PDA

View Full Version : SETI Tau Ceti Status Thread



Maldiem
2012-06-22, 09:24 PM
Please put a SINGLE post of your faction in this thread, with all of your PUs, skills, tools, facilities and consumables. Please update your post in this thread at least once a turn. I will use the stats in this thread to resolve actions where the skills/mods are not stated in the IC thread, so it is in your interest to keep it current.

Current player locations (http://i.imgur.com/K4XUe.png)

Henry Ford status as of the beginning of turn 9:

Turn 9 beginning
Transport :
1 Ramjet colony ship (detailed below) (tool)
1 Planetary lander (detailed below) (tool)
1 Level 5 Flying Cars (tool) (detailed below) (lander hold)

Upkeep:
7 units of food
26 units of consumer goods
7 living space (7 energy)

Tools :
+ 2 Level 5 Construction Modules (tool)
+ 1 Molecular Manufacturer (tool, LvL5, 2120) Materials
+ 1 Enhanced 3D Printers (tool, LvL5, 2120) GPF
+ 1 Automated mining drones (tool, LvL5, 2120)
+ 1 Synthetic nutriment production units (tool, LvL5, 2120) Farm
+ 1 Artificial wombs (tool, LvL5, 2120)
+ 1 Portable Fusion Power Generator (tool, LvL5, 2120) 5 energy/year
+ 2 Construction Tools level 5
+ 1 Electrical Engineering tools level 4 (1 energy/action)
+1 Consumer Goods Production Tools, level 5 (2 energy/action)
+1 Consumer Goods Production Nanites, level 5 (3 energy/action)
+1 Continuous Coal Mining Machinery, Level 6 (2 energy/action)
+1 level 7 Titanium refining robots
+1 Level 7 Civil Engineering Tools (1 energy/action)

Facilities
Level 5 2120 Tool Factory (2 energy/action)
Level 5 Automated (5) Coal Plant (3 energy/coal burned) (1 energy/action)
Level 6 Automated (6) Coal Plant (3 energy/coal burned) (1 energy/action)
Level 5 Automated (5) Coal Mine (4 energy/action)
2 Level 2 schools (2 energy/action)
Level 4 school (2 energy/action)
2 Level 5 schools (2 energy/action)
Level 6 school (2 energy/action)
2 Level 9 schools (2 energy/action)
Level 5 Automated (6) Consumer Goods Factory (8 energy/action)
Level 7 Automated (7) Robotics Factory (4 energy/action)
Level 5 Housing (1 energy/PU housed/year)
Level 6 Housing (1 energy/PU/year)
Level 2 Weapons Factory (4 energy/action)
Level 5 (2120) Industrial Nanite Factory (3 energy/action)
Level 7 Automated (7) Aluminum Refinery (8 energy/action)
Level 7 Titanium Refinery (4 energy/action)
Level 7 Titanium/Aluminum Alloy Plant (4 energy/action)
Level 7 Automated (7) Farm (2 energy/action)
Level 7 Pharmaceutical Plant (4 energy/action)

Weaponry :
1 Level 5 Laser Rifles (tool) (detailed below) (lander hold)
-1 level 5 Exosuits(of 2120 tech level)

Supplies :
5 units of food
18 units of consumer goods
20 units of refined helium-3 fuel
28 units of coal
7 units of Rutile
8 units of Bauxite
4 growth points
Energy: 5 base, up to 66 additional from coal

Exploration Crew (8):
Agronomy 3 (3/5), Prospecting 2 (2/4), Electrical Engineering 0 (½), Weapons Production 0 (½) Consumer Goods Production 2 (¾), Metallurgy 1 (0/3)

Management Crew (17):
Espionage 1, Human Resource 1, Diplomacy 1, Govern 1, Liberal Arts 9 (2/11), Electrical Engineering 0 (½), Teach 4 (0/6)

Skill Acquisition Crew (17):
Bioengineering 1, Xenobiology 1, Reproductive Cloning 1, Medicine/Life Science 2 (1/4), Teach 4 (4/6), Robotics 1, Economics 0 (½), Liberal Arts 7 (3/9)

Survival Crew(8):
Nanotechnology (0) (½), Electrical Engineering 1 (0/3) , Medicine/Life Science 7(2/9), Molecular Biology 0 (½)

Engineering Crew (12):
Economics (8) (1/10), Electrical Engineering (2) (0/4), Robotics 2 (2/4), Mechanical Engineering 0 (½), Construction 0 (½), Materials Science 0 (½)

Robotics Crew (11):
Robotics (7) (2/9), Mechanical Engineering 0 (½), Tool Production 1, Physics (2), Fringe (1)

Technology Crew(0):

Cloud Acolytes Status as of landing in turn 7.2
((They got hit with a substantial nerf bat, 28 turns is a long time.))



Dr. François Zhang: The Spark(28): Level 10 (0/12) Economics, Construction(Ec) 5 (6/7), Liberal Arts 5 (0/7), Teach(L) 5 (0/7), Salvaging(Ec) 0 (½), Robotics(Ec) 1 (2/3), Plasma Physics(P) 1 (1/3), Organic Chemistry(P) 1 (0/3), Mechanical Engineering(Ec) 0 (½) , AI(F) 0 (½), Electrical Engineering 0 (½)

Dr. Ezekiel Tailor: The Constant(31): Level 2 Reproductive Cloning (M), Level 3 Gene Therapy(M), Level 10 (0/12) Liberal Arts, Salvaging(Ec) 1 (0/3), Economics 5 (2/7), Teach(L) 10 (0/12)

Elizabeth Connery: The Cheated(35): Fringe 10 (0/12), Espionage 6 (0/8), Hacking(Es) 4 (4/6), Counterespionage(Es) 4 (4/6), AI(F) 10 (0/12), Electrical Engineering(Ec) 1 (1/3)

Sarah Riley: The Void(22): Physics 10 (0/12), Plasma Physics(P) 6 (3/8), Fringe 4 (3/6), Electrical Engineering(Ec) 1 (0/3), Computer Science(P) 1 (0/3)

Ivan Kardashev: The Starless(15): Life Science/Medicine 6 (7/8), Construction(Ec) 0 (½), Psychology(L) 7 (5/9), Botany(M) 1 (0/3), Organic Chemistry(P) 0 (½), Salvaging 0 (½), Virtual Entertainment(L) 1 (0/3)

Rafael Calderon: The Redeemers(10): Robotics(Ec) 10 (0/12)

Upkeep:
6 Food/turn
48 CG/turn
6 Housing

Consumables
22 food
38 Consumer goods
13 growth points
12 units of 2120 alloys
5 units of 2120 electronics
0 units of Organic Slurry
8 units of Low-grade plastics

Facilities (in the Nimbus):
2 Level 10 schools (2 energy/action)
-1 unit salvaged 2120 alloys
Level 7 Supercomputer Factory (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Electronics factory (8 energy/action)
-1 unit of salvaged 2120 alloys
Level 6 General-Purpose Factory (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Robotics Factory (8 energy/action)
-1 unit of salvaged 2120 alloys
Level 6 Automated (6) Organic Chemistry Plant (8 energy/action)
-1 unit of salvaged 2120 alloys
Level 6 Organic Slurry Tank (12 capacity)
-1 unit of salvaged 2120 alloys
Level 6 2120 recycling system (broken down)
Level 10 2120 tool factory (2 energy/action)

Tools:
1 2120 construction module
Aether
Titan Trawler
2 level 2 construction tools
Level 10 Construction tools
Level 2 salvaging tools
Level 10 Salvaging Tools
Level 10 High-Energy Physics Equipment (2 energy/action)
-1 unit 2120 alloys
Level 8 Electrical Engineering Tools (1 energy/action)
2 level 10 Electrical Engineering Tools (1 energy/action)
Level 9 Programming-Specialized supercomputer (2 energy/action)
-1 unit 2120 Electronics
Level 10 AItomated (10) Entertainment Supercomputer (4 energy/action)
-1 unit 2120 Electronics
Level 10 General-purpose Supercomputer (2 energy/action)
-1 unit 2120 Electronics
Level 9 Cyber-security Program
Level 9 Therapy Program
Level 10 Virtual World program

In Illuminator (lost)
1 PU (The Titan)
1 2120 Construction Module
Level 10 Automated (10) Interstellar Medium Ionization Laser Array
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Interstellar Medium and Fusion Byproduct Elemental Carbon/Carbon Monoxide Scrubber (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Ramjet-Mediated Interstellar Medium and Fusion Byproduct Water Scrubber (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Ramjet-Mediated Interstellar Medium and Fusion Byproduct Nitrogen Scrubber (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 10 Automated (10) Ramjet-Mediated Interstellar Medium Dust Scrubber (4 energy/action)
-1 unit of salvaged 2120 alloys
Level 5 Surveillance Suite
-1 unit of salvaged 2120 alloys
Level 10 Housing (1 energy/PU/Year)
-1 unit of salvaged 2120 alloys
Level 10 Hydroponics Farm (1 energy/action)
-1 unit of Low-Grade Plastics
Level 6 Organic Slurry Tank (12 capacity)
-1 unit of Low-Grade Plastics

PMChapmanii
2012-06-22, 10:05 PM
Currently up to end of date of 11


Plans for turn 9

Secret plans support on page 3 for when ready.:smallbiggrin:
fringe In pg8


PU's All of them on on the ship
PU 1: Stay at home mothers. 14/3=5
large family management/creation (EC) 3 2/5 (used turn 6, now 75%), Theologian Religion 2 (LA), teach 7 (la), Piloting (PH) 1/2, Construction (EC) 2 1/4, Electrical Engineering (PH) 1/2

PU 2: Church structure 15/3=5
Liberal Arts 12 4/14 (la), Diplomacy (LA) 1 1/3, governing (LA) 2 2/4, linguistics (LA) 1 2/3

PU3: Education 18/3=6
Theologian Religion 1 (LA), life science 10 (LS), Xenobiology 2/0, Bioengineering (LS) 4 1/6, Piloting 1 (PH), botany 2 3/4 (LS), Electrical Engineering (PH) 1/2

PU4: Grouth 16/3=6
Theologian Religion 1 (LA), Economics 10 (ec), savaging 1 1/3 (EC), Consumer goods Manufacturing (EC) 3 1/5, mining (EC) 1 1/3, materials science 1

PU5: Health 22/3=8
Theologian Religion 1 (LA), Physics(ph) 10, Geology 1/2, Piloting (PH) 5 1/7, Electrical Engineering (PH) 5, Precision Engineering 1/2, Aerospace Engineering 1 2/3, Computer Science 1/2

PU6: Mishra 9/3=3
Espionage (ES) 5 4/7, Counter espionage 5 (ES)

PU7: Liberal Arts 1

Cost of Consumer goods a year 33?


1 Ramjet colony ship (tool) Currently full of spent suspended animation equipment, but if cleared out could carry roughly 1000 units of goods. Vehicles are carried externally.

Level 6 Church Office building 2/action
level 10 general supercomputer will require 2 energy per action.
1 Planetary lander (tool) fuel= 9 Can transport 6 PUs and up to 50 units of goods, as well as 10 other tools. And 5 out of 10 allowed buildings.

Level 5 self-powered general purpose factory (2120, and 2120 mettle) but only apply a 50% bonus to actions taken with it (though require no power to operate), with an internal fusion. (basically everything gets only a +1 bonus)
Level 3 basic materials storage = 60 left on ramjet
Level 10 Targeting computer
level 9 housing 1 energy/person
lv 8 solar power mas-production factory 4e/action.
level 10 renewable power produces 5 power a turn, 8 in space. Solar.

Multi-use Tools

level 7 farming tools 1 energy/action, needs farm
level 4 Archaeology equipment
Level 9 electrical engineering tools 1/action
Level 7 solar power creation tools, 2 energy/action
Level 7 Mining tools 2e/action
level 5 drilling equipment, 2 energy/action.
level 6 Aerospace Engineering tools 1/E action
level 10 Eva suits 1/e action


Non building tools
(26 actual) Level 5 Flying Cars (tool) (detailed below) (lander hold)
A some (for 51 person) Level 5 Laser Rifles (tool) (detailed below) (lander hold)
level 7 Industrial Tools (Consumer goods). 3 energy/action, needs factory.

Building only tools3 Level 5 Construction Modules (tool) (Nanites 2120 teck)
level 7 educational facility construction tools
level 5 Industrial construction Tools (Consumer goods), 2 energy/action.

Plans
Plans for space construction Drones: -3 e/action. Level 5 Physics 5/4 + Robotics 3
Economics 10= level 3 construction tool designs.
Level 10 designs for an Economics Lab = Economics 10
Designs for Solar power = 25% Physics(ph) 10=3, Electrical Engineering (PH) 5= Level 8

Conumables

33 units of food [need per year 7, 8 next turn]
48 units of consumer goods [need per year = 33]
3 iron
5 coal
20 Pu points next turn starts with pu 8
1 level 5 laser guided space missiles.



At old base 45-10 this list is of everything we left at the base (subtract the trained ceti pu unit, which looks like it left.)

2 units of pink fruit
Level 7 Housing 1 energy/person
level 6 Farm, 1 energy/action
Level 9 Industrial factory (Consumer goods), 4 energy/action
Level 2 Wall
Level 10 Lab 6 energy/action
Level 5 Housing creation tools
Level 5 renewable power produces 3 power a turn. Solar.
*2 Level 7 renewable power produces 4 (8) power a turn. Solar.
*2 level 6 renewable power produces 3(6) power a turn. Solar.
*3 level 8 renewable power produces 4(12) power a turn. Solar.



Theologian Religion (la) is inter religion diplomacy, missionary work, self governing law, and self control

Contacts

Megaprojects


To affect Cultural Change: Humility, you must:1) A PU with at least 10 in some skill directly relevant to the cultural change in question (Theologian Religion would work, in this case) must perform action(s) with a cumulative net result of 50 to persuade the populace to adopt this value. The skill in question provides its bonus -5 to the check, though tools/facilities that improve the spread of the message (radio/TV stations, government buildings, temples, recreation centers) could all be used at a 50% bonus to the check.

When implemented, Cultural Change: Humility will reduce the effective level of religion skills of PUs for the purposes of consumer goods requirements by three per unit of religious entertainment consumer goods they have access to. For example, a PU with 12 in Theologian Religion receiving 2 units of religious entertainment consumer goods would count as if it had 6 in Theologian Religion for the purposes of consumer goods requirements (and thus meet its consumer goods requirements for that turn, provided it had not other skills). Religious skills that work in this manner cannot be traded.


An innovation from the 1800's, a Public School System ensures that all new workers have at least a basic grounding in useful skills. To build a Public School System, you will need:
1. A PU with at least 5 in Teach must take an action to design the Elementary School (children 0-10) system
2. A construction action must be taken to construct an Elementary School. The designs from action 1 add to the level of this check, though only the highest of the Teach skills involved apply (like all designs).
3. A PU with at least 5 in Teach must take an action to design the Middle School (children 11-14) system
4. A construction action must be taken to construct a Middle School. The designs from action 1 add to the level of this check, though only the highest of the Teach skills involved apply (like all designs).
5. A PU with at least 5 in Teach must take an action to design the Secondary School (15-18) system
6. A construction action must be taken to construct a Secondary School. The designs from action 1 add to the level of this check, though only the highest of the Teach skills involved apply (like all designs).
This completes the megaproject. However, in order to function, at least one Teach action must be made per turn. If a teaching action is skipped, any PUs created will not gain any skills upon creation unless this action has been performed the turn prior to their matriculation. Each school will use 2 energy for each Teach action conducted.

When complete, a public school system will give all new PUs experience points equal to 50% of the bonus of all three schools combined, plus the level of Teach of the PU performing the teaching action. For each teaching action performed (limit one per turn), a PU in the school system gets another 50% of the schools' cumulative level plus Teaching level. This is limited by the level of the schools (so schools with a total level of 35 could never give a PU more than 35 experience, even if there were more than 2 turns between PU creation events).

As the need for skilled labor increased in the 21st century, there was a drive to teach more materials in a more efficient way, for less time and money. The end result of this experimentation, in part informed by massive psychological and neurological research, was Advanced Psychology-Informed Teaching Methods, which used knowledge about human brains learn to speed the learning process. It's hard to pin down when they started to emerge, as many of their practices existed in one form or another in a variety of methods already, but they saw widespread adoption and standardization in the 2040's.

To implement Advanced Psychology-Informed Teaching Methods, you will need:1) A lab that can at least a bonus of 10 to Liberal Arts research actions.
2) A PU with at least 10 in Teach and 10 in Psychology must perform action(s) with a cumulative net result of 20 to evaluate teaching programs described in the archive and familiarize themselves with their use. Teach, Psychology and the Liberal Arts lab all provide a bonus equal to 50% of their level to this action.
3) Any other PU must act as a guinea pig for the advanced teaching methods being tested in action 2. This is an action, but does not provide experience.

When steps 1-3 are completed, it will be possible to use an action at a school to develop Advanced Lesson Plans, which are tools that apply 25% of their bonus to any learning action involving the specific skill (and ONLY that skill) the advanced lesson plans are designed for. Advanced lesson plans can be used by more than 1 PU at a time, as they are just methods, though only factions that have completed this megaproject may use them. Advanced lesson plans have no power requirements other than those of the school they're used with; they cannot be used without a school. The lesson plans are capped by the same skill that the skill they teach is (in the case of science skills, they are are capped by the level of that science skill). The school used to produce the plans, a Liberal Arts lab, Psychology and Teach provide a 50% bonus to making advanced lesson plans.

Human Dramatic Body Plan Alteration is a natural outgrowth of Human Somatic Gene Therapy, involving the dramatic growth or addition of new organ systems. Following the successful application of somatic gene therapy in the first half of the 21st century, dramatically altered people started showing up as "super-specialists" in a variety of disciplines throughout the latter half of the century. Everything from extra limbs to greatly expanding brain regions is possible with the correct application of gene therapy, surgery and nanotechnology, and the diversity of the human form expanded dramatically.

To be able to accomplish Human Dramatic Body Plan Alteration, you will need: 1. To unlock Human Somatic Gene Therapy, a separate megaproject.
2. To have a lab that can contribute a bonus of at least 30 to Biological research actions or level 40 if First-Generation Nanotechnology (another megaproject that needs Physics, Materials Science, or Nanotechnology at level 20 to study) has not been completed.
3. To have a medical facility of at least level 20, or level 40 if First-Generation Nanotechnology has not been completed.
4. Action(s) must be performed with a cumulative net result of 50 to develop and test the designs in the archive for the current infrastructure of Tau Ceti III. The lab and medical facility provide 50% of their bonus above the required level (30, or 40 without nanotech for the lab, for instance, would mean a level 35 lab would provide (35-30 = 5/2 =) 3 to the check. This action will require a PU of human volunteers to spend an action being experimented on, in addition to the scientists performing the experiments. The subjects will not contribute to the check.

When the megaproject is completed, it will be possible to create Body Plan Modification plans, which are tools that can be used in conjunction with a medical facility to modify the very basic biology of a population unit, for example adding extra limbs, hugely increasing brain size/functionality or re-writing basic aspects of molecular biology and biochemistry. This technology lead to some of the more fanciful "vanity modifications" that arose in the latter half of the century, such as humans that resembled mythical creatures, like centaurs and dragons.

Each modification, once applied, will can apply up to 50% of its level toward actions taken that are relevant to it; for example, a hippocampal expansion/integration modification would apply a 50% bonus to things that require memory recall (such as learning actions), while a limbic/mirror neuron expansion would add 50% of its bonus to social actions (such as teaching). A PU can only have up to two body plan modifications at once, until Human Very Dramatic Body Plan Alteration is completed.

