[2/1] My First Factory kit +20/+30:Conversion:support cement mill by machining parts.(+5 overstretched)
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty :
- Conversion : +10 bonus to another construction action:Support Exos
* [3/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus: Build Large cement mill+CC dome(+20 Site manager, +20 Barn Raising, +5 Overstretched)
- Conversion : +20 bonus to another construction action
* [2/1] Heavy Bot
- Construction: +5 bonus: Start moving ship water and air recycling systems to free medium cave(+5 overstreched, +10 industrial priority)
- Conversion : +15 bonus to another construction action :
* [2/2] Maintenance and Vehicle Bay
- Maintenance and Repair Action, +10 to repair vehicles:repair broken heavy bot using basic and advanced parts
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [0/1] : Moral bonus
* [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 Waking up 10 crew at +40
*2x Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
[no manpower] mix chemicals:
Currently Purifying water
* 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: Design an advanced Command and Control facility I'll call the Colony Central Command. It combines the fonctionality of the colony computer, the industrial office, a drone controller, and an advanced, automated satellite down-link and comm relay facility, all hopefully fitting in a large cave.(+10 Skunkworks)
[2/2]Digging and Drilling Vehicles +10:Dig large cave connecting spiral shaft to rest of base, then dig a branch off the spiral shaft that has 3 large caves(one specially dug so it can be completely isolated and act as the eventual location of the LSL), and a medium cave. Basically everything from the ship(including the biobay set up in the LSL cave) is going here with room for more caves to be dug as needed.
* [0/4] Satellite Survey
- Exploration action (+10 bonus) :
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
* [2/?] Manpower action
- Manpower : Does anything possible at a -20+X modifier, where X is manpower:Personal Time
- Conversion : A Manpower action can be converted to a +X bonus to any type of action, where X is the amount of people involved.
* [2/2] Bradbury MRV
Exploration action at +0
Assist construction or mining 1 slot at +10 or 2 slots at +0: Support concrete mill construction
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.
* Medium Mineral Processing Facility MPF
[1 manpower] for general production; +5 to basic construction or +10 to advanced materials construction(these will be more difficult to make anyway) to one project. Eliminate relevant material related penalties to 2 projects.
[2 manpower] Geology and Material Sciences science slot at +0: Analyze Kara's water composition
I know I'm throwing the kitchen sink at getting the concrete plant done, but with that finished we'll have much more breathing room in the context of basic building materials and can focus on other things
Eid edit:Changed digging action to more caves so we can house the systems from the ship immediately.
Turn 17 July 2111
* Morale Roll 34-20+15 Fail
Work on the living space is accelerated. Long shifts behind the controls of machines and disrupted sleep schedules take their toll on the crew, but the need for quick work and the desire for a little bit of personal space keep pushing them forward. Unfortunately as the first rooms become available the real difficulty becomes clear. Those who worked the hardest claim the rooms, only to be challenged by the few couples who desire a private home. Some demand that lots are drawn up while one of the outpost council points out that their important role leads to a need for the best accommodations.
Manager Che interrupts the discussions with a plain fact everyone had been overlooking. The ship needs to be abandoned as soon as possible. She draws up a simple scheduled that no one likes, two shifts to share the rooms, allowing almost the entire crew to move in. It will be crowded, almost as badly as the ship, though in a different way. The discussion is settled for now as crew members decide on double bunking or staying on the ship, with 28 crew deciding on the new dome.
The rift forming in the crew went far outside the personal attacks and disagreements seen earlier. These are fundamental moral decisions about how resources should be distributed which may reverberate from now to long after the colony ark arrives. For now the mood is amiable but the fissures are there.
Morale tests will now occur every turn again.
No inherent benefit from the colony living dome until at least another one is built.
2 manpower R&R slot created, manpower need will be reduced to 1 for the same benefit once more domes are completed.
Living dome completed
Chem plant Kit completed
-.5 advanced parts, -.3 basic parts.* Build Large cement mill+CC dome 29+10+20+20+5+5-10+10=69 89/75+5+375 completed
Work on the cement dome is severely effected by the poor weather. As the sandstorm breaks the weather system warns about a second, real hurricane forming to the south. Wind and rain lash the working machines as they struggle to complete the dome itself before the deluge begins.
The most beneficial part of the dome construction is it's close position to the surface. Water, air and material input slots are built into a top designed to stay partially exposed to the surface while a cargo output door is put in place. This complex airlock system will allow the cement plant to draw directly from outside or from internal reserves.
