Looks like we need a bit more manpower at this point. How many can we wake up before we run into problems with food, water, and air?
Other than that, sealing the caves is the next step. As well, we really need to get concrete so we can reinforce crap(we can settle for earthworks for the dams, but after the dust storms stop).
* [1/1] Powered Exo-skeleton Constructor Units
- Construction: -5 penalty:Assemble chem plant kit from advanced parts
- Conversion : +10 bonus to another construction action:
* [2/2] Maintenance and Vehicle Bay
- Maintenance and Repair Action, +10 to repair vehicles:Keep that cargo bay propped up as long as possible
- 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: Design dedicated concrete plant that can hopefully fit into a medium cavern, definitely a large cavern.(+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 up as many crew as current life support permits/10 crew, whichever number is smaller
* [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.
[1/4] VR CAD
- Engineering slot:Bio-plastics(+20 Skunkworks)
VR Pod bonus Choose 1:
- Reduce Engineering slot manpower to [1/1]
- 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.
* * [1/1] Heavy Bot
- Construction: +5 penalty: Seal small caves(+10 Industrial Priority, +20 Site Manager)
- Conversion : +15 bonus to another construction action :
* [2/2] Powered Exo-skeleton Constructor Units
- Construction : +10 bonus : Large Living Dome 80/325(+20 Barn Raising)
- 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(+10 Industrial Priority)
[2/2]Digging and Drilling Vehicles +10: 3 large CC domes Inner Ring(make them reinforced domes)
* 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
Turn 15 May 2111
* Assemble chem plant kit from advanced parts 80-5+10 85/150
Work on setting up a new chemical plant goes quickly, the large dome containing the first one is selected and soon a collection of tanks and parts fill the area. Half the time the pilot is out of the exo suit, doing delicate work by hand. Despite this the plant should be done some time next month.
.1 advanced parts used* Cargo bay Maintenance 7 Critical Failure, Injury
* Cargo bay collapse 68-10+-?? nothing?
The maintenance team moves on to closely investigating and repairing the bent structures. Shockingly, they discover that long term metal fatigue seems to be responsible for most of the damage, with the hard maneuvers during landing just being a finishing blow. A cracked I-beam in one of the least damaged sections is slated for the first replacement, but when the side is detached an otherwise sound joint nearby buckles, dropping a half ton support piece on the worker's leg.
By the time a rescue team lifts the metal up and pulls him out the damage is done. It will take months to recover from the shock and it is unlikely he will ever walk again.
Work is halted while an investigation takes place to figure out exactly why the sound looking part broke off. It could have been a lot worse.
1 crewman badly injured 2-4 months recovery* Medium/Large Cement Plant 48+20 progress
While a cement plant is a fairly easy technology to pull up in the data-banks actually making one for the colony to use proves a more difficult task. They are too large, input different materials, use too much water and power, and too much labor. While not insurmountable problems multiple different schematics need to be cannibalized like before, then several different designs are put together and tested in by the colony computer.
+20 to ongoing work* Wake up 10 crew (roll next month)
Uninjured crew members are put through the extended cryo wakeup protocols. Everything seems normal but they will not be out of the tubes until halfway through next month. Until then we will just have to wait and see.
* Seal Small Caves (70+5+10+20) Completed 50/50; 85 rollover to medium caves 75/75 completed
Once it is established how fast the heavy bot works at sealing the caves small amounts of time from the chemical plant and Mineral processor are donated to keep a steady supply of impermeable plaster available. The work is as simple as painting on a HUD which areas of the cave need sealing and the heavy bot spends the entire month applying sealant. It even has time to finish up the spiral tunnel itself.
Entire existing underground area sealed (not quake proofed).* Bio-plastics (43+20) progress
The development of bio-plastics was an important part of Earth finally removing all dependence on fossil fuels after the fusion revolution. Advanced expert systems, enormous amounts of power and a variety of chemical catalysts could allow for the construction of virtually any material out of crops or waste. The plastics used in the Asimov itself, from wire insulation to high durability fabric were a product of these advanced and highly specialized systems.
The colony however was operating on a much tighter budget, in every sense. A small, low energy system, able to take in hydroponic inputs and drop out any plastic imaginable was the plan. Unfortunately none of the existing crops would be ideally suited to the task, and creating specialized species to grow what was needed was far beyond what could be developed without a dedicated lab.
Instead a modular variant of the bio-recycler is settled on. Rather then use a single chemical process to break organic matter down an expert system could guide the break down of known materials then the gradual build up of new from the products. The result would be slow, energy intensive and require rare elements currently available in limited amounts. The specialized nature of the material manufacturing and larger scale then the chemical plants would make it work. On paper.
+20 to ongoing research
Life science lab or equivalent will be needed for advanced research.* Large Living Dome (44+10+20) 154/325
Progress on the living dome is coming along nicely. While the rooms do not have the machined edge of the ship corridors each area is starting to look livable. Several crash beds and cryo tubes are taken apart for bedding and chairs while spaces are prepared for viewing panels, whenever the factory gets around to making them. Overall, for 2 people building what would be a 4 family home on Earth the speed is amazing.
Factory will need to be used at least once to complete the project* Construct Bio-Recycler 65+10+20 completed
The last parts of the bio recycler are fitted into place next to the meat vat and some of the strain is taken off the ship and meat vat systems.
Meat vat production up to 20 persons* 3 large CC domes Inner Ring(make them reinforced domes) 66+10+10-20 66/??(I'm gonna check the amount needed later)
Excavation of the second set of CC domes is underway. Too much of the work ends up being exposed to the storm and much of the progress is halted by poor visibility and extra sand being dumped in. Construction work can begin on one of them at least.
The dust storm refuses to let up but a stubborn mood has set in among some of the crew. They are going to succeed, no matter what is thrown at them. In their spare time a small group repairs the external antenna, reestablishes contact with the comm satellite and forces a complete reboot. Once the logs are gone over it becomes clear that the primary system had been stuck in a diagnostic loop, no damage could be detected to the comm array itself.
Once more having contact with space is more then a moral victory. The mineral scanner data reports a drop in geological activity, the closest volcano has stopped erupting and quakes in nearby areas are less pronounced. How long it will last is unknown.
The joy is tempered by the pictures the weather satellite brings up. Everything visible north of the base is a contiguous dust storm. Everything south is a massive ocean spanning hurricane.
Dust storm continues.Satellite up link reestablished.Seismic activity lower for now.
Turn 16 actionsActions needed:(I will update this later, manpower is reduced by one for the hurt crewman)