Somatic Gene Therapy is one of the things that started really reducing the incidence and death from the major killers of the late 20th and early 21st century. Cancer, heart disease and diabetes, not to mention many of the behavioral and degenerative complex diseases all had genetic components, and when the first really widely applicable somatic gene therapy vectors kicked in, "cures" started hitting the shelves at record rates.
1) A lab that can add at least 10 to Medicine/Life Science research actions.

2) A medical facility of at least level 5.

3) Action(s) with a cumulative net result of 50 to produce and test the vectors in the archive, to ensure that their quality is up to snuff and they'll accomplish what they're supposed to do.

Tools and facilities are created ad hoc and then ruled on if they apply, but some ideas are generic things like Molecular Biology tools(100%), or more specific things like a Virology Lab (or other lab pertinent to the vectors in question-- if you want to look up gene therapy methods and decide what kind of futuristic, advanced version of these to use, that's up to you. For example, instead of a Virology Lab (100%) it could be an Organic Chemistry lab (50%) for some sort of advanced lipid micelle delivery, or a combination of the two.). Lab tools such as general supercomputers (25%), biology-specific supercomputers (50%) or gene therapy supercomputers (100%) would be useful, as well as software for them. It probably also wouldn't hurt to have a genome sequencer (50%). You could also make high-grade biological reagents in a chemical plant (100% for making the reagents) as quantified goods for an efficiency and capacity of 2/50%. Other tools, such as experimental cell lines (100%) could be produced in a Medicine/Life Science lab(100%) or hospital (50%)

When step 3 is complete, a PU with at least 5 in Bioengineering can perform an action on another PU (or any other living Earth life target) at the medical facility to add special genetic modifications. Such modifications can be things like strength/cardiovascular enhancements, immunity to certain poisons, or enhanced learning rates. Cetie life can be targeted with somatic gene therapy when the Molecular/Cell biology and Anatomy/Medicine arm of Understanding Cetie Biology is complete for the species in question. Genetic modifications are "tools" which are appended to the PU being operated on, and apply 25% of their bonus toward any action where the modifications in question would benefit. They do not have power requirements.

Holistic Architecture is a style of making buildings that maximize functionality while minimizing upkeep, a natural extension of the green architecture movement of the late 20th and early 21st century. To be able to construct facilities using the principals of Holistic Architecture, you must:
1) Have a lab that can add at least 10 to Economics research actions.

2) Perform action(s) with a cumulative net result of 50 to design heuristics that automatically adjust the designs of any new facilities to match the principals of Holistic Architecture. The lab applies a full bonus to this action. Other useful skills would be Economics (25%), Electrical Engineering (50%), Construction (100%), or Logistics (100%).

When complete, Holistic Architecture lowers the energy requirements of all new facilities by 1 (minimum 0). Old facilities can be upgraded with a construction action as part of the normal upgrade process.




As expected, the ruins from both levels of the city are from the Empire of Blood, written in Old Imperial. The upper layer of the ruins is filled with inscriptions about Gods doing battle with Demons, attempting to carry out the Directive of Purity (a Divine Mandate to eradicate the Demons). The newer layers of the ruins are less organized and fewer in number of inscriptions, and include many more about Gods that fought Demons and lost. Farther back the victory rate seems to be higher, and in the lowest layers of the upper level, there are records detailing accounts of glory in the Second Godswar, and the defeat of the Gods that consorted with Demons. The top layer of ruins ranges from 1000 years old at the youngest to five thousand years.

The lower layer of the ruins is in a different dialect of Imperial (call it Ancient Imperial). If the radiocarbon dating is correct, the older layer ends roughly 5000 years ago and goes back beyond the limits of radiocarbon dating (at least 50,000 years). Mineral-based dating methods could be used, but drilling equipment and another action would be required to obtain the rock cores required to get an approximate estimate. The older layer seems to be from a culture much less obsessed with fighting Demons, and much more centered on living in harmony with the ancient Divine plan. The older layer talks at great length in the upper layers about the Dual Empires, an ancient division of the Empire of Blood. The Purification Empire consisted of the Gods of all continents other than the Eastern continent, and the Harmony Empire was only on this continent. In the very newest portions of the lower ruins, accounts of the Godswar, the number of battles taking place and counts of casualties are inscribed, and it becomes increasingly clear that the Harmony Empire is losing.

In the lower levels, there is also a map (http://i.imgur.com/AuT8n.png), showing the locations of the Ancient Divine Cities, which were said to have housed the original Gods. The city in 44-10 is the ruins you got the translations from. They are still almost entirely buried, and more actions could be taken to excavate and evaluate the ruins.

http://www.apolitical.info/webgame/eye/eye.jpg

The Tau Ceti IV system is composed of 13 large moons and a variety of smaller bodies. Upon closer inspection, there is a diffuse ring around Tau Ceti IV, with odd spectral properties alluding to an unusually high metal content. There are also an anomalously large number of craters on the moons of Tau Ceti IV of around the same age (based on similar patterns of erosion, from things like the tidal pull of Tau Ceti IV, volcanic activity on those closer in to the gas giant and the sparse atmospheres that some of the moons have, though without a closer look it is difficult to determine their source.)

The largest moon has a weak magnetic field, probably owing to the tidal forces exerted on it by the gas giant ensuring a molten iron core. It also has an atmosphere primarily composed of volcanic ejecta, maintained by the extensive volcanic activity over its surface.

There are two moons that have an almost entirely water-ice crust, with a what is probably a molten iron core, though there is no magnetic field.

There is a moon similar in composition to Titan, with a nitrogen atmosphere with simple organic constituents. It has a robust magnetic field, probably due to convection in a liquid iron core.

The other 9 moons are fairly unremarkable chunks of water-ice, iron, silicon and other things one would expect of captured asteroids.

The Tau Ceti IV system, from closest to the gas giant to fartherst:
1: 1.5 Lunar masses, volcanic activity as discussed above
2: 0.02 Lunar masses, captured asteroid
3: 0.04 Lunar masses, captured asteroid
4: 0.8 Lunar masses, similar in composition and appearance to Jupiter's moon Europa.
5: 1.1 Lunar masses, unremarkable chunk of silicon and iron. There is some water-ice, but only in patches.
6: 1.8 Lunar masses, Titan-like.
7: 0.9 Lunar masses, similar in composition and appearance to Jupiter's moon Europa.
8: 0.14 Lunar masses, captured asteroid
9: 0.03 Lunar masses, captured asteroid
10: 0.4 Lunar masses, unremarkable chunk of mostly iron
11: 0.005 Lunar masses, captured asteroid
12: 0.2 Lunar masses, a smaller chunk of water-ice, silicon and iron
13: 0.09 Lunar masses, captured asteroid



http://www.virtuousplanet.com/shops/userimages/00004/00000000126/section/00000000000000063590.png

Atrum Umbra
2012-06-23, 06:53 AM
The Enlightened

Facilities
Level 5 2120 Ramjet colony ship, 'The Helios'1) 95 units of high-grade alloys (2120) from doors, internal panels, and structural components. Without EVA capability, only 25 units can be obtained.
2) All medical equipment has been removed.
3) 20 units of superconducting plasma containment coils (which could make fusion reactors much easier to produce) and 5 units of supercomputer components with fusion containment programming from the fusion drive, all 2120 tech. None of this could be salvaged without EVA capability.
4) 30 units of superconducting wires/magnetic field emitters from the ramscoop. This cannot be salvaged without EVA capability
Level 5 2120 Planetary lander, 'The Chariot', reduced to little more than transport, requires powered landing, 14 units of fuel. The lander will require 5 units of 2120 alloys to replace the heat shielding, and a repair action (construction, physics, spacecraft construction) of a total of 5 on the check to fix the heat shield.

Level 5 2120 Energy Altar, +5e/year
Level 5 2020 Wind Farm, +3e/year
Level 5 2020 Wind Farm, +3e/year

Level 5 2120 Housing, -1e/year
Level 5 2020 Housing, -1e/year/PU

Level 5 2120 School, -1e/use
Level 6 2020 Fringe School, -2e/use

Level 5 2120 General Purpose Factory, -2e/use
Level 5 2120 Small Tools Factory, -2e/use
Level 6 2020 Chemical Factory, -4e/use
Level 4 2020 Refinery, -4e/use

Level 5 2020 Farm, -1e/use
Level 5 2020 Haematite Mine, -2e/use

Level 4 2020 Biology Lab, -6e/use

Level 5 2020 Government Building, -1e/use

Tools
1 Level 5 Spear of Enlightenment :(
1 Level 5 Stealth Drones
1 Level 5 Armour of Angels - Level 4 Stimulant Injectors
1 Level 5 Flying Cars
1 Level 3 Laser Rifles / Mining Tools
1 Level 3 Farming Tools
1 Level 4 Surgical Tools
1 Level 3 Salvaging Tools
1 Level 4 Construction Tools
1 Level 4 2020 MRI machine, -2e/use
100 Live Ceites - Level 1 consumer goods production tool


Skills
1. Peace – Physics 5, Marksmanship 2 (L), Battlesuit Piloting 1.1/3 (L), Policing 1.2/3 (L), Laser Tool Construction 1/2 (P), Shuttle Building 1/2 (P), Mining 1/2 (E)

2. Knowledge - Fringe Science 6.3/8, Thought Control 3 (F), Knowledge Downloading 2.2/4 (F), Neurobiology 1.2/3 (M)

3. Friendship - Liberal Arts 5, Ceti Culture 2.2/4 (L), Prayer 2.1/4 (L), Governing 2 (L), Teach 1 (L), Linguistics 1/2 (L), Construction 1/2 (E), Diplomacy 1/2 (L)

4. Shadow - Espionage 4, Camouflage Technology 1 (P), Salvaging 3.1/5 (P), Counter Espionage 1 (S), Drone Use 2 (P), Construction 1/2 (E), Thought Control 1/2 (F), Farming 1/2 (E)

5. Wealth - Economics 5, Construction 1 (E), Energy Production 1.1/3 (E), Consumer Goods Production 3 (E), Prospecting 1/2 (E), Mining 1/2 (E), Farming 1/2 (E), Metallurgy 1/2 (E)

6. Health - Medicine 6, Farming 2.3/4(E), Medical Equipment Production 1.2/3 (M), Chemical Production 1 (M) Construction 1/2 (E), Thought Control 1/2 (F), Xenobiology 1/2 (F),

7. Power - Prayer 4.2/6 (L), Farming 1/2

8. Future - Farming 2.2/4(E)

V. Venus - Liberal Arts 5, Ceti Culture 2.2/4 (L), Prayer 2.1/4 (L), Governing 2 (L), Teach 1 (L), Linguistics 1/2 (L), Construction 1/2 (E), Diplomacy 1/2 (L) - 1 action per turn

Consumables
4 units of food
7 + 8 units of consumer goods
1 growth points
16 haematite
8 cotton
5 2120 metal alloys
5 2120 electronics
5 2120 medical equipment
5 2120 supercomputer components
Suspended animation equipment containing 2 units of Medical Equipment 15 units of advanced electronics equipment(2120 tech) with extra work
3 energy

Upkeep
8 units of food
26 units of consumer goods
8 units of Housing = -4e

Megaprojects
Manipulating Cetie Thoughts is very much a tall order, as though the Spear does allow for the fine control of immobilized human neurology through the careful application of cell-scale powerful electromagnetic fields, the knowledge about where and when to apply the fields is completely missing for Ceties. The Spear allows you to circumvent the part of this process involved in building a tool capable of exerting the EMF fields at the correct precision and scale (a separate megaproject).

Even with the Spear, which allows you to manipulate tens of thousands of individual neurons at once you will need to do two other megaprojects:
1) Mapping the Cetie Connectome
2) Evaluating Cetie Behavioral Neurobiology (the spear will aid with this project a great deal)

After those two are completed the Spear can be programmed to work on Ceties by a PU that can make a single check of at least 30 in Thought Control (which is bound by the cap).
Mapping the Cetie Connectome involves compiling an exhaustive map of every neuron to neuron connection in multiple Cetie brains, along with as many of the support cell interactions as possible in order to build a "road map" of normal Cetie neurobiology. A similar project was completed on Earth for humans in the late 2030's as the increasing sophistication of mesoscale biological tools and high resolution imaging techniques allowed such data to be generated. Mapping the human connectome is what paved the way for the variety of mind-machine interfaces, behavioral modification techniques and massive advances in the treatment of mental conditions that occurred in the following decades. To map the Cetie Connectome, you will need:

1) A lab that can add a full bonus of at least 10 to life science research actions.
2) Some sort tool capable of cell-scale resolution in a high throughput manner, such as a computerized microscope. Regardless of the method, it needs to be at least level 10.
3) A supercomputer of at least level 10.
4) Using the three tools above, a cumulative net result of 50 must be achieved to map the Cetie brain. For every action made in support of this, at least one live or recently dead Cetie brain must be consumed. The three tools above contribute 50% of their level -10 to these checks.
Evaluating Cetie Behavioral Neurobiology will require a number of test subjects and sophisticated imaging and manipulation technologies, and would be greatly aided by a mapped Cetie Connectome. On Earth this was an entire discipline that had a golden age from the mid 2030's (after the mapping of the Human Connectome) to roughly the 2060's, when the large majority of major functions were already discovered, though it continued incremental advances throughout the 21st and early 22nd centuries. It was from this project that the very advanced cybernetics and EMF/pharmaceutical thought control devices (which rose to great notoriety following the revelation that the People's Republic of China was putting these drugs in municipal water supplies for over two decades) sprang.

To accomplish this megaproject, you will need:
1) A lab capable of adding a bonus of at least 10 to Fringe research, or 20 to Fringe research if the Cetie Connectome has not been mapped.

2) A tool that can be used to control thoughts. The Spear would work here, though another megaproject, High-Throughput Micrometer-Scale Electromagnetic Devices would be required to build another Spear. Alternatively, if the Biochemistry and Anatomy/Medicine arm of Understanding Cetie Biology were completed for Ceties, Nanotargeted Pharmaceuticals could be accomplished for drug-mediated thought control.

3) A real-time, meso-scale in vivo (that is, can be used on live subjects) brain imaging device of at least level 10. If the Connectome has not been mapped, this will need to be at least level 20. An MRI or CT scanner of level 10/20 with suitable contrast agents would be appropriate, as would medical nanites (the result of a megaproject).

4) A supercomputer of at least level 10 (or 20 if the Connectome hasn't been mapped).

5) Action(s) with a cumulative net result of 50 must be accomplished to determine how stimulation of various neural pathways translates into behavior. For every such action, one live subject must be used, and due to the possibly of artifacts introduced from the manipulations, a new subject must be used for subsequent actions. The lab, thought control tool, supercomputer and imager contribute a bonus equal to 50% of their level -10 (or -20 if the Connectome is not mapped) to this check (which can go negative in the case of the thought control device).

In addition to a step toward thought control for Ceties, this would be a step toward making cybernetics for Ceties.

ArcaneStomper
2012-06-23, 09:55 AM
Aeon Institute

Updated to: Turn 11 Action 1
Tools:
1 Ramjet colony ship "The Prometheus"
- 1 Level 5 Targeting Computer
- 1 Level 5 Sensors
- 1 Level 5(8) Mounted Railguns (3 Ammo, 1 Fuel Cell)
1 Ramjet colony ship "Pacifica 1"
1 Planetary lander "The Falcon" (13 units of refined helium-3)
1 Planetary lander "Pacfica 2" (20 units of refined helium-3)
2 Level 5 Flying Cars (tool)
1 Level 5 Laser Rifles (tool) (PU 7 Armed)
1 Level 5 Prometheus Archive (2120) (School)
1 Level 5 Aeon Experimental Laboratory (2120) (50% to any experiments, Deployable Facility)
1 Level 5 Bio Lab Module (2120) (Full bonus to Medical experiments, no use for other experiments)
2 Level 7 Bioengineered Seeds (2027) (Can be applied to farm for modifier of 50% (rounded up) (4), exceeds cap)
1 Level 8 Construction Tools (2028)
1 Level 10 Construction Tools (2030)
1 Level 9 Consumer Goods Tools (2029) (2 Energy/use)
1 Level 7 Mechanical Engineering Tools (2027)
1 Level 7 Mining Tools (2027) (2 Energy/use)
1 Level 7 Transport Barges (Transport Level*2 units 1 Hex, 2 with charging station, 2 Energy/Action)
1 Level 10 Transport Barges (Transport Level*2 units 1 Hex, 2 with charging station, 2 Energy/Action)
1 Level 5 EVA Suits (1 Energy/action, can be charged up before leaving)

2 Level 5 Construction Vehicles (in colony, 1 energy/action, can move 2 hexes with charging station at the end or a 1 hex round trip for +1 energy per hex)
1 Level 8 Railgun Component Assembly Line (2 energy/action)
1 Level 8 Railgun Ammunition Assembly Line (2 energy/action)
1 Level 6 Barge Assembly Line (Pending, 2 energy/action)
1 Level 7 Modular Exoskeleton Assembly Line (Pending, 2 energy/action)
1 Level 8 General Supercomputer (2 Energy/action)

1 Level 10 Genome Sequencer (2 Energy/action)
1 Level 10 Robotics Facility Robots (In Robotics Facility)
1 Level 10 Industrial Tools Factory Robots
1 Level 10 Bamboo Harvesting Tools

1 Level 10 Exoskeleton (Move 4 Hexes/1 Energy, Integrated Fuel Cells)
- 1 Level 10 Combat Module (1 unit of Steel armor)



Biological Samples
-Local Savannah

Plans
ASAE Algorithms

Constructors
2 Level 6 ASAE (4 energy/solar farm deployed)
1 Level 21 AAE (With integrated level 10 solar farm)
Requirements Per Floor (Max 10 Floors/Year)
5 - High Strength Material (Steel, High Tech Ceramics)
2 - Electrical Wiring Material (Copper, Gold)
13 - Building Material (Any Building Material)

Benefits Per Floor
3 PUs Housed (No Energy Cost)
Reduce Housed PUs Consumer Goods Requirement by 2
1 Facility slot (Reduce Energy Cost by 2)
2 Units of Food per year


Facilities
EP = Earthquake Proof
Below Dam, Behind Wall
1 Level 7 EP Hydroponics Farm (2120) (7 Food/action, No energy cost)
1 Level 10 EP Robot Factory (2120) (100% Robots, 25% Industrial Machines, 2 energy/action, Automated at L10)
1 Level 10 EP Consumer Goods Factory (2120) (2 energy/action)
1 Level 11 EP Consumer Goods Factory (2120) (2 energy/action)
1 Level 5 EP Automotive Factory (2120) (2 energy/action)
1 Level 9 EP Exoskeleton Module Factory (Pending, 4 energy/action)
1 Level 5 Civil Engineering, Manufacturing, Metallurgy School (2 Energy/Action)
1 Level 5 EP School (2120) (1 energy/action)
1 Level 10 School (2 energy/action)
1 Level 5 EP Physics Lab (212) (3 energy/action)
1 Level 7 EP Railgun Components Factory (4 energy/action)
1 Level 7 Earthquake-proof Foundation (1 remaining)
1 Level 6 EP Weapons Factory (4 energy/action)
1 Level 7 EP Ammunition Factory (4 Energy/Action)

1 Level 21 EP Arcology
3 PUs, 2 Food per floor.
Reduce CG requirements of PUs by 2
Reduce Energy requirements of facilities by 2

Facilities
Floor 1 - Level 10 EP Industrial Tools Factory (2 Energy/action)


1 Level 10 Arcology Shell Fortress
- 1 Steel Armor
- 1 Level 10 AA Guns
- 1 Level 5 Particle Beam Turrets (2120)

Above Dam
1 Level 7 Shipyard (2027) (4 Energy/action)
1 Level 7 Earthquake Proof Foundations (2 Slots Remaining, 2 reserved for landers)
1 Level 5 EP Clothing Factory (4 Energy/action)
1 Level 9 EP Photovoltaic Cell Factory (4 Energy/action)
1 Level 10 EP Industrial Tools Factory (4 Energy/action)


Fields
4 Level 7 Bamboo Field (Harvest once/turn)

Structural Buildings
1 Level 5 EP Dormitory (2120) (1 Energy/turn)
1 Level 6 EP Lock System (2 Energy/year)


Power Plants
2 Level 6 Solar Farms (3 Energy/year)
7 Level 7 Solar Farms (4 Energy/year)
9 Level 10 Solar Farms (5 Energy/year)
2 Level 10 Solar Farms (5 Energy/year) (New Action 1)
0 Level 10 Solar Farms (5 Energy/year) (New Action 2)

Total Energy Output: 79


Mining Outpost
1 Level 6 Solar Farm (3 Energy/year)
1 Level 5 Power Drones (5 Energy/year)
1 Level 5 Mining Drones (5 Units of Minerals/year or mining tools)
1 Level 5 General Ore Refinery (Automated at L5) (50% of level units of ore/action, 2 energy/action)
1 Level 7 Loading Dock (Load/Unload level*4 units/action)
1 Level 10 Iron Mine (2 Energy/action)
1 Level 10 Iron Refinery (4 Energy/action)
1 Level 10 Steel Mill (4 Energy/action)
1 Level 10 Human/Ceti Housing

1 Level 7 Robots (2027) (In General Refinery)

PUs
Explanation of Nomenclature:
Skill Level/XP (Capping skill)

Since XP needed is always level+2 simply having the level is enough to know when the XP is enough to level up.