The dome itself is rushed to completion but little work is done on the cement plant itself.
Dome rushed due to hurricane, work will be inside instead of outside.* Move ship water and air recycling systems to free medium cave 23+5+10+5-10 33/50
Tearing the guts out of the life support system proves more difficult then the diagrams displayed by the colony computer portend. Keeping the hydroponics system hooked up to the lifeline from the chemical plants takes up a lot of time, while cleaning off rust, replacing clearly failing systems and sterilizing bacterial buildup takes up the rest of it. By the end of the month most of the parts have been moved and piping has been laid, but the system is far from ready to work again.
Both chemical plants are put on overdrive to purify water and mix air, but they can not keep up with the demand the specialist systems once did. The disruption to the hydroponics system also forces the mixing of some supply rations into the food supply, but it should work correctly next month.
-.2 water and food. -.1 basic parts.
Ship air and water system offline.repair broken heavy bot using basic and advanced parts 96+10+10 316+50/450
Work on the heavy bot draws extra hands to work on the machine in their spare time. The challenge of reusing and rebuilding parts from the wreck proves to engage a few at all hours and soon significant progress is made on rebuilding the main hydrolics and drawing up a plan for replacing the rest of the robotic expert system.
+50 bonus completed. +50(enthusiasm bonus) to next repair heavy bot action.
-.2 basic parts -.2 advanced parts.* Design an advanced Command and Control facility 60+20+10 partially completed
Work on the command center is disgustingly fast. It soon becomes clear that replicating the colony computer or even the autopilot will be incredibly difficult. The computer alone might exhaust the remaining specialized materials for the dense and fast access storage materials and expert systems. A simplified plan to relocate the colony computer, auto pilot system, VR system and create a centralized bot control area is put together. The area should be able to access the satellites, coordinate VR engineering work much better then the current ad hoc setup, allow bot control to be routed directly through the autopilot to make the system easier to use and allow coordination and control of work throughout the base.
The colony computer and autopilot would need to be moved and the area needed would be slightly larger then the independent systems, but over all efficiency might be improved.
Outpost Central Operations design completed. Will allow two engineering projects at +20 with 3 manpower, 1 manpower for industrial coordination, up to 6 bot controllers with an extra +5 bonus, satellite control systems and +20 to one project. Will disassemble the recreation commons (Non-VR redundant with the large living dome), autopilot and colony computer.
Further design attempts can be made.* Dig Underground base expansion 64+10+10 84/150 (first stage)
Work begins on a large cave with a connecting hallway to bring the CCdomes together with the central spire. Everything proceeds as expected, the underground gulf is bridged and about half the dome is carved out.
Stage 1 Large cave connecting two underground areas. 150 work
Stage 2 1 large cave and 1 medium cave 225 work
Stage 3 2 more large caves 300 workAnalyze Water samples 38+20(easy) partial success
Water analysis is rather easy for the system; however each sample analyzed has different components. The primary components are sulfur dioxide and carbon dioxide as expected, but each sample has metallic contaminants expected from the minerals around them and varied acid types. A unified theory of how the acids form, what to expect at different times and the best way to decontaminate the water collected is begun, but delayed by the machinery breaking down due to corrosion.
While the damage is minimal it takes the rest of the month to replace the parts.
In any case the water contains toxic and in some cases lethal levels of metallic contaminants. Purifying the rain water collected will be as difficult as low level industrial waste. Now that the acidic nature is understood a quick look over the water collection system is done and the damage is determined to be minimal. Any need for repairs will be known ahead of time instead of being a sudden discovery.
The ship systems will be unable to handle water purification of the rain, although the chemical pant will be able to do so at a slow pace. Once a theory on exactly how the water ended up like this is completed an easier purification system may be created. Ocean water would be of great help in doing so.
Ocean expedition added to options. Explore the nearby shore to advance water research and get additional results.
Rain water can be purified slowly by chemical plants.
Use of non-purified rainwater prohibited. I mean you can use it if you want to destroy your industrial, agricultural and organic systems.* Transportation Solutions 44+20+20+20 Completed, Rail Focus
The focus on industrial scale rail systems allows Natalia to quickly create several useful designs for the base.
