What? No. That's just silly.
We need a whole factory (one factory now) to make
all of our Crystal designs.We do not need Wizards to operate one at all. Heard of Magegems? That thing we developed specifically so we could use magitech without wizards? And Aethergems, the planned design to allow self-charging designs?
Design: Crystalworks [6, 5-2, 4]
...
Our apprentices have been reduced to little more than glorified powersources, charging arrays of magegems that in turn power gold-etched circuits strung together with thick crystal power conduits. These circuits in turn produce a pre-inscribed crystal design written into the circuitry. These circuits are interchangeable, able to be slotted in and out of the assembly line as needed.
The Crystalworks is a massive collection of these fabricator circuits. Note that since the Crystalworks was made, we have made significant advances in crystal, circuitry, and the Crystalworks itself.
We take one of these fabricator circuits, which can be pretty small individually (as long as the shape isn't too complicated. And even then, the Mk. 2 CW makes that easier). We stick them in/by the barrel of a cannon, and link it so it goes after the blastball fires.
We already have individual fabricator circuits. The aspect including putting them in the cannon is just "stick a fabricator circuit inside and maybe make it a little faster."
I don't even necessarily think this is the best idea to do right now as part of the Manticore, but I'm annoyed by the misinformation.
(Edit)
But anyways. I have an alternative plan:
We're short on apprentices right now. Our future designs are going to be more and more reliant on magic to work. We need to fix this now, because every new magitech design is going to directly take apprentices away from artillery. Every vehicle proposed so far is going to take more paprentices away from artillery and other places where they'd also be useful.
While you could argue that they're more useful when we have some apprentices in Manticores/Titans/Whatever instead of all of them in HA1s, we can't even crew all our HA1s right now. We don't have to compromise.
Design: AethergemBjorn broke ground with his thesis regarding Aethergems. Sure, we didn't ultimately have a working prototype and
maybe the hamster was
slightly unnecessary, but the principle stands. Bjorn is on the cusp of something amazing.
The Aethergem is ultimately a variation of the Magegem. It mimics the connection a human mage has with the Aether, something we've studied for decades. It's thanks to Bjorn's thesis that we can reasonably create a proper version.
Scroll circuitry embedded into the Aethergem allows it to use its energy to create an artificial link to the Aether. Once this link is created, magical energy flows freely into the Aethergem, filling it. The Aethergem can store this power itself and distribute it to power consumers or other Magegems via crystal wiring.
The Aethergem is in a way a variation of the Magegem, and thus comes in three sizes and expense levels - the A, AA, and AAA, in order from most power to least. Larger Aethergems naturally recharge faster, but every Aethergem will take the same amount of time to go from 0% charge to 100% charge when taking the increased capacities into account.
The A-size Aethergem is aimed to have near if not the same charge capacity as the A-size Magegem, and will be the fastest recharging with the target expense of Very Expensive and be the same size as the A-size Magegem. The AA Aethergem will be roughly the same size and capacity as the AA Magegem at Expensive, and so on for the AAA Aethergem.
The charge capacity of the Aethergems is the least important aspect. If we must sacrifice a component of Magegems to ensure proper expense, then we can sacrifice the charge capacity for the charge rate and expense.
A near-critical aspect of this design is to incorporate the Aethergem into as many designs if possible. Of particular importance is the HA1 - we wish to fit Aethergems into the HA1 to allow for it to be operated by less, if any, apprentices. The Aethergems' charging rate will allow the HA1 to charge itself between shots, lessening or eliminating its reliance on external power sources (apprentices) to charge it.
In the Crystalclad, we hope to fit it with Aethergems allowing it to rely on less apprentices for operations. The Protector should have Aethergems fitted to decrease its reliance on apprentices for both its operation and its weaponry. The AS-R1, if possible, should have a permanent Aethergem core passively charging it as quickly as possible.
TL;DR: Make the Aethergem - a naturally self-charging Magegem - and fit it into as many things as possible, with high priority on the HA1. Expense should be made somewhat easier thanks to the Crystalworks Mk. 2 and the fact that we make Magegems out of Crystal Glass now. There are three sizes of Aethergems at the same expense+size+rough energy capacities as their respective Magegems, larger Aethergems charge faster but every size of Aethergem takes the same amount of time to go from 0% to 100%. While maintaining expense shouldn't be hard for aforementioned reasons, charge capacity should be the first thing to be sacrificed if necessary.
The two revisions can be anti-magic resistance and treads/transmission/suspension/whatever to the Protector, making it actually useful. From there, we can just throw on a HA1 in another revision if we want the Manticore.
The Aethergem will be great in the future, and we can use our two revisions here to still make progress elsewhere this turn so we don't "waste" it on a theoretical design.
EDIT: Added detail on three Aethergem sizes.
1 - AS-R2: Andres
2 - AS-LFV-2 "Titan": Chiefwaffles, Andrea
0 - Manticore:
1 - Aethergems: Chiefwaffles