1. College of Economics (Skills 16, Goods 6), Dr. Bendiks Wilmǣr Prichard
Skills: Economics 10/1, Construction 2/0 (Ec), Electrical Engineering 2/2 (Ph), Teaching 1/0 (LA), Civil Engineering 1/2 (Ec), Refining 0/1 (EC)


2. College of Medicine (Skills 22, Goods 8), Dr. Jacob Ashley Granger
Skills: Medicine 7/6, Liberal Arts 5/1, Economics 4/1, Bioengineering 1/1 (Me), Consumer Goods Production 0/1 (Ec), Nanomedicine 0/1 (Me), Diplomacy 0/1 (LA), Teaching 4/4 (LA), Robotics 1/1 (Ec), Landscaping 0/1 (LA), Construction 0/1 (EC)


3. College of Theoretical Sciences (Skills 13, Goods 4), Dr. Idoya Tara Albrektsson
Skills: Fringe 5, Cybernetics 1/1 (Fr), Xenobiology 1/1 (Fr), Linguistics 2/1 (LA), Harvesting 1/2 (Ec), Consumer Goods Production 1/0 (Ec), Scouting 0/1 (LA), Diplomacy 2/3 (LA), Republican (Ceti Language), Doge's Dialect (Ceti Language)


4. College of Biotechnology (Skills 11, Goods 4), Dr. Talulla Yoav Wolfe
Skills: Bioengineering 6/0 (Me), Reproductive Cloning 3/0 (Me), Consumer Goods Production 0/1 (Ec), Electrical Engineering 2/3 (Ph), Civil Engineering 0/1 (Ec), Farming 0/1 (EC)


5. College of Physics (Skills 14, Goods 5), Dr. Madyson Suzan Rasmussen
Skills: Physics 5, Electrical Engineering 3/1 (Ph), Mechanical Engineering 3/1 (Ph), Construction 0/1 (Ec), Civil Engineering 1/1 (Ec), Aerospace Engineering 2/0 (Ph)


6. College of Applied Engineering (Skills 15, Goods 5), Dr. Lara Terry Roy
Skills: Robotics 10/6 (Ec), Construction 3/2 (Ec), Manufacturing 1 (Ec), Consumer Goods Production 1/2 (Ec)


7. Security Division (Skills 15, Goods 5), Tina Lin
Skills: Espionage 5, Fringe 2, Counterespionage 2/0 (Es), Cryptography 1/1 (Es), Policing 3/0 (LA), Scouting 1/1 (LA), Black Ops 0/1 (Es), Consumer Goods Production 0/1 (Ec), Construction 1/0 (Ec), Teaching 1/0 (LA), Mechanical Engineering 0/1 (Ec), Robotics 0/1 (Ec)


8. Youth Division 1 (Skills 4, Goods 2), Marcus Smith
Skills: Harvesting 1/2 (Ec), Consumer Goods Production 3/1 (Ec)


9. Youth Division 2 (Skills 2, Goods 1), Vanessa Holmes
Skills: Consumer Goods Production 0/1 (Ec), Electrical Engineering 2/2 (Ph)


10. Youth Division 3 (Skills 6, Goods 2), Randell Poleto
Skills: Robotics 1/0 (Ec), Liberal Arts 6/1


11. Student Council (Skills 23, Goods 8)
Skills: Liberal Arts 10/4, Physics 1/0, Governing 4/1 (LA), Diplomacy 3/1 (LA), Teaching 4/0 (LA), Construction 1/1 (EC), Robotics 0/1 (EC), Mining 0/1 (EC) Materials Science 0/1 (PH), Piloting 0/1 (PH)


12. Biology Students (Skills 13, Goods 5)
Skills: Medicine 4/0, Bioengineering 3/0 (ME), Farming 3/1 (EC), Robotics 1/2 (EC), Xenobiology 1/0 (FR), Vehicle Construction 1/0 (PH), Weapon Production 0/1 (PH)


13. Electrical Engineers (Skills 14, Goods 5)
Skills: Physics 10/10, Electrical Engineering 3/2 (PH), Vehicle Construction 2/0 (PH), Mining 0/1 (EC), Computer Science 0/1 (PH)


14. Disciplinary Committee (Skills 13, Goods 5)
Skills: Physics 3/3, Soldiering 5/5 (LA), Piloting 3/2 (LA), Electrical Engineering 1/1 (PH), Construction 0/1 (EC), Weapon Production 1/1 (PH), Robotics 0/1 (EC)


15. Undeclared Majors (Skills 1, Goods 1)
Skills: Construction 0/1 (EC), Consumer Goods Production 1/1 (EC), Refining 0/1 (EC)

SubTotal of CG Needed (66 Goods)
Arcology Reduces CG by (3 PUs x2 = 6 Goods)
Total Cost: (15 Food, 60 Goods)
Growth Points: -2

Animals
4 Level 4 Cats (Wild)
- Level 7 Fast Maturation

Cat (Wild) Growth Points: 8

7 Level 4 Cats
- Level 7 Fast Maturation

Cat Growth Points: 11

1 Level 7 Very Inbred Pit Bulls
Dog Growth Points: 15

Food Required: 8


Warehouse
Note: Other Unity factions may take as much food as they need.
Unity Site
07 units of Food
55 units of Consumer Goods
39 Units of Bamboo
04 Units of Magnetite
00 Units of Iron
01 Units of Steel
05 units of Copper

11 Units of Level 9 Photovoltaic Cells (50% to solar farm level)
03 Units of Fuel Cells (Depleted)
02 Units of Fuel Cells (Full)
03 Units of Railgun Ammunition
05 Units of Railgun Components
03 Units of AA ammunition

10 Silver (Currency)

Mining Outpost
10 units of Tetrahedrite
35 units of Magnetite
14 Units of Iron
10 Units of Steel

Embassy in Havannah
1 Units of Fuel Cells (Depleted)
1 Units of Fuel Cells (Full)

1 Level 9 AA Guns (Cetis)
1 unit of AA ammunition (Cetis)


Electrical Grid
Produced Power:
Solar Farms: 59 per year
Mining Outpost: 8 per year

Per Turn Usage
Housing: 9
Lock System: 2
Schools: 4
ASAE: 8

Remainder for Actions: 21
Action 1 (Unity): 10
Action 1 (Mining): 8



Blueprints
Arcologies:
While they really are just large, complex skyscrapers, it isn't the building themselves that are truly the secret, but rather the machines that make them. The 21st century equivalent of the cranes of the 20th century, Automated Arcology Erectors (AAEs) are modular machines that can construct an arcology, floor by floor, using nothing but the required raw materials. This allows for much faster, more efficient and cheaper construction, as it almost entirely eliminates the need for construction workers and the costly safety measures and benefits they require. AAEs first arose in the early 2040's as a solution to the increasingly crowded megacities of New York, London, Beijing and Tokyo.

An AAE is an array of robots and computers that sits on top of a rising arcology with resource inputs at the bottom. As it builds floors, it raises itself, and it is capable of brachiating up and down the sides of Arcologies in order to get down or back up in order to add new floors.

((Your PU thinks an AAE is the best solution here because of its Robotics background))

To build one floor of an Arcology, you will need an AAE and 20 units of building materials of your choice, at least 5 of which must be some kind of high-strength, low weight material (high-tech ceramics, steel), within reason. At least 2 of the building materials must be some material suitable for electric circuits (copper, gold). The AAE will assemble the floor for no action, up to 10 floors per year.

Each floor of the Arcology can accommodate the living space requirements of 3 PUs for no energy due to advanced energy recycling systems and small built-in solar and wind energy plants. It will also reduce the consumer goods requirements of PUs housed in it by (X/20 roundup, where X is the level of the AAE) units per year. It can accommodate a single facility per floor, and will reduce the energy requirements of each facility in it by (X/20 roundup) per action because of the advanced infrastructure and efficient design. Each floor will produce (X/20 roundup) units of food for no action in the gardens, provided at least 1 PU is housed on the floor. A kilometer-high arcology would have roughly 20-50 "floors", though this could be adjustable.

To build an AAE with a 2 square kilometer operational footprint, you will require:

1) Construction Robots of at least level 10.

2) Construction Tools of at least level 10. The lowest of the construction tools and robots will add their modifier to the level of the resulting AAE. This can push the AAE over the cap.

3) Optional: A power source that produces at least 5 units of energy. If this is not incorporated the AAE will take 5 energy per floor constructed.

4) Optional: A PU with a skill that can apply at least 5 to a check to reduce energy expenditure (for example Physics 20 would apply 5 to improve energy efficiency, while Electrical Engineering 5 would do as well) must perform an action to develop the recycling and insulation system. If this is not performed the energy cost will be 1 energy/PU housed and the arcology will not reduce power requirements of facilities. This check adds to the level of the AAE and can improve the level of the AAE above the cap (though this check is still limited by caps).

5) Optional: A PU that can apply at least a 5 modifier to a check to improve the parks and recreation spaces must perform an action to design the recreation spaces. If this is not performed, it will not reduce the consumer goods requirement of PUs housed in it. This check adds to the level of the AAE and can improve the level of the AAE above the cap (though this check is still limited by caps).

6) A PU with at least level 10 Robotics must assemble all of the components as an action. The AAE will then be ready for use.

Note: Subsequent AAEs do not require the design actions unless you're trying to improve them; they can re-use the old check. They'd only require the tools, robots, power plant and assembly.

Automated Solar Array Extender

An invention new to Tau Ceti, since Earth never had to deal with this kind of labor shortage, an Automated Solar Array Extender is a "stupid" robot, of roughly Roomba-level behavioral complexity. Given the dimensions of the solar array it is supposed to build and the solar panels it needs to deploy, the 10 meter-to-a-side cube-like, treaded robot will level and prepare the site, install solar panels, and return to the factory for more. Though it is simpler than a true autonomous robot, it may fill a crucial labor niche. To build an ASAE, you will need:

1) Level 5 or greater Construction Tools
2) Level 5 or greater Electrical Engineering Tools
3) Level 5 or greater Robots
4) A PU must perform a check of at least net result 10 to design the solar panel array and the behavioral algorithms to deploy the solar panels with the tools available. The check will allow a full bonus from Logistics, Construction, any programming skill (Programming, Hacking, Cyberwar, AI), Electrical Engineering and any computational tools/supercomputers, 25% bonus from Economics, Fringe and Physics, and ignores all caps. Other skills may apply within reason. Going over 10 does not effect the quality of the ASAE.
5) A PU with at least 5 in Robotics to perform an action to assemble all the components. The ASAE will then be ready for use.

An ASAE will take solar panels from a solar panel factory and deploy them into a solar power plant of a level equal to the lowest of its three tool components (construction tools, electrical engineering tools, robots) plus 50% of the level of the solar panels it uses, capped by economics. For each array, it will use 5 units of photovoltaic cells/solar power plants. For simplicity's sake, it will use 4 energy/solar panel array deployed, and can deploy 2 solar arrays per turn.


Room Temperature Superconductors
1) A lab that can provide at least a 50% bonus to physics research actions.
2) A Chemical plant of at least level 10.
3) PU(s) must take actions for a cumulative net result of 50 to synthesize and test the superconductors described in the archive. Each action will require 5 energy on top of what the lab and chemical plant use, and both structures provide a bonus equal to 50% of their level -10 to the checks (which can go negative in the case of the lab). Skills in quantum physics (100%), Electrical engineering (50%), chemistry (50%), physics (25%) and economics (25%) will modify they check, as would tools appropriate for the study of subatomic particles, such as supercolliders, cyclotrons and high-powered research lasers. Electrical engineering tools would apply a 25% bonus.

Room Temperature superconductors will reduce the energy requirements of all buildings and tools made with them by 1 energy, with the exception of housing, which will now require 1 energy/2 PUs housed/year. A unit of Room Temperature Superconductors (which could be made at a superconductor factory (100%), chemical plant (50%) or general-purpose factory (25%) after the megaproject is over is required for the new energy requierments to take effect, and an action is required to add room temperature superconductors to existing tools or facilities.

Somatic Gene Therapy:

1) A lab that can add at least 10 to Medicine/Life Science research actions.

2) A medical facility of at least level 5.

3) Action(s) with a cumulative net result of 50 to produce and test the vectors in the archive, to ensure that their quality is up to snuff and they'll accomplish what they're supposed to do.

When step 3 is complete, a PU with at least 5 in Bioengineering can perform an action on another PU (or any other living Earth life target) at the medical facility to add special genetic modifications. Such modifications can be things like strength/cardiovascular enhancements, immunity to certain poisons, or enhanced learning rates. Cetie life can be targeted with somatic gene therapy when the Molecular/Cell biology and Anatomy/Medicine arm of Understanding Cetie Biology is complete for the species in question. Genetic modifications are "tools" which are appended to the PU being operated on, and apply 25% of their bonus toward any action where the modifications in question would benefit. They do not have power requirements.


Mind-Machine Interfaces
Mind-Machine Interfaces were the roadblock between the primitive cybernetics of the late 20th and early 21st century and the advanced, incredibly useful cybernetics of the late 2060's onward. Their development was first allowed by the mapping of the Human connectome and experiments carried out in the 2050's and 60's that tracked and annotated the physical ways in which the human brain worked, along with medical advances in gene and immune therapy that allowed for implanting devices for the long term in a human body without fear of rejection. While the initial project was enormous and incredibly costly, the fact that virtually all of the knowledge is preserved in the colonial archive allows for it to be recapitulated orders of magnitude faster. To complete this megaproject and regain access to cybernetics, you will need:

1) A lab that can add a bonus of at least 10 to Fringe research actions.

2) A medical facility of at least level 5.

3) To build a Cybernetics Factory of at least level 10, which requires a construction action. The cybernetics factory will require 4 energy/action.

4) Action(s) with a cumulative net result of 50 to build and test prototypes from the archive and ensure that they're working with a human subject properly. Anyone with active nanites can serve as a subject without fear of death, but it will probably be excruciating and unpleasant. It is a bad idea to test this on nanite-inactive people. The lab, medical facility and cybernetics factory each contribute 50% of their bonus minus the minimum level to this check, and skills in Cybernetics (100%) and Fringe (25%) will apply here. Tools that allow imaging and analysis of a nervous system, such as CT scanners, MRIs, medical nanites and biology labs will apply a 50% bonus, as would skills in electrical engineering (25%), Robotics (25%) and Thought Control (25%), along with their respective tools/facilities.

When step 4 is complete, the Cybernetics factory can be used to produce cybernetic implants as tools, which can be implanted in a PU at the medical facility for no action (though this does use the medical facility for that action, triggering power requirements and disallowing its use for other things that action). Implanting cybernetics will activate a PU's nanites, and unless Deep Cybernetic Integration is completed, a PU can have no more than two implants at the same time. A PU can add or remove no more than two implants per turn.

To accelerate learning, Memory/Executive Function augments would be the tool in question, and they would add 25% of their level to any learning action (though not XP gained as a result of applying a skill's full bonus to an action-- the implant there would be Potentiation Boosters). All cybernetic implants will require 1 unit of energy for each action they're used in, and they can't store much of a charge by themselves, so they can only be used when a PU has access to a constant power supply (such as a power grid, fuel cell or Nanocapacitor). There are creative ways to get around this, such as biomass to electricty conversion implants, suits or vehicles that store energy in fuel cells or nanocapcitors, etc. The variety of potential implants is very large, though in general they will only apply 25% of their bonus to the actions in question (strength augmentations, for example, would provide a 25% bonus to construction actions, as well as hand-to-hand combat actions).

Modular Vehicles:
Modular Vehicles can streamline the production chain for vehicles, as well as expand the range of possibilities.

To unlock Modular Vehicles, you must:

1) Have a lab that can add a bonus of at least 5 to Economics research actions. The design actions for modular vehicles and modules must be performed in this lab.

2) A PU with at least 5 in Logistics or Mechanical Engineering must make an action to design the modular interface of the vehicle in question.

3) A PU with at least 5 in Logistics or Mechanical Engineering must make an action to design the modular interface of the module in question. Each module must have a separate design action for each vehicle it is intended to work with. For example, an anti-air railgun module would need one design action prior to its construction to work with the exoskeletons, and an additional action if the same module were designed to also be able to be on a modular naval ship.

When unlocked, vehicles that have been designed to be modular can freely mix and match modules for that vehicle as part of another action. Modules must be designed for a specific vehicle, and still obey the rules that they can only be used for one action at a time.