An ultralight airborne scout dirigible is cobbled together from several different vehicles. Featuring a heated hardened air balloon to raise a cut down camera and air sampling system. Movement is provided by several small thrust vectoring systems which draw in concentrate then expel air at high speeds, powered by a battery system and solar array primarily mounted on the air balloon itself. Only a very simple autopilot is included to cut down on weight, intelligent direction from the ground is expected from either a commend center, comm satellite or a rover. Overall the system will allow almost unlimited range and flight above the worst of the storm systems, although the instruments carried are very limited. Aluminum would be needed.
Given the high winds seen on the great sea, a covered cargo and passenger vessel is designed. Similar to a larger, waterborne, solar-electric version of the Bradbury MRV it is designed to pull in all external parts in a storm and ride it out in a sleek, hardened shell. The Verne class SRV is not an ideal boat, but should be useful as a first stage watercraft. It uses an unfortunate amount of advanced parts however. Aluminum would be needed.
Not satisfied by the Bradbury, a redesigned version called the the Golden-Eye MRV is created to be optimized to the harsh environment presented. A thin but strong outer hull resistant to sand storms and acid with a lower profile and larger sand adapted wheels is designed. The interior, sides and back can still be swapped out while the solar system is broader, lighter and can be covered by a retractable cover during harsh weather. The overall system is lighter, handles better over the rough conditions, has slightly more room and range, and is at least 50% more resource and labor intensive to make. Aluminum would be needed. The Golden-Eye MRV
The simple light rail system is completed. With an automated control system, a few different car designs to cover passengers and cargo it would be rather easy to construct but would be slow over long distances and need to be built entirely underground. The outer ring between large and huge domes could hold such a system and with a few automated loading stations similar to the cargo bay would eliminate almost all industrial inefficiency with moving materials around the base. Four stations would need to be constructed along with 2 of each type of light rail car.
A long distance mag-lev is also pulled out of the archives with a high tech magnetic levitation system. While the system needs a lot of high tech manufacturing the resources used are simple and abundant, primarily copper and iron. The system would also need to be underground and digging out a long range system would be a monumental effort, but the speed and carrying capacity would allow travel at distances unthinkable before.
The last system is a combination of a tram, surface rail and funicular. This odd system is a true adaptation to the planet and should be a low tech, low labor alternative to the mag-lev. Consisting of large ring shaped structures spread out along a route with a high tension cable strung between them the system can be built on slopes, hills and even across chasms. A multiuse tram pulls itself along the cable, through the rings, while rolling along specialized heavy wheels optimized for stability, durability and movement over many terrains. The system can even be built in short steps with the tram able to move up to the most recent ring and assist in construction similar to the trains of old. Switching stations are more complicated and the speed is much slower then the mag-lev, but it is seriously considered given the limitations of the outpost.
Unnamed Vectored Driven Balloon drone available.
Verne Class watercraft available.
Golden-Eye MRV available
Light Rail base system available.
Mag-lev long distance rail available.
Ring Tram short/long distance system available.
I will have stats for them all later.The sand storm dies down completely, almost at once across the entire center of the planet, giving a short respite before a major hurricane is set to hit. The outer edges of the cloud system is already threatening to overwhelm the water drainage set up and several cyclones are seen budding off from the high pressure areas. This would be a once in a hundred year storm on Earth, and it is set to break land right over Aurora.
Images of the hurricane are suddenly lost, along with all communication with orbit. A flare or other solar event of some kind is blamed, although the cloud cover and no real way to observe the heavens severely limited the ability to understand what really happened.
Major Hurricane Andromeda will hit the base this month. Any exposed structure (ship, factory dome, exposed half built CC domes) may be damaged. Anything working above ground may be damaged and will work at -20.* Cargo Collapse 93-10+0 As the last of the life support systems are removed from the ship a quick look over of previously covered areas reveals the worst. The cobbled together supports are completely useless given the amount of cracked structural metal discovered. Fortunately removal of the life support does not appear to have done any additional damage.
Despite, or perhaps because of, the harsh conditions outside arguments continue over the future of the outpost. The provisional colony charter is brought up and debated in informal groups while some lambaste the dissidents for threatening the future of mankind on this world and trying to control the fates of the colonists.
Economic Policy Unlocked. Basic Survival economy chosen for now, no benefits or penalties.
Turn 18 decisionsOngoing Debate: New economic policies will be available soon. Suggest some options that you think are fair or useful.
Hurricane response: How should the hurricane be responded to? Choose one or more.
A. Batten down +10 bonus for surface structure to defense against the hurricane, assign one construction vehicle per structure.
