27 - 2 bad planning = 25
* [1/1] Heavy Bot Mech
- Construction : +5 bonus: Finish the mineral processor
- Mining : +5 bonus
- Conversion : +15 bonus to another construction or mining action
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty + 30 (advanced parts) : Finish the mineral processor.
- Conversion : +10 bonus to another construction action :
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus +10 (Machine shop) - 20 (Brave New world) : Finish the domes
- Conversion : +20 bonus to another construction action
* [2/2]Digging & drilling vehicles.
- Mining : +10 bonus : Continue drilling according to plan
- Conversion : +10 to underground or other construction where appropriate
* [2/2] Damage Control & machine shop
- Maintenance and Repair Action: General maintenance
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [0/1] : Moral bonus
*[1/1] My First Factory kit
- Construction/production : +20 : Assemble a meatvat kit. The Colony computer has the schematics, right?
- Engineering action : +0
- Conversion : +20 to another engineering action or +30 to another construction action :
- Basic production : Can consume resources to produce basic or advanced parts
* Multi-Chemical Production Facility (choose 1)
[no manpower] Break down and/or produce chemicals. Production and energy needed varies. Basic chemical content will be reported on as well.
[no manpower] Purify and mix air or water, does not produce new oxygen or water.
Output depends on how much work is needed to purify, high quantities of sewage or industrial waste water would be considerably slower. For these purposes this facility would handle grey water while the existing ship systems would handle more difficult waste water. Two such facilities should be good at least for the current population for water.
[4/4 manpower] Chemical and material science research slot at +0 (or +10): Research Banded Iron
* [2/2] Medical Bay.
- Research (Medical) : No bonus : Continue Cryo research.
- 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.
* [1/4] VR CAD
- Engineering slot:
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [0/1]:Continue Geothermal power design (+10 New World)
- 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 : +20 : Adapt the shematics for the Biodome to one of our domes (+20 Natalia, + X Biodiversity bay)
* [0/4] Satellite Survey
- Exploration action (+10 bonus) :
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
* [0/24] 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.
* [1/1] Recreational Commons
Moral bonus
* [1/1] Group Activities (Team cobra special)
Moral bonus
* Misc Manpower Needs
- [1/1] Troubleshoot Colony Computer [Usefulness unknown]
- [3/3] Large Closed Loop Life support
- [1/1] Duel Core Fusion Reactors :
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?)
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.
Skunkworks: +20 to one engineering or prototyping action per turn.
Scheduling Nightmare: -2 manpower
So lets go with bio domes, geothermal and meat vats?
Here is the 6x6 adaptable vehicle design, come up with a name for it?
A66V [150 work (for prototype)]
[2] manpower slot
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 reduce penalties for distant buildings and facilities.
*Safety features allow normal operations (no penalties or bonuses to disasters)
Distances are low because these are not the maximum range but reasonable ranges to get work done while moving over rough terrain.
You can design better exploration, construction or passenger equipment, give it some detail, base difficulty is -10 minimum.
Full update will be laterish.