Ceti Trading Outpost at Unity Site
Population: 0
Trade Capacity:
Structure:

Cetis of Note

Civil Engineers - Civil Engineering (EC) Level 2 (1/4)
Metallurgists - Metallurgy (EC) Level 2 (1/4)
Factory Supervisors- Manufacturing(EC) Level 2 (1/4)

Ceti Payroll
1. Ceti Harvesters (10 Silver/turn)
Manual Labor 2 (Ec), Harvesting 3/1 (Ec)

2. Ceti Police (10 Silver/turn)
Marksmanship 1 (LA), Police Actions 4/4 (LA)

3. Ceti Miners (12 Silver/turn)
Manual Labor 2 (Ec), Construction 1/1 (Ec), Mining 2/3 (Ec)

4. Ceti Refinery Workers (12 Silver/turn)
Manual Labor 2 (Ec), Refining 1/2 (Ec)

Resource Guidelines
Bamboo (25% capacity, 1 levels/unit, +1 to building, +2 pure structural)
Copper (50% capacity, 2 levels/unit)
Iron (25% capacity, 2 levels/unit)
Steel (50% capacity, 3 levels/unit)

Rogue_Dragon
2012-06-24, 10:04 AM
http://i292.photobucket.com/albums/mm16/Rogue-Dragon/VoreySymbolsmall.jpg

Updated last: End of turn 7

Tools

1 Ramjet colony ship (tool) (orbit of tau cetie 3)
1 Planetary lander (tool) (parked outside of New Memphis
1 Set Level 5 Flying Cars(100) (tool)
1 Partial Set, Level 5 Flying Cars (23) (see above, taken from Theologians)
200 Level 5 Laser Rifles (tool) With Combat Force
150ish Level 5 Laser Rifles (Taken from Theologians) Used by whoever is gaurding Base-camp
Forward Base-camp, (tool)
Salvage Module (tool) In Base-camp
1 Set of level 5, U-33 Construction drones (tool) assigned to Engineering crew, used as their basic tool-set.
1 Set of level 5 Specter Drones (military tool), With Combat force on patrol and guard duty (2 left in Base-camp)
Grim's Growth Vats
Level 0 Construction tools, in base camp as back-ups


Territories and Buildings:

Vory Base Camp, 30-12
Self-Powered General Use Factory, Level 2 (2120),
Wind-turbine Power generators, Level 2, (1 energy/action)
Wind-turbine Power Genrators, Level 4, (2 energy/action)
Direct Download training center, Level 3,
Defensive Stone Wall, Level 3,
Vory General Hospital, Level 3, (Provides bonus to Medicine Check, 50% to Biology Labs, Costs 3 Energy/Action)
Pharmaceutical Plant, Level 6, 4 Energy/Action
Gene Sequencer, Level 6, 4 energy/action
Level 5 Coal Power Plant
Level 3 Coal Mine
Level 3 Slave Housing
Level 5 (2120) Nano-machine Fabrication Facility

New Memphis 29-7
Level 4 Coal Power Plant
Level 5 Human Housing (1 energy/year/pu)

New Cairo 29-6
Cetie City controlled by Roberta
New Demascus 28-6Cetie City Controlled by Roberta



Consumables:

5 units of consumer goods (In Lander)
1 Level 5 Construction Modules (tool) (In Lander)
5 units of food human food (In Lander)
12 units of He-3
3 units of Cetie Food (in basecamp)
4 units of Coal (in basecamp)
5 units, Lvl 7 Nootropic/Amphetimines


PUs:
1: Main Combat Force: Soldiering 4.3/6(L), Marksmanship 2(L), Stealth 2.1/4(S), Drone Combat 4.0/6 (L), Slave Driving 1 (L)

2: Command: Liberal Arts 5.0/7, Governing 2.3/4(LA) , Economics 5.2/7, Overlording 1.1/3 (L), Propaganda 0.1/2.

3: Engineering Core: Construction 2.1/4(E), Robotics 2(F), Field Repairs 2 (E) Sabotage 1(S) Electrical Engineering 1.2/3 (E), Lab Construction 1 (M), Agriculture 0.1/2

4: Medical Core: Medicine 3, Cybernetics 2 (F), Field Medicine 2.1/4 (M), Xenobiology 2.1/4 (F), Mining 1/2 (E), Biology 1/2, Molecular Biology 1.1/3 (M)

5: Specialists: Fringe 4.5/6 , Espionage 3.0/5, Reverse Engineering (F) 1.0/3, Xenolinguistics 1.1/3(L), Overlording 1.0/3, Policing 1.0/3, Physics 2.1/4

6: Grim Medics: Medicine 7, Gene therapy 2.1/4 (M), Economics 2, Construction 1/2 (E), Molecular Biology 2.2/4 (M), Liberal Arts 5
Nootropic/Amphetamine addiction 2 (rating 7)

7: Viziers: Overlording 4 (L), Policing 5.1/7, Pharmacology 0.1/2
Nootropic/Amphetamine addiction 2 (rating 7)

Slaves:
.1 Overlords: Manual Labor 2, Overlording 3.2/5,
.2 Miners: Manual Labor 2, Mining 2.2/4
.3 Gatherers: Manual Labor 2, Gathering 2, Agriculture 1.0/3
.4 Shovelers: Manual Labor 2, Construction 1/2, Gathering 1/2, Electrical engineering 1.1/3


Megaprojects, Drugs, etc.

Nootropic/amphetamine cocktails

These are a quantified good. A PU that uses one unit of these drugs during an action reduces its consumer goods requirement by one for that turn, and applies the quality of the drugs as a 25% partial to any mostly mental action it performs that action. A PU can benefit from up to two units of the drugs per action.

However, PUs become addicted to the drugs essentially immediately, and gain a permanent requirement of a number of units of the drugs per turn equal to the largest number of them they've consumed in a single turn, and drugs consumed to meet this new requirement do not reduce their consumer goods requirements. If the requirements for the drugs are not met, the PU goes into withdrawal (1 action per turn, potentially nasty side effects), and its addiction level goes down by one for every year it spends clean provided its other needs (living space, consumer goods, food) are met (this can be reduced faster with some suitable rehab action). PUs stay in withdrawal until their addiction level is reduced to 0, or their new drug requirements are met.


Understanding Cetie Biology is a very large undertaking, as though tools from Earth should mostly apply, virtually nothing beyond the most gross anatomy is known already. The project would proceed in "arms" which work independently from one another, though use similar tools.

The Ecology/Evolutionary Biology arm will require:
1. An action to collect samples and data about each major biome (different colored region of the map) on Tau Ceti III. Biomes of the same type that are not contiguous with one another count as separate biomes.
2. A lab capable of at least a 50% bonus toward Medical actions
3. A Genome Sequencer, which could be made in an electronics factory (50%), General Purpose Factory (25%), or Precision Tool Manufacturing facility (or its ilk, 100%). The Genome Sequencer can analyze one biome's sample per action per level of the sequencer plus relevant mods of the PU performing the sequencing. It will require 2 energy per action.
3. Action(s) to sequence the DNA of all of the samples with a Genome Sequencer tool.
4. An action on a supercomputer to analyze and annotate all the data, construct an evolutionary tree, and dig through behavioral data to assign ecological interactions. Each point of the modified check will produce information from one biome.

Note: All of these steps could be performed before all the samples are collected, and you'd get that information when the analysis step (the supercomputer) is completed.

The Molecular/Cell Biology arm will require:

1. Samples of any one species of Cetie life to be analyzed. This does not have to be an action unless it is rare or far away.
2. A lab capable of adding at least a 50% bonus to life sciences research.
3. The sample must have its DNA sequenced and analyzed. If the biome the species is in has been analyzed in the Ecology/Evolutionary Biology branch this doesn't need to be repeated. Any modifier on the Genome sequencer/supercomputer checks will work for one action because this is a single species. Ceties are in all biomes except the oceans.
Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 4, but they are reusable.
4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the species in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus and supercomputers and chemistry skills will provide a 50% bonus.

This arm may be repeated any number of times on a different species every time.

The Microbiology arm will require:

1. Samples from any one biome in the same manner as the ecology/evolutionary biology branch.
2. The samples must be sequenced as above.
3. A lab adding at least a 50% bonus to life sciences research
4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the microbial community in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus. Supercomputers and chemistry skills will provide a 50% bonus.

This arm may be repeated any number of times on the microbial communities of different biomes.

The Anatomy/Medicine arm will require:

1. Live samples of the species in question.
2. A facility to hold the live animals in question. A biology lab will provide a 25% bonus to animal holding, but labs that provide a bonus of less than 100% to biology research do not include holding facilities.
3. The samples must be sequenced as above.
4. A lab adding at least 50% bonus to life sciences research.
5. Actions must be taken for a cumulative net result of 20 to dissect and document the anatomy of the species in question. Samples for this phase do not have to be alive, but cannot be decayed beyond recognition-- the recently dead are preferred.
Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 6, but they are reusable.
6. Actions with a cumulative net result of 50 must be performed to test drugs and surgical procedures on the specimens in question and gauge their biological effects.This action cannot be performed until the biochemistry of the species has been worked out to at least the 25-cumulative check midpoint.

This arm may be repeated any number of times on a different species every time.

Amount completed so far
Cell-Biology for Cetties = 50 (complete)




Original Stats

Chosen bonuses

Extras:
+2 Skills/PU
3 Non-Military Extras
UED-32 "Omni-Drones":
These drones are used heavily by front-line combat Engineers, they have very little in the way of specialized gear, but they have at least a basic tool for just about anything. The drones function via short-range remote-control, and have limited hovering capabilities.

Forward Base-Camp:
This 'camp' is a series of nano-fabrication units pre-programmed to take almost any materials, and turn them into the various field gear needed by a forward base-camp that will rarely have access to supply lines. This camp provides all the requirements for up to 5 PUs.

Salvage module:
Since the most valuable commodity has been knowledge for a long time, the criminals of the world have long since switched much of their focus to stealing information and technological advances. This equipment is essentially a series of very powerful, and very short-range scanners, capable of determining enough information about almost any technology to be able to reverse engineer it rather easily. (Works much like a university, but only when an object to be studied is available.

1 Military Extra
'Specter' Class Stealth Combat Drones: The 2120 equivalent of Predator drones, these were originally designed for reconnaissance and specific target elimination. They are capable of staying hidden in an area for long periods of time, and then striking with explosive force. Their primary weapon is a large plasma cannon, capable of creating a very impressive blast to blow through armored vehicles or shallow bunkers, and hopefully killing whatever targets are inside. The plasma cannon however is very energy consuming and can generally only get off one shot without the drone needing time to recharge. All drones are also equipped with secondary light-duty laser weaponry, which is roughly equivalent to 2120 small arms fire, which is even weaker than the standard equipped laser rifles. However the drones can, if needed, sustain this light fire for more extended periods of time.
Important Figures and PUs
Commander Elain Delancy: Originally a rather prominent General in the UN Security forces, she was re-assigned to guarding a prison for war-criminals after she was demoted due to a fiasco where a large number of civilian hostages died when her forces assaulted a terrorist base. She was known to be brutal and efficient, and during her command at the prison there were never any escapes. Two days before the first Colony Ship launched, she disappeared, along with 1/4 of the Guards, and a large number of high-ranking criminals associated with the Vory.

Mohamed bin Tedair: Second in Command of the Vory forces here, he was originally a wealthy businessman from Detroit. When it was discovered that much of his resources were obtained through smuggling, and market manipulation, he used his Vorey ties to disappear. He was eventually found and arrested, by a much younger Elain Delancy actually, and sentenced to 50 years in prison at a maximum security prison, which Delancy was later placed in charge of. There appears to be no ill-will between the two, despite the conflicts in their past.

"Mars": Mars is a mercenary commander, and considered to be one of the more prominent war criminals in modern history. His full background is unknown, as is his real name, though he will answer to almost any name that references war (or a god associated with it.) He stands nearly 10 feet tall thanks to his genetic modifications, has thick lizard like skin and an elongated dog-like face with sharp fangs. He's been known to work for the Vory as a leader of kill squads, prison breaks, assassinations, and anything else requiring great-risk and extreme violence. He was awaiting a death sentence for over twenty war crimes, and nearly 300 cases of murder when Delancy picked him to lead the mercenaries she brought with her. He's believed to have worked for the Vorey for nearly 40 years. No one knows why, but he does seem loyal to the Vory, and would likely treat traitors even more harshly than those he's known for killing so casually.

Eric Bathson: Originally a foreman for a rather large construction group he was arrested for leaking design schematics to Vory mercenaries. He was sentenced far more harshly than he should have been, being accused of war profiteering, in the hopes that he would give up the names of more Vory operatives. His silence throughout his prison stay apparently caught Delancy's attention, and she chose him to lead the engineers here. He's a fairly quite and methodical man, who leads through example, working alongside the other engineers on whatever project is necessary without complaint.

Dr. Edward McConaugh: McConaugh never technically achieved his doctorate. When reviewing his Thesis, it was discovered that his rather significant advancements in Cybernetics were due in part to unsanctioned human testing, both on himself, and other subjects, both willing and unwilling. Several jail-brakes by the Vory allowed McConaugh to continue his work on various Vory operatives. He's considered by many to be completely insane, and quite cruel, though when he's not attempting to graft computer components into someone, he's generally fairly friendly and helpful.

Rachel Smith: Rachel smith had always been a quiet girl, never got into any trouble, never got into fights, had straight A's. She never did anything but study, it was as if all she cared about in life was learning. In high-school she found out that one of her friends had found a way to hack into a University system, and she helped him steal a large amount of research data. She didn't really care who else got the data, she just wanted to read it herself as well. The data she acquired sold for quite a bit on the black market, and eventually she was approached by the Vory. Since then she's been working with hackers and scientists to collect whatever information she can about anything, in any way she can, and the opportunity to investigate a whole new planet was almost too much of an opportunity for her to pass up.

Main Combat Force:
Soldiering 2(L), Marksmanship 2(L), Stealth 2(ES), Drone Combat 1 (L)
This group of mercenaries is made up largely of ex-UN troops, and gangers who joined the Vory Mercenary group to get away from the slums where they grew up. They are ruthless and amoral, but fiercely loyal to the Vory, as the only organization that every truly looked out for them. They are led by the mercenary known as 'Mars'.

Engineering Core:
Construction 2(E), Drone Construction 2(E), Field Repairs 2 (E) Sabotage 1(ES)
Many were originally disgruntled construction workers. They Vory has organized them and trained them to work in battlefield situations, though their actual combat capability is rather minimal. Lead by Foreman Eric Bathson

Command:
Liberal Arts 3, Governing(command)(LA) 2, Economics 2
Most of this Command structure was brought in by Commander Delancy from her various contacts throughout the UN, and while she technically leads it herself, much of the day-to-day operations are handled by her second in command, Mohamed bin Tedair.

Medical Core:
Medicine 3, Cybernetics (F) 2, Field Medicine(M) 2
Even criminals need doctors, in fact criminals need doctors more than most, and discreet ones at that. Made up largely of nurses who wanted to be more, or doctors who mistreated some patients, the medical core is quite capable, if not always very willing to help others, and they are used to deal with minimal equipment and unsanitary conditions. Lead by 'Doctor' McConaugh

Specialists:
Fringe 3, Espionage 3, Reverse Engineering (F) 1
This group of software pirates, and other less than reputable engineers were hand-picked by Rachel Smith to help her learn more about whatever might be on this new planet, as well as steal whatever technology and information they can from the other colonists.
History
With the advancement of technology and society, the various criminal organizations slowly became more and more advanced, and in 2080 the various syndicates finally met and started truly working together, forming an 'organization' that literally had it's hands in every illegal activity imaginable. This new organization never truly named itself, and for many years people refused to believe it even existed, since they had a decent amount of propaganda making a criminal organization of it's size seem the thing of movies and conspiracy theorists. By the time enough people believed in the over-arching power of the organization, it was too large to snuff out, even with the concerted effort of the UN and various law enforcement agencies, due in no small part to the fact that almost every mercenary group in the world already worked for parts of the organization.

In 2100 the UN finally made an arrest of one of the 'leaders' of the organization. A prominent Romanian Politician was linked with several information leaks regarding UN security. As the investigation continued though, it was uncovered that Vladov Romanavosky was in fact quite a criminal, tied to everything from smuggling, to war profiteering. He'd gotten his station through discreet blackmail, and in a few instances, even assassination, and it was estimated that well over 1000 insular cells of lesser criminals worked under his command. Though he was arrested, he escaped from jail with the aid of a mercenary group, and it was nearly 5 years before he was found once more. The UN assault on Vladov's compound ended in the death of nearly 100 people Vladov included. Though no one ever officially named the organization, or found the other leaders, Vladov's place of origin was used to name the organization for the rest of the world. They became known as the Vory, an old Russian word that translates roughly to "Professional Thief" and had long been used when describing maffia bosses.

Now, the Vory are still feared, and still powerful. Their meddling can be seen almost everywhere, and it's estimated that almost 40% of all the worlds crime is in some way associated with Vory, and 90% of major crimes, and mercenary groups are related to them.Physiology and Technology
The Vory have been stealing technology and information for ages, and are more than willing to use less than optimal, or downright illegal and dangerous equipment and modifications if it get's them what they want. Their mercenaries are often Cybernetically enhanced, and their engineers often use limited access cloud networks, and semi-intelligent repair drones.

Their appearance varies greatly, as these are people that come from all walks of life, and all backgrounds and heritages. Though many still appear as one would expect a normal human to look, perhaps half have obvious and drastic modifications, such as extreme size, extra limbs, severe cybernetic augmentation, or any other change that might give someone an edge in world, or that might outcast them from 'polite' society and force them into a life of crime.

Kalirren
2012-06-24, 09:30 PM
The Mormons, as of Game Year 8.0

Population and PUs:
{table]PU ID/name | Location | Skills | CG/turn req. | SC reqs.
1. Quorum of Twelve | New Zion | LA 7 Governance 3[4/5] Urban Planning 6 [2/8] | 6 5 | Not yet
2. Presiding Bishopric | New Zion | ECON 9 [10/11] Geology 2[3/4] Salvaging/Reverse Engineering 3 [3/5] | 5 4 | Not yet
3. Quorum of Seventy | New Zion | Diplomacy 3[4/5] Propaganda 2[1/4] Teaching 9 [4/11] Linguistics 0 [1/2] Construction 1 [0/3] | 5 4 | Not yet
4. UAW | New Zion | Construction 3 [1/5] Metallurgy 2[0/4] Mass Production 3[0/5] Manual Labor 1[1/3] Electrical Engineering 2[0/4] | 4 3 | Not yet
5. NZDA Extension | New Zion | LIFESCI 4 [2/6] Agriculture 2 [3/4] Bioengineering 2[2/4] FRINGE 1 [0/3] Consumer Goods Production 0 [1/2] | 3 2 | Not yet
6. Aaronite Priesthood | New Zion | Consumer Goods Production 1 [1/3] ChemE 5 [0/7] | 2 1 | Not yet
7. 1st Corps Officers | New Zion | Military Strategy 5 [0/7] Military Police 3[3/5] | 32 | Not yet
8. Mission Control | Aboard LS Nephi | PHYS 5 [0/7] Robotics 3[2/5] Logistics 3[2/5] |4 0 |Not yet
9. Department of Ceti Education | New Zion | | 0 | Not yet[/table]

Population Growth Points:
1 accumulated + 9 expected growth + 3 Grim = 13 at end of turn

Total CG requirements: 21 units/turn


Facilities:At "New Zion", (24, 16):

1 Level 7 GP Factory (2120) -2 e/action-season
1 Level 5 GP Chemicals Plant (2120) -2 e/action-season
1 Level 7 Farm (2120)
1 Level 7 Biosciences Laboratory (2120) -3 e/action-season
1 Level 5 Wind Farm (2025) +3 e/year
1 Level 7 Wind Farm (2025) +4 e/year
1 Level 8 Wind Farm (2025) +4 e/year
1 Level 8 Wind Farm (2025) +4 e/year
1 Level 6 Housing (2026) -1 e/year-PU
1 Level 8 Communal Housing -0.5 e/year-PU
1 Level 8 Communal Recreation Facilities
1 Level 6 School (2026) -2 e/action-season
1 Level 6 Consumer Goods Factory -4 e/action-season
-with 1 Level 8 Consumer Goods Manufacturing Robots -4 e/action-season
1 Level 4 Ceti-beer Brewery
1 Level 5 Grass-to-Biogas Synthesis Plant
1 Level 9 Biogas Refinery
1 Level 8 Compressed Gas Storage Facility
1 Level 8 Biogas Power Plant

Tools:
Onboard LS Nephi:
1 Shipboard Recycling Unit

At colony site "New Zion" (24,16):
1 Planetary Lander with 15 units 3-He fuel
1 Level 5 Geneaological Banks (2120)
1 Level 5 Bioinformatic Nanobank (2120)
- Level 8 Peanutgrass- digesting brewers' yeast
- Level 8 Biomass-methanogen strain
1 Level 5 Legal Code
1 Level 6 Construction Kit
1 Level 7 Construction Kit
1 Level 5 Rifles (2120)
1 Level 5 Flying Cars (2120)
1 Level 4 Consumer Goods Production Tools -2 e/action-season

Warehouse Stocks and Energy Balance:

Onboard LS Nephi: the spaceship and its cargo only.