B. Emergency Shelter - Move all crew underground - extra morale roll and -10 morale for the turn.
C. Cautious movement - Extra -10 penalty for any work above ground +20(good) to disaster results for that work.
D. Danger Shifts - 6 manpower used for round the clock response team, +10 bonus to all disasters.
E. Other ideas.
Normal Actions:Note: Overstretched crew unassigned for these numbers
Unassigned Slots 17 manpower available {37 base - 4 (leader) -11 assigned - 7 passive)
[0/4] VR CAD
- Engineering slot:
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [0/1]
- add VR Recreation Slot [0/1]: Moral bonus
* [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 Waking up 10 crew at +40
* 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:
[0/2]Digging and Drilling Vehicles +10:
* [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).
* Quake proofing can be added to any building or cavern. New above ground at +5 labor, existing and caves more expensive.
* Rebuild single exo suit project 75/175 progress
* Rebuild Heavy Bot mech 200/450
* Labor Management Office, 1 manpower, small, 100 labor, 1 MW, up to 20 industrial slots managed
* Ship Tear down Needs at least 2 large domes
* Distant mineral exploration.
* Cavern exploration.
* Geothermal exploration
- Industrial Expert Systems (-50) (fully automated Labor Management)
- Human-Robot Labor Interfacing (-30) (More consistent results from bots)
- Specialized Exo Suits (-30) (several designs for more efficient but limited scope exo suits)
- Manufactorium (-40) (Scaled up (huge) version of the My First Factory Kit)
- Alternative Basic Construction Materials (-10)
- 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
- Experimental Glass can now be researched at -50
- Experimental Metals can now be researched at -50
- Alternative Smelting Techniques can be researched at -50
- Nitrogen/Carbon Dioxide atmosphere (not researched) (limitless)
- Rainwater (not researched) (trivial amounts + river)
- Greenish sand (Copper-silicates) (abundant)
- Dark Black-Red mineral (not researched) (small but sufficient)
- Densely packed dark sand (small but sufficient)
Assigned Slots 11 manpower
[1/1] My First Factory kit +20/+30:Conversion:support cement mill by machining parts.
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty :
- Conversion : +10 bonus to another construction action:Support Exos
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus: Build Large cement mill+CC dome(+20 Site manager, +20 Barn Raising,)
- Conversion : +20 bonus to another construction action
* [1/1] Heavy Bot
- Construction: +5 bonus: Start moving ship water and air recycling systems to free medium cave(+5 overstreched, +10 industrial priority)
- Conversion : +15 bonus to another construction action :
* [2/2] Maintenance and Vehicle Bay
- Maintenance and Repair Action, +10 to repair vehicles:repair broken heavy bot using basic and advanced parts
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [0/1] : Moral bonus
*2x Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
[no manpower] mix chemicals:
Currently Purifying water and mixing air
* [2/2] Bradbury MRV
Exploration action at +0
Assist construction or mining 1 slot at +10 or 2 slots at +0 assisting CCdomes and Large living dome
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.
* Medium Mineral Processing Facility MPF
[1 manpower] for general production; +5 to basic construction or +10 to advanced materials construction(these will be more difficult to make anyway) to one project. Eliminate relevant material related penalties to 2 projects. Support Exos by processing banded iron
[2 manpower] Geology and Material Sciences science slot at +0: Water research (+40 base)
Passive Slots 7 manpower
* Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
* [0/2]Viewing dome and common areas
Morale bonus
* [1/1] Recreational Commons
Morale bonus
* [1/1] Group Activities (Team cobra special)
Morale bonus
* [1/1] Meat vat Food for 20 10 people
* [0/1] Troubleshoot Colony Computer [Usefulness unknown]
* [2/2] Ship hydroponics
* [1/1] Closed Loop Life support Air and Water systems
* [1/1] Duel Core Fusion Reactors : 1 running, 1 may be damaged
Bonuses and penalties :
Sandstorm
-20 to all surface work
Distances increased by one step. Adjacent buildings are now a short distance away, giving a -10 penalty.
Natalia Delacruz
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.
If You Build It
Barn Raising: One construction action at +20
Industrial Priority: +10 to all other construction actions
And the kitchen sink: Resource inefficiency
Basic Survival
Double Bunking: 28 crew in 16 person living dome
Any questions feel free to ask, if you need a specific building or vehicle cost right now ask for it, I'll put them all up later.