For now, I'd say we move all the stuff out of the cargo bay into two of the medium domes we have available, then start disassembling since it appears we don't have too much time left until the whole thing collapses. Also, I vote mining rollover should be another three or so large CC domes on the inner ring next to the ship so we can finally start on proper living spaces.
* 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
* Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
[no manpower] mix chemicals:keep making lime plaster
* [1/1] Heavy Bot
- Construction: +5 bonus: Seal Small Caves (+10 Build it)
- Conversion : +15 bonus to another construction action :
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty:Move cargo out of large cargo bay into both medium caves and seal them (+10 Build it)
- Conversion : +10 bonus to another construction action :
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus:Start work on large living area in free CCdome (+20 Build it)
- Conversion : +20 bonus to another construction action
* [2/2] Bradbury MRV
Exploration action at +0
Assist construction or mining 1 slot at +10 or 2 slots at +0 Aid mining and housing 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.
* [2/2] Maintenance and Vehicle Bay completed
- Maintenance and Repair Action, +10 to repair vehicles:Try to keep cargo bay from collapsing
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [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: Alternative Basic Construction Materials (+10 Skunkworks)
* [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: Wake 10 crew(+20)
* [2/2] Satellite Survey
- Exploration action (+10 bonus) :
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
- Repair and investigate comm sat.
* [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.
[1/4] VR CAD
- Engineering slot: Transportation Systems Quake defense designs (+20 Skunkworks)
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [0/1]
- add VR Recreation Slot [0/1]: Moral bonus
[1/1] My First Factory kit +20/+30: Construct Bio-Recycler 60/250(+10 Build It, +20 Site Manager)
[2/2]Digging and Drilling Vehicles +10: Mining central access Spiral 233/250 almost completed, Rollover to 3 inner ring CCdomes
Turn 14 April 2111* Move cargo (89 bonuses irrelevant, could not fail) did not achieve critical success on trivial action, second action needs a success to work
* Seal 3 medium caves (16-5+10) failure on second action, no progress 0/75
* Seal 4 small caves (13+5+10) 28/50 progress
Central access Spiral + 3 CC domes (47+10) Central Access Completed, rollover lost due to sandstorm
The dust storm settles in and above ground visibility is reduced to almost nothing for the entire month. A simple system with radio beacons on top of metal poles is set up between the ship and the vehicle bay entrance which allows the almost blind mech to not lose it's way. There is no real distinction between day and night as the storm worsens so it works around the clock to clear the cargo bay.
Sand buildup around the entrances has become an issue and although the digging machines finish the central area they need to be taken off any additional work to dig out the CCdomes and ship airlocks. One person jokes that in a few more years the Asimov will be little more then a bump on the hillside.
Work on sealing the caves is further compromised by poor access to raw materials to create the plaster, the dug out materials are covered in sand and difficult to get to. While a small amount of the plaster material is created and put in place the heavy bot spends most of it's time inspecting the caverns and planning future work. Thanks to being further underground or simply luck in what layers are dug out this should be a much simpler project then the vehicle dome.
Central access spire completed. 4 small caverns and 3 medium caverns available. Partially sealed thanks to vehicle bay cavern.
Up to 8 large underground domes can be dug out and sealed in a similar manner to the vehicle bay cavern. At least one dome must be mined out to link the spiral to the CC domes.Supplies moved to 2 of the unsealed medium caves.* Large living dome (30+10+10+10+20) 80/325 progress
As the storm rages outside the first phases on construction of the living dome begins. Air, water, food, power; all can be easily forgotten when a small piece of space can be called a home. The entire crew is excited to see the results.
With the Mineral Facility dropping out a mild low carbon steel alloy and the Bradbury carting in as much ore as possible the exo suits get to crafting walls, floors and furniture frames while collecting wiring and fitting together airlocks. The plans will require more of the ship be stripped for the internal structures and the factory will eventually need to be turned over to making the more advanced electronics needed.
* Maintain large cargo bay ??
Cargo Bay collapse (58+10-10+-??) Okay?
As the cargo bay is emptied the maintenance team takes apart the remaining containers and fashions them into supports to prop up the worst areas of the damage. No one really likes the jury rigged look and the effectiveness is unknown.
* Alternative basic construction materials 88
The creation of a low carbon steel out of the Banded Iron is the first real success of the project. Without access to chromium, cobalt, molybdenum, nickel, niobium, titanium, tungsten, vanadium or zirconium the types of steel available will be limited, particularly for tools and other specialized construction. High carbon heat treated steel is seen as the best alternative, however the manufacturing requires large amounts of oxygen, energy and carbon which may be limited on planet.
It is clear however that using some of the metal reserves brought on the ship should allow high end steel alloys to be created.
Stone is actually seriously looked at as an alternative for anything that does not require atmospheric sealing, whether internal building parts, roads or the hydroelectric dams. With limited cement capabilities hollow bricks made from cement and aggregate then sealed with an air tight grout could make a quick and portable construction material. A plan for large scale earth moving using explosives to build the dams is also put together, although a water proof external coating would need to be applied.
The most promising material is an Aluminosilicate glass, which, while not very useful on it's own, could be combined with plastics to create hardened fiberglass. Plastic production is stressed as critical to making self sufficient industry, with plant material Bioplastics or petrobased polymers derived from engineered bacteria. In either case large scale farming would need to be done.