At New Zion:
Energy balance:
+15e production from wind farms - 4e Housing expenditure -12e operations -20e automated consumer goods factory + 24e from power plant = +3e.

Warehouse:
20 production - 17(12?) consumption- 3 trade = 1 for Year 8 start
3 units CG traded to Steppe locals for 6 silver
10 silver in stockpile
food: 14 + 6 food consumed - 3 food
gas: 11 raw units produced, 11 units refined, 6 units burned, 5 remaining in store.

Blueprints/Designs/Advances:
Planetary LANDSAT monitoring system
Wind Farm Plans: 5/4 Physics + 1 Logistics = +3 bonus to Wind Farm construction
Orbital Geological Survey: +8/4 Economics + 2 Geology = +4 bonus to Mining sites for iron and silicon.
Level 6 consumer goods manufacturing robots Plans: PHYS 5/4 + Robotics 3 + Logistics 3/4
Plans for EVA-capable Salvage Drones: Level 5, -3 e/action


Megaproject Feasibility Studies and Descriptions:

Understanding Cetie Biology
Community-Based Living Arrangements:
Community-Based Living Arrangements capable of housing and servicing N PUs is accomplished in 2 parts:
Part 1 - Design) An effort to design the master plan for the housing complex comprises 2 actions A and B:
A) to design the communal recreation spaces
B) to design the efficient housing facilities

Both design checks are modified by Urban Planning (100%), Logistics (50%), Governance (25%), ECONOMICS (25%), and LIBERAL ARTS (25%).

The total check result for Part 1) = A + B - N and determines the quality of the housing built.

<0: 100% energy consumption
1-10: 75%
11-30: 50% and -1 CG consumption/PU-turn for each PU housed
31+: 25% and -1 CG consumption/PU-turn for each PU housed

Upgrading requires both design actions to be repeated - it is almost certainly better to just build a new unit.

Part 2 - Construction) To build the facilities comprises Construction actions 1 and 2:
1) A Construction action for the communal recreation facilities, which must attain level >= N
2) A Construction action for the communal housing units, which must attain and is restricted to level = N.


Colony Infrastructure Math:

Automated Consumer Goods Factory: 1e /1 CG automated, 1e /1.5 CG w/Leather, up to 20/30 CG can be produced this way per turn, and 20 e consumed.)

Compressed Natural Gas Energy Infrastructure:
Feedstock production: (Agriculture, + harvesting tools)
Gas production in the Biogas synthesis plant (-3 grass/unit gas, -4e/action): (8+3 units of unrefined gas/3 units of feedstock)
Gas refinement in the refinery: (4e/action): (9+skill/4e)
Stored gas is useable as fuel, but also for
Power generation: (+4e/unit of gas burned, up to level of plant/action. A level 8 power plant would be up to 64e/turn, 16 units of gas consumed.)

So the breakeven point is 2 units of gas refined per action in the refinery, but so much more potential after that.


Ceti activity peripheral to New Zion:

Cetie population peripheral to New Zion:

Trading volume of

One Cetie PU was taught Agriculture way back when, and has been contributing 1 action/year to growing a season of Terran crops for the colony.
One Cetie PU has been taught level 1 Economics, and is expanding the capactiy of the composting districts by 1 / year.

Zweanslord
2012-06-26, 12:44 PM
The Green Unity

Starting Background


http://img205.imageshack.us/img205/9735/greencurrent.jpg
The Green Unity
A second chance. Our only chance left. We will face ordeals, but we will face them together, united. The mistakes of the past must be left in the past. A future will be forged, one of prosperity where the land is not despoiled. A green vision guides us along our path, so that our children may walk the same path with health and prosperity. We will plant the seeds of the future in the days ahead and nourish it to a Green Unity.

Movements, initiatives, organisations and political parties had long been affiliated with the ideology of looking at the long term, sustainable and green solutions to the problems at hand. With the ever evolving technology at the disposal of mankind, the future looked bright for a sustainable future as the potential for getting away from an oil based economy grew larger and larger by the year. Unfortunately, green parties were not the most influential and the majority of the people continued to elect for cheaper, more polluting alternatives, until it was too late.

With the oil scarcity at an all time high when the colonists left, a rapidly declining rain forest, first by man, then by nature as the whole area was turning into a desert, the Sahara expanding, the polar caps melted, water levels higher than ever before and natural disasters more frequent, all that stood between global natural disaster and mankind was ironically, itself. Its technological advances had been able to ward off many of the disasters, lessen losses and even becoming capable of taking care of many fugitives became possible with ever decreasing costs for material goods.

Many solutions for the problems the natural disaster brought were found, though mankind had been too late in investing at solving the root cause of the problems, and while a major and global natural disaster might be predicted in decades to come, it felt shy of the crisis predicted in an even shorter span of time. Mankind could not be destroyed by nature, as in his folly, he would be his own undoing before that time.

While the green parties held the right to say “I told you so”, this did nothing to ease the pain of the situation everybody was in. Realising how futile the situation was, many green movements united in an effort to join the other nations and movements in space and sent out their people on an exodus away from that doomed planet. Most of the green movements involved had their origin from Europe, funding and supporting the space program, though several smaller green movements had joined in the effort.

A small effort compared to other factions, as even in this day, the green influence was little, it was enough to send off the Seed of Hope. Filled with as many people as the combined effort of the organisations could fit, it was sent to carry off the first batch of humans and prepare for the rest to come. But they would never make it, as messages that were sent and listened to over a hundred years later, told that in the crisis, the combined space effort was swiftly obliterated, after which the green effort splintered and fell apart.


***

Now the Green Unity looks forward to the future, intent on settling Tau Ceti III to provide mankind with a green future. They have a focus on creating a sustainable future without pollution, so that this planet will not be undone by its new human inhabitants. Peace and co-operation between the human factions, trying to urge others to move towards green solutions, and establish a settlement where people may live in harmony with one another and the gifts provided by nature marks the dream of the Green Unity.

When the news came that the planet was inhibited, this came as a huge shock. The Green Unity has taken no stance on what to do with it as of yet, as the people making up said Unity are divided on the matter. Two things everybody seems to agree with. If they had known this from the start, things would have gone differently. And they have to face the reality, they are going to land and settle, as supplies will run out. But what follows is still up for debate.


***

1600 people (8 PU) aboard the colony ship.

1. Green Vision. Economics 5
Major Figure: Doctor Ferdinandez del Manos
The visionaries and idealists of the Green Unity. They are focused on a green colony and several of them have detailed how society and industry can arrange itself to work towards a green future.

2. Green Peace. Espionage 1, Green Ops (S) 1, Small Arms Combat (L) 1, Environmental Engineering (E) 2
Major Figure: Activist Matthias Reynold
The pro-active environmentalist organisations under the Green Unity supply the people of this division, from activists to engineers offering environmental alternatives, who may easily be the same person. Some of the more extreme elements of the Green Unity can be found in this division, who were active in seizing polluting ships and have experienced combat against companies trying to shut them down.

3. Green Policy. Liberal Arts 2, Diplomacy (L) 2, Teaching (L) 1
Major Figure: Politician Marjanne van der Veen
The politicians of green parties, as well as teachers. This group has a more noticeable international base as the politicians come from several green political parties across the globe, each still feeling a tie to their nationality and how they represent it, despite that their old nations no longer exist.

4. Green Ecology. Medicine 2, Botany (M) 2, Biology (M) 1
Major Figure: Doctor Julie Leroux
The ecologists and scientists of nature itself, flora and fauna. It is nature that is around us and it is important to study it, so that we may learn how to live with it in harmony. With a new world, there is a chance to start anew, where we can live in harmony with nature from the start.

5. Green Planet. Physics 2, Geology (P) 2, Hydrology (P) 1
Major Figure: Doctor Lukas Bauer
If nature is around us, then this group studies what is underneath us, the earth on which we live, the water which we drink, and the environment on which nature flourishes. Let us not despoil this new planet.

6. Green Energy. Energy Engineering (E) 5
Major Figure: Engineer Ikeda Hidaki
One of the great needs of society is energy. In our history we have used polluting methods of energy production, from the coal-powered steam engines in early machine driven ships, to the oil-powered power plants providing power to our households. There are plenty of sustainable alternatives and it is our task to use them from the outset and never fall victim to those old polluting technologies anymore. Using our knowledge of solar, wind, water and geo-thermal energy, we will supply the energy for the Green Unity.

7. Green Architecture. Construction (E) 5
Major Figure: Architect Haemon Chronis
Mankind has known many era’s, in which we have established a great civilization. Cities are hallmarks of that civilization, yet in our quest for greatness, we have often forgotten to reflect and look back at the humble roots we came from. Cities where nature was confined to pots or small parks and products and energy came from afar, wasting resources in the progress. A monumental task stands ahead of us, where we will integrate green solutions, nature and wishes of the people in the cities of the future.

8. Green Products. Sustainable Goods Manufacturing (E) 5
Major Figure: Engineer Adaeze Igwe
Humans need supplies, for living and entertainment, so as to get through their daily lives. This applies to the Green Unity as well. This group is especially focused on how to make sustainable goods: durable and recyclable. Using a component based design in many goods, it will also allow for easily updatable goods as new advances in technology or production make parts obsolete. Designers and engineers come together to look how green solutions can be applied in daily life.


***

The Grim: Dangerous and insane experiments from unnatural biotech. Avoid.
Pacifica: A respectable nation that clearly works towards a better future, one of unity and peace. A vision we can stand behind and we hope that they will follow a course in harmony with nature, just as their people have chosen to get closer to the waters in their modifications.
HMRF Pionjär: Some of the northern European nations focused on water energy and their forests were replanted after cutting down. We hope that the Pionjär will take this spirit to the new planet, but their recent shift towards a military rule has us worried.
Mormons in Space, LS Nephi: While we firmly believe in freedom of religion, we are afraid that such a religiously focused faction will begin a campaign of converting the Ceties. Something they do not need at all. We do not need a repeat of Earth’s religious expansion during its era of colonisation. While the Christian belief is based on a number of good values, history has shown that they are not always followed.
The Enlightened: Crazy religious dictatorship to be. The faction is even more to be feared due to their access of subjugating technology. We oppose their obvious violation of human freedom.
Lateral Solutions Inc: Suspicious bunch that should not be trusted. Their corporate nature rubs us the wrong way and their love of cybernetics is worrying.
The Aeon Institute: Scientists focused on knowledge, something we can respect. As some of researches done to find green solutions or to prove the necessity of such solutions was done in conjunction with some of their scientists back on Earth, we hope that they realise that we should use this new chance to build a sustainable society from the start.
The Cloud Acolytes: We hope that their focus on data and AI will not create another Charybdis or worse. Other than that, their data must contain evidence that green solutions will be the best in the long term, so we hope they will heed it.
UNSS Henry Ford: Idealists who thought too positively about mankind’s mission to space. Their capitalistic background worries us, as too often there has been a focus on profit and production at the expensive of the environment, rights and peace.
Theologians: Religious nuts. Our worries are even greater with this faction than the faction from the LS Nephi, as we fear this more radical faction will preach even more.
Mitsuhara Academy: With great surprise we learned of this faction’s success to reach Tau Ceti. Our opinion of them is conflicted, as we are surprised they are so young. On the one hand, we must commend them on their efforts, on the other hand we can not in good faith agree with the decision their parents and teachers made to approve the undertaking. What were they thinking?
The Vory: A group of criminals. While we have little hopes for them to turn a new leaf, who knows, maybe they will go for green and sustainable solutions after all? Their background still remains a source of worry.BlueprintsLow-Maintenance Ecological Preservation Structures are a noble goal, and there are a few things that can be done without requiring labor to prevent pollution from industrial activities from contacting the environment. The three structures outlined here are not megaprojects, and could each be produced for a single construction action.

1. The dam is probably blocking the migration patterns of fish in the river, though you can't be sure because the river ecology hasn't been studied. You could make a fish ladder for the dam (basically a series of tubes that the fish could use to swim from the base of the dam to the reservoir), which would abrogate this problem. Capped by Economics.

2. You could use a construction action to build ecological health monitoring structures around the settlement, which would do things like measure airborne lead levels, soil pH, groundwater heavy metals concentrations and Earth-plant pollen concentrations. These would require 1 energy/turn, but can be constructed in such a way as not to require labor. Capped by Medicine.

3. At the refinery and mine, or any other structure with inevitable water contamination (natural gas drilling, for example), you could build evaporation pools to deal with the wastewater, which are insulated from the aquifer by an impermeable membrane. The idea is that the contaminated water is pumped into the pools, where it evaporates normally, leaving the contaminants precipitated on the bottom of the pools. These would be able to handle contaminated water from a number of actions of up to their level before more would need to be built. Capped by Physics.

4. Water filtration plant. Gets earth mircobes out of the site's wastewater. You'd need filters as quantified goods, replaced once a year for no action. Action to make sewage infrastructure is required. The system can handle sewage from one PU/level of the system or filters, whichever is lower. This does not cost extra energy, sewage is part of the housing in terms of energy cost. Capped by Physics.MegaprojectsASAE Addendum: Use Fuel Cell for energy cost reduction per action from 4 to 3.

Somatic Gene TherapySomatic Gene Therapy is one of the things that started really reducing the incidence and death from the major killers of the late 20th and early 21st century. Cancer, heart disease and diabetes, not to mention many of the behavioral and degenerative complex diseases all had genetic components, and when the first really widely applicable somatic gene therapy vectors kicked in, "cures" started hitting the shelves at record rates.

To unlock the ability to do Somatic Gene Therapy with the limited infrastructure available on Tau Ceti III, you will need:

1) A lab that can add at least 10 to Medicine/Life Science research actions.

2) A medical facility of at least level 5.

3) Action(s) with a cumulative net result of 50 to produce and test the vectors in the archive, to ensure that their quality is up to snuff and they'll accomplish what they're supposed to do.

When step 3 is complete, a PU with at least 5 in Bioengineering can perform an action on another PU (or any other living Earth life target) at the medical facility to add special genetic modifications. Such modifications can be things like strength/cardiovascular enhancements, immunity to certain poisons, or enhanced learning rates. Cetie life can be targeted with somatic gene therapy when the Molecular/Cell biology and Anatomy/Medicine arm of Understanding Cetie Biology is complete for the species in question. Genetic modifications are "tools" which are appended to the PU being operated on, and apply 25% of their bonus toward any action where the modifications in question would benefit. They do not have power requirements.

Understanding Cetie Biology
This is a very large undertaking, as though tools from Earth should mostly apply, virtually nothing beyond the most gross anatomy is known already. The project would proceed in "arms" which work independently from one another, though use similar tools.

The Ecology/Evolutionary Biology arm will require:
1. An action to collect samples and data about each major biome (different colored region of the map) on Tau Ceti III. Biomes of the same type that are not contiguous with one another count as separate biomes.
2. A lab capable of at least a 50% bonus toward Medical actions
3. A Genome Sequencer, which could be made in an electronics factory (50%), General Purpose Factory (25%), or Precision Tool Manufacturing facility (or its ilk, 100%). The Genome Sequencer can analyze one biome's sample per action per level of the sequencer plus relevant mods of the PU performing the sequencing. It will require 2 energy per action.
3. Action(s) to sequence the DNA of all of the samples with a Genome Sequencer tool.
4. An action on a supercomputer to analyze and annotate all the data, construct an evolutionary tree, and dig through behavioral data to assign ecological interactions. Each point of the modified check will produce information from one biome.

Note: All of these steps could be performed before all the samples are collected, and you'd get that information when the analysis step (the supercomputer) is completed.

The Molecular/Cell Biology arm will require:

1. Samples of any one species of Cetie life to be analyzed. This does not have to be an action unless it is rare or far away.
2. A lab capable of adding at least a 50% bonus to life sciences research.
3. The sample must have its DNA sequenced and analyzed. If the biome the species is in has been analyzed in the Ecology/Evolutionary Biology branch this doesn't need to be repeated. Any modifier on the Genome sequencer/supercomputer checks will work for one action because this is a single species. Ceties are in all biomes except the oceans.
Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 4, but they are reusable.
4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the species in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus and supercomputers and chemistry skills will provide a 50% bonus.

This arm may be repeated any number of times on a different species every time.

The Microbiology arm will require:

1. Samples from any one biome in the same manner as the ecology/evolutionary biology branch.
2. The samples must be sequenced as above.
3. A lab adding at least a 50% bonus to life sciences research
4. A number of actions that yields a cumulative result of 50 must be performed to figure out the biochemistry of the microbial community in question and analyze its cellular biology. Some information will become available at 25. Biology labs, skills in biochemistry/medicine, and biology tools will provide a full bonus. Supercomputers and chemistry skills will provide a 50% bonus.

This arm may be repeated any number of times on the microbial communities of different biomes.

The Anatomy/Medicine arm will require:

1. Live samples of the species in question.
2. A facility to hold the live animals in question. A biology lab will provide a 25% bonus to animal holding, but labs that provide a bonus of less than 100% to biology research do not include holding facilities.
3. The samples must be sequenced as above.
4. A lab adding at least 50% bonus to life sciences research.
5. Actions must be taken for a cumulative net result of 20 to dissect and document the anatomy of the species in question. Samples for this phase do not have to be alive, but cannot be decayed beyond recognition-- the recently dead are preferred.
Optional: An action must be taken to establish nonlethal test samples (such as cell lines) from the species in question. The level of the test samples caps the result of each individual action for phase 6, but they are reusable.
6. Actions with a cumulative net result of 50 must be performed to test drugs and surgical procedures on the specimens in question and gauge their biological effects.This action cannot be performed until the biochemistry of the species has been worked out to at least the 25-cumulative check midpoint.

This arm may be repeated any number of times on a different species every time.

Cultural Change: Volunteer Spirit IThe number of people willing to work only for the faction's central cause can be increased.

To impose this cultural change on your faction, the following steps must be taken:

1) A PU with at least 15 in some skill directly relevant to the cultural change in question (Community would work, in this case) must perform action(s) with a cumulative net result of 50 to persuade the populace to adopt this value. The skill in question provides its bonus -10 to the check, though tools/facilities that improve the spread of the message (radio/TV stations, government buildings, recreation centers) could all be used at a 50% bonus to the check.

When complete, 1 extra PU is considered "free", and the HFOG points per PU acts as if the first "not free" PU is still the 11th (for example, if this were done right now, the 12th PU would be the first one requiring HFOG points, and would require 10. The 13th would require 21, etc.). When this cultural change is complete, you could continue on to Cultural Change: Volunteer Spirit II, which is a bit harder (because it relies on the same message accepted to a larger degree), but would extend the HFOG barrier out by another PU.

