance and Repair Action:
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [0/1] : Moral bonus
* [0/4] VR CAD
- Engineering slot:
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [0/1]
- add VR Recreation Slot [1/1]: Moral bonus
* Optronic Central Computer
Counts as 5 manpower for trivial tasks (can operate 50 trivial facilities)
Choose 1:
+30 bonus to one of virtually any construction, engineering, mining, science or maintenance action
[0/2] Engineering (design only, same as your VR project) slot at +20:
* [0/2] Medical Bay.
- Research (Medical) : No bonus:
- Crisis Mitigation / Healthcare : Reduce impact of critical failures
- Wake Up Crew: Up to 10 per month, +0 roll with 1 manpower, +20 with 2 manpower, +40 with 2 month wake up and 2 crew
* [0/4] Satellite Survey
- Exploration action (+10 bonus) :
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
* [0/?] Manpower action
- Manpower : Does anything possible at a -20+X modifier, where X is manpower.
- Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.
Available Projects* Surface Armored Domes (S/M/L/H)
* Additional CCdomes: Inner circle near ship, extend outer circle towards canyons or mountains. (large)
* Living Space (S/M/L/H)
* Hydroelectric stations and dam.
* Geothermal stations
* 6x6 Bradbury MRV.
* Underground base plans completed, any dug out underground areas will follow plan. Huge, large medium and small caverns can be built, small and medium will create a central access point.
Drainage and rain collection can be added to any base project. Dedicated storage tanks can be built (just specify size).
* Rebuild single exo suit project 75/175 progress
* Rebuild Heavy Bot mech 200/450
* Distant mineral exploration.
* Cavern exploration.
* Geothermal exploration
- Industrial Coordination (bonus to construction conversions) (-20)
- Transportation Solutions (bonus to prototyping new transportation systems, free transport - system designs) (-10)
- Cryogenic Damage Repair (-60) not possible without advanced medical facilities
- Bio-Fuels research can be developed at -20
- Bio-Plastics research can be developed at -30
- Nitrogen/Carbon Dioxide atmosphere (not researched) (limitless)
- Rainwater (not researched) (trivial amounts + river)
- Greenish sand (not researched) (abundant)
- Dark Black-Red mineral (not researched) (small but sufficient)
- Densely packed dark sand (small but sufficient)
Assigned Slots 6 manpower
[2/2]Digging and Drilling Vehicles +10: Mining central access Spiral 89/250
[0/1]Heavy Bot Mech:
[1/1] My First Factory kit +20: Build Bradbury MRV 101/150
[2/2] Medium Mineral Processing Facility MPF: Continue investigating Banded Iron
Passive Slots 7 manpower
* Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
* [1/1] Recreational Commons
Moral bonus
* [1/1] Group Activities (Team cobra special)
Moral bonus
* [1/1] Troubleshoot Colony Computer [Usefulness unknown]
* [3/3] Large Closed Loop Life support
* [1/1] Duel Core Fusion Reactors : 1 running, 1 may be damaged
Bonuses and penalties :
New World
+10 repair and maintenance actions (Sure it is broken, but if we just move this part over...)
+10 to one engineering and prototyping action per turn (Everyone brainstorm new ideas)
Resource Efficiency (We need to do more with less)
-20 to one construction action per turn (Why am I doing this the old way?)
Note: Yes your leader is actually getting worse at scheduling. Have fun!
Note: You should have room for up to 37 people although water processing will be strained.
Note: For the life of me I can not find the mineral processor slot thing, I need to go through and catalog the whole game. If you can find it cool, I remember that it takes 1 manpower to provide a bonus and 2 for research though.
Note for new people: Not limited to the listed projects, all suggestions welcome.
Note to tryrar: The meat vat is set up in one large dome, you should have one free.