A fused silica glass is also proposed. Easy to make, hard to work with but good at resisting weathering effects it could be used for clear surface domes for agriculture. The materials are literally flying all around the base right now.
Cement and the rarer metals will be an issue though. Separating the materials leaves little to work with and specialized smelting, a concrete plant and dedicated mining will be needed long term to make use of them.
Sealed Stone/Brick Masonry available, difficult to make products, particularly grout and mortar.
Earth moving and sealing can be used in large scale projects. (just the dams right now)
Steel and glass surface domes can be constructed up to large size. Completely use native materials but requires large amounts of oxygen, water, organic carbon, energy and manpower. Requires both the chemical plant and Mineral Processing Facility.
Fiberglass can be made but will require a source of plastic.
A metal smelting facility will need to be built for each type of rare metal, currently they are in a state that is too intensive for the MPF. A separate concrete plant will be needed as well for large scale use. Both will need dedicate mining equipment to supply the volume of materials needed.
Experimental Glass can now be researched at -50
Experimental Metals can now be researched at -50
Alternative Smelting Techniques can be researched at -50
(These are all basic science and very hard to complete)* Bio Recycler (37+20+10+20) 147/250 progress
The repairs to the dome hold out and the factory gets to work. Delays on getting new materials are minimal despite the weather and the factory works all month, thanks mostly to the digging machines keeping the entrances clear.
* Quake Defense Designs 60+20+20 Success
The team working on quake proof building works hand in hand with the materials team and finds readily available plans in the database. Small changes to the plans can easily allow all of the construction grade materials developed to resist the seismic events. There is a good laugh at the presentation about how lucky the team is to be on a planet sharing one major problem with the Earth.
Unfortunately reinforcing existing structure and the caves may prove a more difficult issue. There is little trust in the stone after the large cave's collapse and what radar readings are found support that more drastic measures need to be taken. Steel and concrete are the answer for now, though not one that anyone is pleased to hear.
Quake proofing will negate any one critical failures from seismic events (becoming damaged in the process) and mitigate later critical failures. It can then be repaired. Acts like an extra life for buildings.
New above ground domes and new CCdomes of any size can be quake proofed for 5 extra labor.
Existing domes can be quake proofed for 15 labor for large domes, can be done in batches.
Underground caves need hardened steel or concrete to be quake proofed, labor needs are 15 for small 25 for medium 45 for large, will effectively seal the cave as well. Can be done in batches, but you currently have limited materials.
Despite attempts to keep the theft under wraps while the investigation is under way it leaks to the general crew. Accusations fly back and fourth and some of the tensions which had been under the surface flair. Heated discussions become personal and despite the best efforts of the leaders the previous sense of community is shattered.
Some of the food supplies are recovered from the engine sections but by the time a thorough search is conducted the culprits likely moved wherever it was. The new caves where the supplies are moved to are put under surveillance cameras and strict access is controlled by the colony computer and logs. It seems like the best solution for now.
.3 food recovered.The dust storms get worse as contact with the satellites fails. The larger external communications array is likely damaged and with the communications satellite damaged the smaller internal one can not track the satellites. Without the satellites there is no knowing how long the storms will last, but they seem to get even worse towards the end of the month, high winds changing direction rapidly, rain mixing in and making the whole mess even harder to work through.
(got a series of bad rolls there)
Dust storm has worsened, all work next turn will be at -10 if it involves going outside in any way. -20 if it involves long term work outside. All facilities not directly connected to the ship (factory dome, CC domes, external material scavenging and central caves) are considered at a short distance away instead of adjacent and work there will be at -10.
Turn 15 actions needed:
New actions available:
* Guard supplies: - [0/1] Manpower: Provide +20 security bonus to theft attempts
Normal Actions:Unassigned Slots 8 manpower available (27 base - 3 (leader) -9 assigned - 7 passive)
* [0/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty :
- Conversion : +10 bonus to another construction action :
* [0/2] Maintenance and Vehicle Bay
- Maintenance and Repair Action, +10 to repair vehicles:
- Construction [0/8] : Labor intensive for regular construction
- Conversion : +10 to another maintenance or Construction action:
- Art and Sundries [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
[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
* [0/2] Satellite Survey
- Exploration action (+10 bonus) :
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
- Repair and investigate comm sat.
[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/?] 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
* 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 9 manpower
* * [1/1] Heavy Bot
- Construction: +5 penalty : Seal small caves
- Conversion : +15 bonus to another construction action :
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus : Large Living Dome 80/325
- Conversion : +20 bonus to another construction action
* [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.
[1/1] My First Factory kit +20/+30: Construct Bio-Recycler 147/250
[2/2]Digging and Drilling Vehicles +10: 3 large CC domes Inner Ring
* 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
* Multi-Chemical Production Facility
[no manpower] Purify and mix air and water
[no manpower] mix chemicals:keep making lime plaster
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] Meat vat Food for 20 10 people
* [0/1] 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 :
Light Sandstorm
-10 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
I have some new ideas now about how to make this better, easier to understand and run but I would like to finish this one up. I may change over to the new system later towards the end or if you make a ton of new stuff to test it out.
If you have any questions feel free to ask.