Certain cultural values are mutually exclusive with one another, which will be addressed on a case-by-case basis. For example, if you wanted to do Cultural Change: Greed is Good, you would have trouble after completing this megaproject.
MaterialsBamboo: +1 Buildings or +2 Structural Buildings, +1 CG/25% capacity
Glass: +2/25% structural
Solar Panels/Cells: +2/50% capacity
End of Turn 10 Stats

Population
1. Green Vision. Economics 11 3/13, Sustainable Goods Manufacturing (E) Level 0 1/2, Ceti Culture (L) 0 1/2, Linguistics (L) 0 1/2, Construction (E) 0 1/2, Teaching (L) 1, Materials Engineering (E) 2, Robotics (E) 0 1/2, Tooling (E) 0 1/2, Doge’s Dialect
-1 Food, -5 Consumer Goods

2. Green Peace. Espionage 1, Green Ops (S) 1, Small Arms Combat (L) 1 1/3, Environmental Engineering (E) 3 4/5, Ecology (M) 1, Construction (E) 3 1/5, Teaching (L) 0 1/2, Energy Engineering (E) 0 1/2
-1 Food, -3 Consumer Goods

3. Green Policy. Liberal Arts 2 3/4, Economics 2 3/4, Diplomacy (L) 2, Teaching (L) 5 1/7, Linguistics (L) 0 1/2, Energy Engineering (E) 0 1/2, Robotics (E) 1 2/3, Dogi Dialect
-1 Food, -4 Consumer Goods

4. Green Ecology. Medicine 2, Botany (M) 4 10/6, Biology (M) 1, Xenobiology (F) 0 1/2
-1 Food, -3 Consumer Goods

5. Green Planet. Physics 5, Geology (P) 3 1/5, Hydrology (P) 2, Agriculture (E) 2 1/4, Materials Science (P) 3 1/5, Teaching (L) 1, Community (L) 5 1/8
-1 Food, -5 Consumer Goods (Next Turn: -7)

6. Green Energy. Energy Engineering (E) 7 5/9, Teaching (L) 1
-1 Food, -3 Consumer Goods

7. Green Architecture. Construction (E) 6 3/8, Energy Engineering (E) 2 1/3, Materials Engineering (E) 0 1/2, Robotics (E) 0 1/2, Tooling (E) 0 1/2
-1 Food, -3 Consumer Goods

8. Green Products. Sustainable Goods Manufacturing (E) 7 5/9
-1 Food, -3 Consumer Goods

9. Green Sprout. Liberal Arts 1, Teaching (L) 4 5/6, Medicine 0 1/2, Fringe 0 1/2, Community (L) 6
-1 Food, -2 Consumer Goods (Next Turn: -4)

10. Green Central. Liberal Arts 10 1/12, Diplomacy (L) 2 2/4, Governing (L) 2, Linguistics (L) 1 2/3, Teaching (L) 2 3/4, Physics 0 1/2, Community (L) 3, Doge's Dialect
-1 Food, -6 Consumer Goods (Next Turn: -7)

11. Green Biology. Medicine 4 2/6, Fringe 4, Bioengineering (M) Level 2 1/4, Xenobiology (F) 3 1/5, Biology (M) 2, Thought Control (F) 2, Botany (M) 1
-1 Food, -6 Consumer Goods

12. Green Seeds. Construction (E) 1 1/3, Energy Engineering (E) 2 3/4, Materials Engineering (E) 0 1/2
-1 Food, -1 Consumer Goods

13. Green Blossom. Teaching (L) 4 4/6, Materials Engineering (E) 1 2/3, Community (L) 5
-1 Food, -2 Consumer Goods (Next Turn: -4)

14. Green Automation. Robotics (E) 10 1/12
-1 Food, -2 Consumer Goods (Next Turn: -4)

15. Green Community. Community (L) 5
-1 Food, -0 Consumer Goods (Next Turn: -2)

16. Student Teachers. Liberal Arts 5 5/7, Economics 1 1/3. Teaching (L) 6 7/8, Soldiering (L) 1 0/3, Consumer Goods Production (E) 0 1/2, Drone Operation (P) 0 1/2, Physics 0 1/2, Materials Science (P) 0 1/2, Music (L) 0 1/2, Community (L) 1
-1 Food, -5 Consumer Goods

17. Architectural Engineers. Economics 10 0/12, Construction (E) 4 5/6, Weapons Construction (E) 1 2/3, Consumer Goods Production (E) 0 1/2, Teaching (L) 1, Electrical Engineering (P) 0 1/2, Tooling (E) 0 1/2
-1 Food, -5 Consumer Goods (Next Turn: -6)

18. Roboticists. Fringe 3, Consumer Goods Production (E) 5 6/7, Robotics (E) 3 1/5, Drone Operation (P) 3 1/5, AI (F) 1
-1 Food, -5 Consumer Goods

19. Economics Students. Economics 5 0/6, Mining (E) 5 3/7, Farming (E) 1 0/3, Robotics (E) 1 0/3, Construction (E) 1 1/3, Consumer Goods Production (E) 1 0/3, Electrical Engineering (P) 0 1/2
-1 Food, -5 Consumer Goods

20. Physicists. Physics 5 5/7, Materials Science (P) 5 4/7, Plasma Physics (P) 1 0/3, Piloting (P) 1 0/3, Quantum Physics (P) 1 1/3, Mechanical Engineering (P) 1 0/3, Construction (P) 1 0/3, Robotics (E) 1 0/3, Teaching (L) 1 1/3, Electrical Engineering (P) 1 1/3
-1 Food, -6 Consumer Goods

21. Music Students. Music (L) 3 4/5, Electrical Engineering (P) 1 1/3, Weapon Construction (E) 0 1/2, Community (L) 4 4/5
-1 Food, -2 Consumer Goods (Next Turn: -3)Colony StatusFacilities
Housing
Houses Level 10 (2120), Energy -1, Earthquake Barrier
Pacifica Dormitory Level 10 (2120), Energy -1, Earthquake Barrier (3 PU of other factions)
Housing Level 5, Energy -1/PU (-2), Earthquake Barrier
Dormitory Level 6, Energy -1/PU, Earthquake proof

Production
Tool Factory Level 11 (2120), Energy -2/action, Earthquake Barrier
Sustainable Consumer Goods Factory Level 10 (2120), Energy -2/action, Earthquake Barrier
Consumer Goods Factory Level 7 (2120), Energy -2/action, Earthquake-proof
Glass Furnace Level 8, Energy -4/action, Earthquake-proof Foundation
Glass Furnace Level 6, Energy -4/action, Earthquake-proof Foundation
Robotics Factory Level 11, Energy -4/action, Earthquake-proof Foundation
Hydroponics Farm Level 5 (2120), Energy 0/action, Earthquake-proof
- Bioengineered Seeds Level 7
Assembly Line Factory Level 5, Energy -4/action, Earthquake-proof
Fuel Cell Components Factory Level 6, Energy -4/action, Earthquake-proof
Hydrogen Fuel Cell Factory Level 7, Energy -4/action, Earthquake proof
Tool Factory Level 11, Energy -4/action, Earthquake-proof Foundation

Energy
Solar Panels and Trees Level 5 (2120), Energy +5, Earthquake Barrier
Incorporated Solar Panels (on Tool Factory) Level 5, Energy +3, Earthquake Barrier
Incorporated Solar Panels (on Sustainable Consumer Goods Factory) Level 6, Energy +3, Earthquake Barrier
5x Expanded Solar Trees Level 7, Energy +4 x4 = +20
Expanded Solar Trees Level 8, Energy +4, Earthquake Barrier
Expanded Solar Trees Level 9, Energy +5, Earthquake-proof Foundation
Expanded Solar Trees Level 10, Energy +5, Earthquake-proof Foundation
9x Expanded Solar Trees Level 11, Energy +6 x7 +3 x2 (New) + 0 x0 (New) = +48, Earthquake Barrier / Earthquake-proof Foundation
Total: 93

Education
2x College Level 3, Energy -2/action, Earthquake Barrier
3x College Level 5, Energy -2/action, Earthquake-proof Foundation
College Level 6, Energy -2/action, Earthquake-proof Foundation
College Level 8, Energy -2/action, Earthquake-proof Foundation
College Level 9, Energy -2/action, Earthquake-proof Foundation
3x College Level 10, Energy -2/action, Earthquake-proof Foundation (1x New, 1x Action)

Earthquake Measures
Earthquake Barrier, Level 7 (Houses, Housing, Dormitory, SCG Factory)
Earthquake Barrier, Level 8 (Tool factory, 2x College L3, Exp. Solar Trees L8)
Earthquake Barrier, Level 9 (2x Exp. Solar Trees L11, Inc. Solar Trees L6, Inc. Solar Trees L5, College L6)
Earthquake Proof Foundations, Level 9 (Exp. Solar Trees L9, Exp. Solar Trees L10, 3x College L5, College L8, Preserve, Exp. Solar Trees L11, Food Warehouse L11)
Earthquake Proof Foundations, Level 11 (College L9, L10, L10, L10, 6x Exp. Solar Trees L11, Tool Factory L10)
Earthquake Proof Foundations, Level 11 (Robotics Factory)
Earthquake Proof Foundations, Level 5 (2 Mitsuharu Buildings, 3 remaining)

Ecology
Fish Ladder
Food Warehouse L11, stores 22 Food, Glass, Rat-proof, Earthquake-proof Foundation
Preserve Level 4, Energy -4/year, Stores 4/2 “tools” of animals, Earthquake-proof Foundation

Labs

Facilities at Mining Site
Earthquake Proof Foundations Level 3 (Evaporation Pool)
Evaporation Pool Level 2, Earthquake-proof Foundation

Facilities off the coast of (20,10)
Mining Platform Level 6

Facilities at Ceti Outpost
Earthquake Proof Foundations Level 9 (Solar Panels L11, L4, L3, Glass Furnace x4)
Solar Panels Level 11, Energy +6, Earthquake-proof Foundation
Solar Panels Level 4, Energy +2, Earthquake-proof Foundation (built by Ceties)
Solar Panels Level 3, Energy +2, Earthquake-proof Foundation (built by Ceties)
Glass Furnace Level 8, Energy -4/action, Earthquake-proof Foundation
3x Glass Furnace Level 9, Energy -4/action, Earthquake-proof Foundation

Tools

Advanced Tools
2x Ramjet Colony Ship Level 5 (2120)
2x Planetary Lander Level 5 (2120)
Laser Rifles Level 5 (2120)

Construction Tools
Construction Tools Level 5
Construction Tools Level 7
3x Construction Tools Level 8
3x Construction Tools Level 9
Environmental Construction Tools Level 5, Energy -2/action
Electrical Engineering Tools Level 9
Electrical Engineering Tools Level 10 (New)

Other Tools
Sustainable Consumer Goods Manufacturing Tool Level 5, Energy -2/action
Sustainable Consumer Goods Manufacturing Tool Level 10, Energy -2/action
Biological Analysers Level 4
Fuel Cell Components Assembly Line, Level 5, Energy -2/action
Hydrogen Fuel Cell Assembly Line Level 6, Energy -2/action
Mining Drill Bit Level 8, 2 energy/action

Vehicles
2x Flying Cars Level 5 (2120)
Construction Barges Level 6, Energy -3/action, 1 hex range round trip
Transport Barges Level 6, Energy -2/action, transports 2/level

Resources
Food: 0 - 21 +21 Aeon Institute = 0
Sustainable Consumer Goods: 32 + 57 - 76 = 13
Energy: 93 -93 = 0
-4 Housing
-8 Sustainable Consumer Goods Production
-4 Tool Construction
-0 Environmental Construction Tools
-2 Energy Engineering Tools
-42 (-4 x 10 -2 x1) Colleges
-16 (-8 x 2) Glass Furnaces
-4 Preserve
-4 Robotics Factory
-10 Mining
-8 Transport Barges
-4 Fuel Cell Components Factory
-2 Fuel Cell Components Assembly Line
-4 Fuel Cell Factory
-2 Fuel Cell Components Assembly Line
+21 Fuel Cell Charge

Bicarbonate Rock (Platform): 17 +41 - 48 = 10
Bicarbonate Rock (Unity): 12 +48 - 11 = 49
Hydrogen Fuel Cell Components: 12 + 11 - 14 = 9
Hydrogen Fuel Cells: 36 + 14 – 10 to Aeon Institute = 40
- Start: 14 Charge, 1 at 2/3, 21 depleted
- End: 11 Charged, 1 at 2/3, 28 depleted

Growth: 24 - 20 + 21 + 6 Mitsuharu = 31

Housed: 21/21 PU

Used 12 Bamboo from Aeon Institute.Total Ceti Education
1. Economics 4 1/6
2. Construction (E) 1, English
3. Green Energy Engineering (E) 2 2/4
4. Green Energy Engineering (E) 2 2/4, English
5. Green Energy Engineering (E) 2 1/4, English (Used College and then used construction tools to set up solar panels x2)
6. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
7. Materials Engineering (E) 1 2/3
8. Green Energy Engineering (E) 2 2/4, English
9. Materials Engineering (E) 1 1/3, English
10. Materials Engineering (E) 2 3/4 (worked Glass Furnace x8)
11. Materials Engineering (E) 3 (worked Glass Furnace x9)
12. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
13. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
14. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
---
15. Materials Engineering (E) 1 1/4, English
16. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
17. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
18. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
19. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
20. Materials Engineering (E) 2 (worked Glass Furnace x5)
21. Materials Engineering (E) 1 2/4, English
22. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
23. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
24. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
25. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
---
26. Materials Engineering (E) 1 2/3 (worked Glass Furnace x4)
27. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
28. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
29. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
30. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
31. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
32. Materials Engineering (E) 1 1/3 (worked Glass Furnace x3)
33. Materials Engineering (E) 1 2/3, English
34. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
35. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
36. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
37. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
38. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
39. Green Energy Engineering (E) or Materials Engineering (E) 2 2/4, English
--
40. Materials Engineering (E) 1 (worked Glass Furnace x2)
41. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
42. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
43. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
44. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
45. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
46. Green Energy Engineering (E) or Materials Engineering (E) 2 2/4, English
47. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
48. Green Energy Engineering (E) or Materials Engineering (E) 1 2/3, English
49. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
50. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
51. Green Energy Engineering (E) or Materials Engineering (E) 2 1/4, English
52. Green Energy Engineering (E) or Materials Engineering (E) 2 2/4, English

Nyna
2012-06-27, 03:56 PM
Up to date as of Turn 8, after actions.

Mitsuharu Academy:
Background:The Mitsuharu Academy was a privately funded school system located in Tokyo, Japan. The system included elementary school all the way up through college, and the education received there was on par with the best. The Academy was famous for the incredible amount of funding it received from its alumni and founders, and for the massive school projects they undertook with this funding.

The Tau Ceti Expedition was one of these projects. It started with a small group of high school students who, inspired by the discovery of another Earth-like planet in Tau Ceti in 2118, decided to figure out how one would go about colonizing such a location. The student council received word of this undertaking when the group decided to form a school ‘club’ around this, and agreed to help fund the group. Word of this then reached several alumni, along with the founders, who decided to pour more money into it. The small, theoretical project soon took off into a school-wide undertaking as club membership quickly skyrocketed. Students of engineering assisted with the construction of the large ship needed for interstellar travel , with members of the student council overseeing everything.

And in only two years, they were ready. According to all of their computer modeling, their ship should work. And it shouldn’t take them long to have another ready to send after the first. So the initial landing team was to construct a large hydroelectric dam on a major river to help provide power to be used as additional ships arrived, and to be shared with other groups should they wish.

Perhaps the most amusing part of the whole project, however, were those chosen to go. As this was officially a project being launched by a school club, rather than a school project, no teachers were to be sent. With this in mind, members of the student council voted on which of them were to go, and which were to stay to come later, so that there would at least be some authority figures to help organize things on Tau Ceti. A competition of sorts was used as the method to decide which other students would come, with most groups being fairly predictable, though the Roboticists surprised everyone as one of the groups chosen. And with that, they set off with the rest of the fleet…

Goals:As the Mitsuharu Academy is comprised entirely of high school and college students, their major goal is simply to prove that they can do this too. Their initial intention was to found a place for their other students to arrive at and begin setting up a new branch of the Academy, but with contact with Earth cut off, and little reason to believe another ship is on the way, their objective has changed into creating something much more self-sustaining. In addition, the discovery of widespread sentient life on Tau Ceti has raised some concerns within the student council, with opinion divided as to whether to treat them as potential allies or as a possible, perhaps major, threat to their prolonged existence.

In either case, however, the Mitsuharu Academy’s first and foremost goal is to establish a settlement planetside near a major river, preferably located on elevated ground, but not so high as to be impossible to live in. Once done, they'll aim to get their modules to work constructing a major hydroelectric dam to help power things for years to come.

Physiology: Mitsuharu Academy is dominated, unsurprisingly, by Japanese, and as such the dominant hair color is black, and the eye color is brown. Of course, with the prevalence of gene therapy, many students have different hair and eye colors despite their ethnic backgrounds, and there are some students who attend from other countries. However, one of the requirements of students is to insure that they are all natural looking in appearance, and as such, you’ll find no students with six arms, three legs, or green skin attending the Academy. This requirement is due to how the Academy got started, as the founder paid for the poorest to receive the best gene therapy, on the condition that their children attend the Academy.

Population UnitsStudent Council:
Liberal Arts 9 (8/11) / Physics 1 (0/3) / Governing 4 (L) / Diplomacy 3 (1/5) (L) / Teaching 3 (4/5) (L) / Construction 1 (1/3) (E) / Robotics 0 (1/2) (E) / Mining 0 (1/2) (E) / Materials Science 0 (1/2) (P) / Piloting 0 (1/2) (P)

Student Teachers:
Liberal Arts 5 (5/7) / Economics 1 (1/3) / Teaching 6 (5/8) (L) / Soldiering 1 (0/3) (L) / Consumer Goods Production 0 (1/2) (E) / Drone Operation 0 (1/2) (P) / Physics 0 (1/2) / Materials Science 0 (1/2) (P) / Music 0 (1/2) (L)

Architectural Engineers:
Economics 10 (0/12) / Construction 4 (5/6) (E) / Weapons Construction 1 (2/3) (E) / Consumer Goods Production 0 (1/2) (E) / Teaching 0 (1/2) (L) / Electrical Engineering 0 (1/2) (P)

Roboticists:
Fringe 3 / Consumer Goods Production 5 (5/7) (E) / Robotics 3 (E) / Drone Operation 3 (1/5) (P) / AI 1 (F)

Biology Students:
Medicine 4 (0/6) / Bioengineering 3 (0/5) (M) / Farming 3 (0/5) (E) / Robotics 1 (2/3) (E) / Xenobiology 0 (1/2) (F) / Vehicle Construction 0 (1/2) (P) / Weapon Production 0 (1/2) (P)

Electrical Engineers:
Physics 10 (10/12) / Electrical Engineering 3 (2/5) (P) / Vehicle Construction 1 (1/3) (P) / Mining 0 (1/2) (E)

Economics Students:
Economics 5 (0/6) / Mining 5 (1/7) (E) / Farming 1 (0/3) (E) / Robotics 1 (0/3) (E) / Construction 1 (1/3) (E) / Consumer Goods Production 1 (0/3) (E) / Electrical Engineering 0 (1/2) (P)

Physicists:
Physics 5 (5/7) / Materials Science 5 (4/7) (P) / Plasma Physics 1 (0/3) (P) / Piloting 1 (0/3) (P) / Quantum Physics 1 (1/3) (P) / Mechanical Engineering 1 (0/3) (P) / Construction 1 (0/3) (P) / Robotics 1 (0/3) (E) / Teaching 1 (1/3) (L) / Electrical Engineering 0 (1/2) (P)

Disciplinary Committee:
Physics 3 (3/5) / Soldiering 5 (4/7) (L) / Piloting 3 (2/5) (L) / Electrical Engineering 1 (1/3) (P) / Construction 0 (1/2) (E) / Weapon Construction 0 (1/2) (E) / Robotics 0 (1/2) (E)

Music Students:
Music 3 (4/5) (L) / Electrical Engineering 1 (1/3) (P) / Weapon Construction 0 (1/2) (E)

Undeclared Majors:
Construction 0 (1/2) (E) / Consumer Goods Production 0 (1/2) (E)

Important People:Yuma Mitsuharu – 19 years old, President of the Student Council and official leader of the Mitsuharu Academy on Tau Ceti. Daughter of the founder of the Academy, Yuma is only 19, a first year in college, and is likely the youngest leader out of all the groups. Her natural charisma and strong intellect helped propel her to the role of President, though her father being the founder certainly contributed to it as well.
Sozo Mihara – 21 years old, Vice President of the Student Council. A rather active young man who was a star of the baseball team back in high school, Sozo is the man the clubs and other groups come to if they need to ask something of the Council, or report something in.
Nori Mitsuharu – 20 years old, Student Council, Head of the Disciplinary Committee. Nori seems like she’s a pretty laid back woman, but the moment something important comes up, she turns completely serious. The complete about face has surprised many a person, and her expert leadership back on Earth helped crack down on incidents in the Academy. Nori is Yuma’s older cousin, and while the two aren’t exactly friends, they have respect for one another.
Kyousuke Fujimoto – 20 years old, Student Council Treasurer. Responsible for maintaining the finances of Mitsuharu Academy and dividing up funds between school clubs back on Earth. Despite his excellent head for numbers, or perhaps because of it, Kyousuke majored in Architectural Engineering, and he is often found leading those students on various construction projects.
Mami Tsukino – 17 years old, Student Council, Head of Student Life. The Head of Student Life is responsible for all festivities and other events that occur on campus, and is also responsible for living conditions among the student body. As the previous head stayed behind on Earth, Mami was appointed to the position by Yuma upon arriving at Tau Ceti. Her dedication to keeping people happy and her easy going manner makes her popular among her peers.

Colony Status:
Buildings:Dam (2120) (provides 30 energy/turn, Earthquake proof)
Level 5 School (2120) (1 energy/action, Earthquake proof)
Level 6 School (2 energy/action, Earthquake proof)
Level 5 Hydroponics Farm (2120) (0 energy/action, Earthquake proof)
Level 11 Consumer Goods Factory (2120) (2 energy/action, Earthquake proof)
Level 5 Automotive Factory (2120) (2 energy/action, Earthquake proof)
Level 5 Assembly Line Factory (4 energy/action, Earthquake proof)
Level 6 Weapons Factory (4 energy/action, Earthquake proof)
Level 4 Robotics Lab (4 energy/action, Earthquake proof)
Level 6 Dormitory (1 energy/turn/PU, Earthquake proof)
Level 5 Dormitory (1 energy/turn/PU, Earthquake proof)
Level 5 Wall
Level 6 Mining Platform (Off the coast of (20,10))
Level 7 Earthquake-proof Foundation (2 remaining)
Level 5 Earthquake-proof Foundation (3 remaining)
Level 5 Physics Lab (3 energy/action, Earthquake proof, 2120)
Level 7 Railgun Components Factory (4 energy/action, Earthquake proof)
Level 6 Fuel Cell Components Factory (4 energy/action, Earthquake proof)
Level 7 Hydrogen Fuel Cell Factory (4 energy/action, Earthquake proof)
Level 9 Exoskeleton Module Factory (Pending, 4 energy/action, Earthquake proof)
Tools/Vehicles:Level 5 Ramjet Colony Ship (2120) (in orbit)
Level 5 Planetary Lander (2120) (in colony, 20 HE3)
Level 5 Particle Beam Turrets (2120) (in colony, mounted on Wall)
Level 5 Flying Cars (2120) (in colony)
Level 5 Construction Vehicles x2 (in colony, 1 energy/action, can move 2 hexes with charging station at the end or a 1 hex round trip for +1 energy per hex)
Level 5 Consumer Goods Assembly Line (2 energy/action)
Level 6 Construction Barges (3 energy/action, 1 hex range round trip)
Level 6 Transport Barges (2 energy/action)
Level 6 Electrical Tools
Level 5 Fuel Cell Components Assembly Line (2 energy/action)
Level 6 Hydrogen Fuel Cell Assembly Line (2 energy/action)
Level 8 Railgun Component Assembly Line (2 energy/action)
Level 8 Railgun Ammunition Assembly Line (2 energy/action)
Level 8 Mining Drill Bit (2 energy/action)
Level 8 Mounted Railguns (Pending)
Level 6 Barge Assembly Line (Pending, 2 energy/action)
Level 7 Modular Exoskeleton Assembly Line (Pending, 2 energy/action)
1x Small Stable Bombs
7x Railgun Ammunition
11x Railgun Components
36x Hydrogen Fuel Cells
29x Bicarbonate Rock (17 at Platform)
12x Fuel Cell Components
Resources:
Food:
Start of Turn - 0
Food Produced -11
Food Needed - 11
Predicted End of Turn - 0
Predicted Need Next Turn - 11

Consumer Goods:
Start of Turn - 0
Goods Produced - 57
Goods Needed - 45
Predicted End of Turn - 12
Predicted Need Next Turn - 48

Energy:
Start of Action - 0
Energy Produced - 30
Energy Used - 73 (+9 from housing, Pacifica PUs housed in advanced housing under Green Unity)
Fuel Cell Energy Used - 43
Fuel Cell Energy Remaining- 43 (14 full cells, 1 cell at 2/3, 21 depleted cells)
Excess Energy: 43

Growth:
Start of Turn - 21
New PU - -20
Remaining Growth - 1
Predicted Gain - 11
End of Turn - 12

Megaproject Notes:Hydrogen Fuel Cells:Hydrogen Fuel Cells as a technology are more than just the factory for making them, but also the infrastructure for using them and materials required to make the cells. Based on designs that gained prominence on Earth as oil started to become scarce, the electrical engineers download plans for a hydrogen-conductive ceramic/organic polymer. The polymer achieved popularity on Earth because it eliminated the cumbersome and toxic liquid components of previous fuel cells and could be easily mass-produced from common materials when the formula was perfected. Fuel cells can be used when conventional batteries are too heavy (for instance, aircraft), when the distance between charging stations is too great, and when the power requirements are simply too great to connect to bring conventional batteries into play. Because of the advanced storage systems, power requirements for vehicles using hydrogen fuel cells are lower than conventional batteries.

The term "Hydrogen Fuel Cell" actually describes a number of technologies, but three that proved viable on Earth are described below, and any or all of them could be employed in their manufacture on Tau Ceti III.

To make a Hydrogen Fuel Cell factory, you will require:
A construction action (of any level). The Fuel Cell Factory will make a number of fuel cells per action equal to its level and will require 4 power. The fuel cell factory will require 1 unit of Fuel Cell Components for every Fuel Cell it produces.

To make Fuel Cell Component factory, you will require:
A PU with at least 5 in Materials Science or Electrical Engineering must take an action to design the plant.
A construction action (of any level). The component factory will make a number of Fuel Cell Components equal to it's level per action, and use 1 unit of any of the following three materials for every unit of fuel cell components it produces:
1. 1 unit of phosphoric acid (http://en.wikipedia.org/wiki/Phosphoric_acid_fuel_cell) OR
2. 1 unit of bicarbonate rock (http://en.wikipedia.org/wiki/Molten_carbonate_fuel_cell) OR
3. 1 unit of ethanol (http://en.wikipedia.org/wiki/Direct-ethanol_fuel_cell)

The fuel cell component factory will require 4 power per action.

Pros and cons of each chemical reagent:
1. Phosphoric acid is easy to extract from the abundant phosphorus-containing rocks on Tau Ceti III and chemistry from Earth resolved the operating temperature problem in the early 2030's. However, the extraction of phosphorus from rocks involves other acidic reagents, and it would be difficult to control the ecological effects of the extraction; some acidification of soil and groundwater is possible.

2. Bicarbonate rock should be abundant in the ocean to the west and it would be simple to extract without harming the ecology, the only problem being that the major deposits are likely under water. It may be possible to find some in the riverbed or the river's immediate vicinity as well. The molten carbonate fuel cell was upgraded to the catalyzed carbonate fuel cell in the mid 2030's as the chemistry required was worked out, so operating temperature is not a problem.

3. Fermentation of food to ethanol is quite possible and well understood, though it is the least efficient in terms of chemical energy. It would take 3 units of food (or other organic material, such as bamboo) to produce 1 unit of ethanol at a Chemical Plant, though no harmful extraction or underwater mining is required to produce it.

Because fuel cells use chemical energy to produce electricity, they can actually be produced for a net gain in electricity (provided the factories are high enough level that the energy/fuel cells produced ratio is sufficiently low-- if the factories are lower than level 3 they will not break even), and a fuel cell power plant is certainly possible.

A fuel cell can store 3 units of energy, and each new fuel cell starts charged. They are fully rechargable from the electric grid, and a fuel-cell equipped vehicle would have its range increased proportional to the difference in storage capacity (for example, the flying cars would now be range 15).

Railguns:Electromagnetic Projectile Launchers existed well before 2020, but it wasn't until the late 2020's and early 2030's that they became widely adopted, initially by the navies of military superpowers. Railguns, particularly in the forms developed later in the 21st century, offer higher muzzle velocity, greater range, safer operation (for the people not getting shot with them, anyway), and greater accuracy than chemical explosive driven weapons.


To build Electromagnetic Projectile Launchers, you will need:
1) A lab that can add a bonus of at least 5 to Physics research actions.
2) A PU must make a check with a total modifier of 10, which ignores all caps, to adapt the railguns in the archive to the manufacturing base available. Electrical Engineering and Weapons Manufacturing would add 100% to the check, electrical engineering tools would add 50%, and physics would add 25%. The physics lab can be used to aid this action (100%).
3) After step 2 is completed, a Railgun Component Factory must be built (4 energy/action on the factory) of at least level 5.
4) You will need a weapons manufacturing plant, which adds a bonus of at least 5 (for example, a GPF of level 20 would work).
5) A PU with at least 5 in Physics must take an action to design and test prototypes at the physics lab, using the weapons plant and railgun component factory.

After step 5 is completed, Railguns can be put into widespread use. They will require 3 units of energy for sustained combat (action, and they do not hold a charge for very long; after a year they discharge, used or not), and can only be mounted on large vehicles (tanks, boats) without some more energy-dense storage system than conventional batteries. If the power storage problem were overcome (by Fuel Cells or Nanocapacitors, for instance), they would require 1 energy action because of the greater draw rates made available by improved electricity storage, and they would become man-portable. Railguns also use 1 unit of Railgun ammunition (the projectiles as well as replacement barrels when they inevitably become damaged by the huge forces exerted on the conducting rails) per action where they see combat.

To produce railguns, a number of units of railgun components must be consumed equal to 50% of the level of the end product being made. For example, to make a level 9 Railgun Artillery Cannon, you would require 5 units of Railgun components (which can be made as quantified goods in the Railgun Component Factory). The lowest quality level of the railgun components used adds a 50% bonus to the level of the railgun they are used for (which can make it require more railgun components-- this is an optional bonus).

Entertainment Megaplex/Music Hall:Another project that is a major undertaking because of scale, not because of technological advantage, an Entertainment Megaplex combines a number of facilities that synergize to produce a more enjoyable, more mass-producible media experience.

To build an Entertainment Megaplex/Music Hall, you will need:

1) A PU must make an Architecture or Civil Engineering check of at least level 10 to design the megaplex.
2) A construction action of least level 10 to build the raw architecture of the large building.
3) A music or fluid mechanics check of at least level 10 must be used to design the acoustics of the main performance hall. Acoustic tools, Physics (25%), and Liberal Arts (25%) will modify this check.
4) A construction action must be made to create the media equipment portion of the facility, such as the radio broadcast equipment, recording equipment, lights, etc.
5) A construction action of at least level 10 must be made to finish the interior.

The level of the Entertainment Megaplex/Music Hall is capped by Liberal Arts.

When completed, it will do the following things:
1) Apply 150% of its full bonus to an entertainment action, provided that action includes some element of music, theater or oration. It will add half of its bonus to Govern and Religion checks.
2) Broadcast and record any performance made within it in radio wavelengths, to whomever the owner wishes. This may be encrypted (and stolen) in the same way as other radio broadcasts. It can broadcast a number of "consumer goods" equal to the level of the media equipment portion of the megaproject. Those on the other end wishing to listen (in a large enough scale to use the "consumer goods") will need a communications station, which can receive a number of goods equal to their level.
3) Add a bonus equal to (the result of all of the checks made in its construction -50) /10 to the check, which can also go over the cap.
4) It may also be used as a communications station, though not at the same time that it is being used for performances.

Note that broadcasting the entertainment does not remove the "consumer goods" from the faction doing the broadcasting. They are in effect copied. Consumer goods produced in this fashion are treated as a quantified good, though they cannot be stored.

Aux-Ash
2012-06-29, 08:26 AM
Pionjär status:

Updated as of: end of turn 8.

Population units

1. 1a. Astropionjärerna. (1st astropioneers)
Armored vehicle combat 2 (L), Marksmanship 3 (2/5) (L), Soldiering 2 (1/4) (L), Logistics 1 (E). Governing 2 (1/4) total: 10

Commanding officer: Major Erik Sköld.
The military unit on board, now in control of the entire project. Predominantely light infantry specialised in wilderness warfare and transport.

2. Agro-medicinska enheten (Agro-medical unit)
Medical Treatment 1 (M), Gene therapy 1 (M), Medicine 4 (1/6), Farming 3 (6/5) (E) total: 8

Head scientist: Dr. Arne Björck
A collection of experts in all things agricultural and medical, their goal was to study, catalogue and prepare the soil for the production of food.

3. Industriella enheten (Industrial unit)
Mining 2 (2/4), Prospecting 1 (1/3), Economics 3, Cybernetics 1, Construction 0 (1/2), Mass Production 2 (2/4) total: 9

Director: Katrin Eriksson
Intended to start production of necessary local resources and the estbalishment of crucial infrastructure. Many of these men and women painstakingly relearned how to do a lot of stuff by hand, since it was postulated that resources and fuel might not be easily aqcuired.

4. Xenologiska enheten (xenological unit)
Fringe 3, Xenobiology 2 (3/4) (F), Biology 1 (1/3) (M), Espionage 1, Piloting 1 (P), Xenolinguistics 1 (0/3), Electrical Engineering 2 (0/4) (E) total: 11

Head scientist: Dr. Helmi Nurmi
While sentient life had been a surprise, the notion that the planet would have life of its own was always a consideration. As such a team was set up to specialize for the study of any indigenous lifeforms that the expedition would encounter.

5. Nybyggarenheten. (Settler unit)
Diplomacy 1 (L), Liberal Arts 3, Governing (L) 1, Physics 2, Construction 2 (2/4), Meteorology 0 (1/2) (P) Eectrical Engineering 2 (0/4) (P) total: 10

Director: Adam Jensen
Even if the project was planned to be a strictly pioneer expedition it was considered that after 5 subjective years the settlers from the homeworld would adapt better if they arrived to something more than bare-bones industry and farming. A semblance of society would be needed. As such, a team designed to develop culture and prepare for a proper society was set up.

6. Första generationen (First generation)
Mass Production 3 (0/5) (E) 3.
Overseer: Matthias Eriksson
Like many other colonyships, the Pionjär had a number of children and teenagers among its numbers. It was another of its much criticized features, but ultimately it was firmly established that the expedition could neither afford to wait if the other ships were delayed nor would it be fair to send the parents off with the possibility of never seeing their children again. After 4 years, the first youngling of the group reached the age where they were expected to contribute on equal grounds as the rest of the crew.

7. Andra generationen (Second generation)
No skills. 1.

C1. Ceti herdar (Ceti herders). Ceties
Manual labor 2, Gathering 5, Swordmanship 3, Marksmanship 3, Tanning 1 (0/3).
Chief: Mistrunner

C2. Ceti smeder. (Ceti smiths). Ceties
Manual labor 2, Gathering 5, Swordmanship 3, Marksmanship 3, Tanning 0 (1/2), Smithing 1 (0/3).
Chief: ?

C3. Ceti bönder (Ceti Peasants). Ceties


Facilities

Hydroponic farms lvl 3. No energy cost. 1 food/lvl + mod.
Coal mine lvl 3. 2 e/action.

General purpose factory lvl 3. 2 energy/action.
Consumer Goods Factory lvl 3. 4 energy/action.
Aircraft Plant lvl 2. 4 energy/action.

2 Wind Turbines A and B lvl 2. 1 energy/turn.
2 Wind Turbines C and D lvl 3. 2 energy/turn.
1 Coal power plant lvl 3.

Housing complex A lvl 2. 1 e/PU.
Housing complex B lvl 3. 1 e/PU.
Housing Complex C lvl 3. 1 e/PU.

School lvl 2.


Lizard Sheep Pasture/tannery lvl 3. 3 leather/action.
Primitive writing materials workshop lvl 1. No e. Inks and paper.

Ceti Blacksmith lvl 1. 0 e/action. No advanced items.

Primitive Goverment building lvl 1. Never more than a +1 unless upgraded.
Primitive Meeting hall. Entertainment.

Wooden pallisade lvl 2. Ceti village.

Housing for all 3 PUs.


Tools:
1 Ramjet colony ship (tool)

1 Planetary lander (tool)

2 Level 5 Construction Modules (tool) (lander hold)

1 Level 5 Flying Cars (tool) (lander hold)

1 Level 5 Laser Rifles (tool) (lander hold)

Extra tool: 1 Level 5 Supercomputer

Extra tool: 1 Level 5 Portable Fusion Reactor
5 Energy/round with no action or 5+mod energy for one action.

Extra tool: 1 Level 5 Heavy Goods Ground Transport.
Move: Allows a PU to move up to 2 hexes over land as part of any other action, or up to 4 hexes if there is a charging station at the destination. They require 1 unit of energy every time they're used.
Cargo Hold: Can transport up to 50 units of goods at no additional cost

Extra tool: 1 level 5 military tool, 1 company of M6 “Uriel” Jump Tanks (2120 tech)
Move: Allows a PU to move 3 hexes as part of another action at no additional cost. Their fusion reactors are rated for another 100 years, and they have internal nanite maintenance systems.
Cargo hold: Can carry up to 5 units of goods at no additional cost.

1 lvl 2 Construction Tools.

1 lvl 2 Consumer Good Production Tools.
2 energy/action.

1 lvl 2 Oil drill.
2 energy/action.

1 lvl 2 Legal code.
1 turn left until decay.

1 lvl 2 Continous Coal miner.
2 e/action.

1 lvl 1 Fruit gathering tools. Primitive
1 lvl 2 mining equipment. Primitive.


Resources
21 units of food
9 Units of Life Fruit.
7 units of consumer goods
8 Leather.

5 energy/turn from Portable Energy Reactor
2 energy/turn from WT A and B.
4 energy/turn from WT C and D.

4 Growth points

Foreign relations:

The Vory: Cordial. We have had favourable dealings with them thus far.

The Theologians: Cold. We currently feel they are trying to take advantage of us.

LSI: Neutral. We have not had any dealings with them.

Unity.
The Mitusharu academy: Neutral. No dealings with them. Overall favourable reputation
The Green Unity: Neutral. No dealings with them. Overall favourable reputation
Aeon Institute: Neutral. No dealings with them. Overall favourable reputation.

The Enlightened: Neutral. No dealings with them. A bit concerned about their reputation.


The Mormons (New Zion): Neutral. No dealings with them. Overall favourable reputation.

Last
2012-07-01, 11:06 PM
Year 8 Annual Report: (Pre year 9 resolution)
Personnel:
Starting stats:
• PU 1: Central Technicians; (F)AI 6, (F)Cybernetics 1
• PU 2: Operations Associates; Economics 7
• PU3: Research Executives; Fringe 6, (E)Robotics 1
• PU 4: Intelligence Associates; Espionage 4, (S)Sabotage 1, (S)Spy 2
• PU 5: Intelligence Executives; (F)Pilot Interface Vehicle 5, (S)Cryptography 1, (S)Hacking 1
Population Units:Total skills: 1 (7) 2 (9) 3(9) 4(14) 5(10) 6(9) 7(0) (3,4,4,5,4,4) = 24 consumer goods needed per year
• PU 1: Central Technicians; (F)AI 6 (12), (F)Cybernetics 1(2) Medicine 2 (2)
• PU 2: Operations Associates; Economics 7, (E)Prospecting 0 (1) (E)Construction 1 (2)(E) Farming (0) 1 (E) IRM Operation 2(0) Slave Driving 0 (1)
• PU3: Research Executives; Fringe 6, (E) Robotics 3 (4) Teach 0 (1)
• PU 4: Intelligence Associates; Liberal Arts 8 (1) Espionage 4, (0) Sabotage 2(0), (S)Spy 3 (2) (L) Soldier 1 (2), Close Combat 2 (3) Teach 0 (1) Diplomacy 0 (1)
• PU 5: Intelligence Executives; Physics 4 (1) (F)Pilot Interface Vehicle 6 (0), (S)Cryptography 2 (0), (S)Hacking 1
• PU6: Production Associates: LA 3 (4) Economics 3 Reproductive Cloning 6 (0) Teaching 3 (3) Slave Driving 0 (1)

• PU 7: Templates Robotics 2(2)
PU 8) Intelligence: Competitive Intelligence Associates: Level 4 Espionage, Level 3 hacking (Es), Spy 1 (0)

PU 9) Central Associates - Information Systems: Level 2 Counterespionage (Es), Level 1 Diplomacy(LA), level 4 Software Engineering (Es)

PU 10) Research Associates - Food and Plant Life: Level 2 Farming(Ec), Level 3 Medicine (1), Level 2 Botany (Me) Teach 0 (1)
PU 11) Templates 2
SU 1) Manual Labor 2 School construction 0(1)
SU 2) Manual labor 2 Farming 2 (0)
SU 3) Manual labor 2 Farming 1 (2)
SU 4) Manual labor 2 Mining 1 (2)
SU 5) Manual labor 2 Tailor 1 (2)
SU 6) Manual labor 2 Construction 1 (0)

Colony
Factories:
• 1 IRM (Level 5 Modular Factory Tool) (2120) (2 energy per action)
• 1 Intuitive Modular Loom Facility (Level 7 Textiles Factory) (2020) (2 Energy per action)
• 1 Electronics Construction Factory (Level 5 electronics factory) (2120) (2 Energy/action)
• 2 Robotics Factory (Level 7 Robotics Factory) (2020) (4 energy per action)
• 1 Primitive Tools Factory (Level 7 Primitive Tools Factory) (2020) (4 energy per action)
• 1 Chemical Plant (Level 6) (4 Energy per action)
• 1 Concrete Factory (7) (4 energy per action)
• 1 MCU Assembly Factory (Level 7) (X energy per action)
• 8 units of level 7 “control circlets”
Communications
• Communications tower (Level 2 communications array (2020) (4 energy per turn)
Farms:
• 1 Hydroponics Facility (Level 5 hydroponic farm) (2120) (0 energy per action)
• 1 Hydroponics Facility (Level 5 hydroponic farm (2020) (0 energy per action)
• 4 Ceti food farm (Level 7 farm) (2020) (1 energy per action)
Mines:
• 2 Coal Mine (Level 7 coal mine) (2020) (2 energy per action) (7 coal per action)
• 1 Iron Mind (Level 7 Iron mine) (2 energy per action)
Materials Production Facilities:
• 1 Fullerene Loom (Lv 5 materials facility) (2120) (3 energy per action)
• 1 Iron ore refinery ( Lv 7 materials facility) (2020) (4 energy per action)
• 1 Steel refinery (Lv 7 materials facility) (2020) (4 energy per action)
Housing:
• 1 Unit of housing (Lv 5) (2020) (1 energy per unit housed per turn)
• 1 Unit of housing (Lv 7) 2020 (1 energy per unit housed per turn)
• 1 Unit of slave housing (Lv 5) (2020)
• 1 Unit of slave housing (Lv 5) (2020)
• Level 5 LSI facility rat-proofing (Concrete)
Energy:
• 1 Wind farm (Lv 7) (2120) (Automatic 7 energy per turn)
• 1 Coal Plant (Lv 5 energy plant) (Automated at level 3 with level 7 automation robots) (burn up to 5 coal for 3 energy per coal)
• 1 Coal Plant (Lv 3 energy plant) (Burn up to 3 coal for 3 energy per coal)
• 1 Coal Plant (Lv 5 energy plant)
Tools:
• 1 Mobile Construction Unit (Lv 4) (2020) (2 energy per action)
• 1 Mobile Construction Unit (Lv 7) (2020) 2 energy per action)
• 1 MCU (Lv 6) (2020) (2 energy per action) (Has a copy of the scaffold plan program)
• 1 Massive Multipurpose Resource Collectors (MMRC) (Lv 7 Mining Tool) (2120) (1 energy per action)
• 1 Set of primitive farming tools (level 7) (25% bonus to farming)
• 1 set of primitive construction tools (level 8)
• 1 set of primitive construction tools (level 3)
• 2 set of level 7 school construction tools
• 200 Shadow Exo-Suits (Lv 5) (2120)

Schools:
• 1 School (Level 3) (2020)
Massive Computers:
• 1 Central (Level 5 Supercomputer) (2120) (3 energy per action) (Level 6 Ceti coordination AI installed)
• 1 Cybernetic-learning uplink facility (Lv 6) (2020) (2 energy per action)
• LSI entertainment generation system (Lv 6) (2020) (4 energy per action) (Automated at level 6)
• Brute force coding stacks (Level 6 programming tool) (2020) (2 energy per action)
• Central Node 1 (Level 7 supercomputer made with 2120 salvaged electronics) (2 energy per action)

Programs
• Cybersecurity program (Capped by Fringe) Lv 6 (Equipped on The Enterprise and Central)
• AI Program (Level 6)
Non-Military Veichles
• 1 Ramjet Colony Ship (Lv 5 tool) (2120)
• 1 Planetary Lander (Lv 5 tool) (2120)
• 1 Unit Flying Cars (Lv 5 tool) (2120)
Military Assets:
• 1 Unit of 20 Nullifiers (Lv 5 Tool) (2120)
• 200 Laser Rifles (Lv 5 Tool) (2120)
• Level 4 Security system at LSI Hq (2020) (Requires 1 energy per turn)
• Level 0 Combat gear (2020)
• Level 2 exo-suits (2020) Made with the fullerene loom
• Level 2 Defensive gun turrets

Resources
2 units of metal storm ammunition
14 Units of coal
4 Units of iron (raw)
10 Units of 2120 High-Grade Alloys
5 Units of 2120 Tech Level Electronic Equipment
7 Units of energy from wind farm (No action required)
13 Units of Food
12 Units Consumer Goods
14 growth points
5 Intuitive Coal Plant scaffolds
0 units of level 4 napalm
5 units of level 5 intuitive robotics factory kits
7 units of level 7 concrete
Extensive footage of all mainland Ceti tribes in a natural environment (obtained by research associates)
HQ Notes for Central Processing
1)The lander is close to the base of a very resource rich mountain range. Notably, Iron and Coal are in abundance
2) Local natives are incredibly warlike
3) The MMRC central control station is linked to the IRM by direct rail
4) The Grim have no weapons and have been attacked by natives. They may need additional assistance. UPDATE: The Grim have lost population to slavers. Liberate or silence all involved. UPDATE: The Grim have dissolved; their lander must not fall into the wrong hands.
5) A communications node has been given to the Vory for private communication to act as an embassy for the purposes of coordination
6) The native "Beowulf" has accepted our contract. Nullifiers are considered "demons" and Beowulf has agreed to give the servants of demons (LSI) a tithe of goods and slaves.

Consumption Rates:
• 18 Food/Year
• 24 Consumer Goods/Year
• 11 Energy/Year for housing


Future Research Projects:
Mind-Machine Interfaces were the roadblock between the primitive cybernetics of the late 20th and early 21st century and the advanced, incredibly useful cybernetics of the late 2060's onward. Their development was first allowed by the mapping of the Human connectome and experiments carried out in the 2050's and 60's that tracked and annotated the physical ways in which the human brain worked, along with medical advances in gene and immune therapy that allowed for implanting devices for the long term in a human body without fear of rejection. While the initial project was enormous and incredibly costly, the fact that virtually all of the knowledge is preserved in the colonial archive allows for it to be recapitulated orders of magnitude faster. To complete this megaproject and regain access to cybernetics, you will need:

1) A lab that can add a bonus of at least 10 to Fringe research actions.

2) A medical facility of at least level 5.

3) To build a Cybernetics Factory of at least level 10, which requires a construction action. The cybernetics factory will require 4 energy/action.

4) Action(s) with a cumulative net result of 50 to build and test prototypes from the archive and ensure that they're working with a human subject properly. Anyone with active nanites can serve as a subject without fear of death, but it will probably be excruciating and unpleasant. It is a bad idea to test this on nanite-inactive people. The lab, medical facility and cybernetics factory each contribute 50% of their bonus minus the minimum level to this check, and skills in Cybernetics (100%) and Fringe (25%) will apply here. Tools that allow imaging and analysis of a nervous system, such as CT scanners, MRIs, medical nanites and biology labs will apply a 50% bonus, as would skills in electrical engineering (25%), Robotics (25%) and Thought Control (25%), along with their respective tools/facilities.

When step 4 is complete, the Cybernetics factory can be used to produce cybernetic implants as tools, which can be implanted in a PU at the medical facility for no action (though this does use the medical facility for that action, triggering power requirements and disallowing its use for other things that action). Implanting cybernetics will activate a PU's nanites, and unless Deep Cybernetic Integration is completed, a PU can have no more than two implants at the same time. A PU can add or remove no more than two implants per turn.

To accelerate learning, Memory/Executive Function augments would be the tool in question, and they would add 25% of their level to any learning action (though not XP gained as a result of applying a skill's full bonus to an action-- the implant there would be Potentiation Boosters). All cybernetic implants will require 1 unit of energy for each action they're used in, and they can't store much of a charge by themselves, so they can only be used when a PU has access to a constant power supply (such as a power grid, fuel cell or Nanocapacitor). There are creative ways to get around this, such as biomass to electricty conversion implants, suits or vehicles that store energy in fuel cells or nanocapcitors, etc. The variety of potential implants is very large, though in general they will only apply 25% of their bonus to the actions in question (strength augmentations, for example, would provide a 25% bonus to construction actions, as well as hand-to-hand combat actions).

BoardroomHero
2012-08-08, 11:16 PM
Singularity Institute Status

http://i196.photobucket.com/albums/aa121/ProtocolXVI/SingularitySymbol.png

<<Attached Video: Address to the Faculty.mov>>
“Welcome, friends- I thank you all for coming. I know that many of you have sacrificed much to make it here, and know that I appreciate your efforts. Together, we will set our sights on the stars, and through our efforts the future of mankind will be one of success and prosperity. We alone realized that the success of humanity would revolve around the Singularity Project, and it is my great pleasure to be be the catalyst that allowed us to continue with that vision. Our future only becomes brighter…”

Dr. Michael Hollenbrook’s voice continued to drone through the massive hall, filtering into the ears of the assembled faculty, whose attention was rapidly slipping. Those less ‘fortunate’ to view the assembly directly could watch it through their eyepieces or cyberware augmentations, allowing them to experience it in near perfect detail. This would be the professor’s final address within the gravity well of Earth, certainly the last within the foreseeable future.

“...unimaginable heights. Once again, thank you all for being here, and with that introduction I would like to introduce the chairs of each department. First, Professor Margaret Hollenbrook, who co-chairs the Hollenbrook Institute of Mathematics and Computer science with me. Second, Professor Joseph Dieter, chair of the Dieter Institute of…”

As he rattled off the name and positions of each other person on stage, there seemed to be a growing disquiet amongst the fellow chairs. Dr. Dieter stood and made a motion to approach the stage once his name was called, pausing and backing up into his chair once he realized it wasn't time for him to speak. Dr. Lombardo seemed to be reading something quite intently on his HUD, while Drs. Burr and Abernathy exchanged a few sharp, confused words. For all their confusion, it was quite clear from the program that Dr. Hollenbrook would be the only one having time to speak- after all, they were scheduled for check-in less than an hour from now.

The introductions lead into a short speech on the importance of independent thinking, a few philosophical thoughts on the meaning of 'computer,' and then one more thanks to the assembled. With that, Dr. Hollenbrook stepped from the podium and off behind the stage, followed after by a confused and irritated board.

<<Attached Document: Organizationspecs.pdf>> (Easy for anyone to access)
The Seekers of Singularity (SoS) have a single goal- to bring about the singularity and allow for the total ascension of the human species. Using the processes developed by Ray Kurzweil, we will finally transcend the barriers that have held us back on earth, mainly the sociological and political forces that have done everything in their power to resist our advances.

Our organization is led by the esteemed Dr. Michael Hollenbrook, a renowned scientist and author who has spend his life attempting to bring the vision of the singularity to humanity, and has now been given the singular chance to finally realize this goal. He is joined in this quest by his board, who consist of:

Dr. Margarette Hollenbrook
Dr. Joseph Dieter
Dr. Alexander Abernathy
Dr. Daniel Honeycutt
Dr. Phillip Lombardo
Dr. Alecia Burr

Their direction, in concert with the collected opinions and goals of fellow members of the SoS, will shape not just the destiny of our community on Tau Ceti III (TCIII), but the future of the human race. A more complete document, listing a full biographical sketch of each of the esteemed members of the board, resources available, and full long-term plans, will be available upon joining.

<<Attached Link: 'The Clandestine Watcher: A Seeker Wiki'>> (Difficult to access outside the compound, all-too-common within it)

Government:

A rudimentary set of laws and rules had been developed by the Abernathy institute for just this event, designed from the ground up to deal with this novel situation. While the laws of humanity previous to this moment had been devised to provide a sense of satisfaction to the wronged party, these focused on rehabilitation and efficiency. Concerns were raised that human psychology would have a difficult time adapting to an entirely different concept of justice, but that was seen as an acceptable trade-off.

The rest of the government is run like a university-styled oligarchy. Michael stands at the peak of a branching hierarchy, leading down from the chairs, to faculty, to employees of varying rank. In theory, the only punishment for not following 'orders' is a decrease in food and goods rations, but wronged superiors are known to use surreptitious channels to vent their anger.

Mission Statement:

Bring about the Singularity, and ensure the ascension of mankind.


<<Attached Document: Boardmember Biographies.pdf>>
Under Development

<<Classified Information: Seeker Inventory.pdf>>


As of end of turn 11.0:

1 Transcendence (Level 5 Ramjet Colony Ship)
1 Ascendency (Level 7 Planetary Lander)
1 Level 7 2120 Flying Cars
1 Level 7 2120 Laser Rifles
2 Level 4 2020 Residence Block

1 Level 7 2120 Nuclear Pebble-bed (1 Automated with Level 7 2020 Robots)
1 Level 7 2120 Robotics Factory (1 Automated with Level 7 2020 Robots)
1 Level 7 2120 Industrial Machinery Factory
1 Level 7 2120 Neural Uplink Facility
1 Level 7 2120 Neural Uplink Facility
1 Level 7 2120 Cybernetics Facility
1 Level 6 2020 Electronics Factory
1 Level 7 2020 Mine
1 Level 6 2020 Network Entertainment Center
1 Level 7 2020 Hydroponic Farm
1 Level 6 2020 Programming Center
1 Level 7 2020 Uranium Refinery

1 Level 4 2020 Industrial Construction Tools
1 Level 4 2020 Farming Tools
1 Level 9 2020 AI Design Supercomputer (1 In Use)
1 Level 9 2020 AI Learning Supercomputer (1 In Use)
1 Level 4 2020 Electrical Engineering Tools
1 Level 5 2020 Underground Excavation Tools

1 Level 8 2020 AI Design AI (1 Installed)
1 Level 8 2020 Network Security AI

1 Level 7 2020 Robotics Factory Robots (1 Installed)
1 Level 7 2020 Nuclear Control Center Robots (1 Installed)
1 Level 7 2020 Uranium Refining Robots
1 Level 7 2120 Automated Mining Tools

1 Level 4 2020 Security Program
1 Level 9 2020 Game Design Environment


14 Uranium Ore
0 Fuel-Grade Uranium
12 Food
6 CGs


PU 1: Fringe 9, Xenobiology 2/3, AI 2/3, Programming 1/3
PU 2: Fringe 1, Artificial Intelligence 8 5/10
PU 3: Liberal arts 8, Fringe 1, Entertainment 1 1/4
PU 4: Medicine 4, Fringe 1, Cybernetics 4, Production 1 0/4, Construction 2/3
PU 5: Physics 8, Fringe 1, Nuclear Engineering 1 0/4, Electrical Engineering 2/3
PU 6: Economics 9 6/11, Fringe 1, Farming 2/3, Refining 1/3
PU 7: Construction 1, Robotics 9 0/11, Fringe 1

Total Skill = 70

Arcanis_Shivilrah
2012-08-13, 02:55 AM
MEDIC
(Mutually Expected Doctoral Intergalactic Care)
http://images3.wikia.nocookie.net/__cb20111110050353/warhammer40k/images/9/97/Prime_Helix.jpg
Start of Turn 9

PU:
Physics Division – Lead by Doctor Iha Budshah and seconded by Professor Douglas O'Hara
Physics 9

Skilled Volunteer Coordinator Division – Lead by Sarah Ciernik and seconded by Master Amador Dominguez
Liberal Arts 9

Infrastructure and Construction Division – Lead by William Kendrick and seconded by Steven Wright
Economics 9

Medicinal Division – Lead by Doctor Jacob Banik and seconded by Doctor Samantha Williams
Medical 9

Experimental and Extraordinary Science Division – Lead by Professor Jack Black and seconded by Doctor Dan Miles
Fringe 9

Education Division – Lead by Professor Richard White and seconded by Professor Edvard Abel
Teaching 9

Robotics and Manufacturing Division – Lead by Doctor Daisuke Sato and seconded by Professor Ethan Greenberg
Robotics 9

Facilities:
Level 7 Nanite Production Facility (2120, Lander)
Level 8 Hydroponics Fame (2020, Lander)

Tools:
1 Level 7 Ramjet Colony Ship (2120, megaproject) [High Orbit around Tau Ceti III]
1 Level 7 Planetary Lander (2120, 20/20 units of He-3) [Attached to Ramjet]
1 Level 7 Flying Cars (2120, 2/2 energy stored)
1 Level 7 Laser Rifles (2120)
1 Level 7 He-3 Generator (9/10 He-3 fuel stored, 2120)
1 Level 7 Mining Drones (Automated, 2120)
7 Level 7 Construction Modules (Single use, 2120)
1 Level 9 Construction Nanites (-1 Energy per use)
1 Level 9 Robotics Construction Nanties (-1 Energy per use)

Resources:
Food:
Starts of Turn – 12
Food Produced – 0
Food Needed – 7
Predicted End of Turn – 5
Predicted Need Next turn – 7

Consumer Goods:
Start of Turn – 36
Goods Produced – 0
Goods Needed – 21
Predicted End of Turn – 15
Predicted Need Next Turn – 21

Energy:
Start of Turn – 0
Energy Produced – 10
Energy Used – 5
Stored Energy Used – 0
Stored Energy Remaining – 0
Excess Energy – 5

Growth:
Start of Turn – 0
New PU – 0/20
Remaining Growth – 0
Predicted Growth – 7
End of Turn – 7

Rafinius
2012-08-13, 05:48 AM
Trion Inc.

We power your future

Fluff:
Trion Energy Incorporated is an energy company that quickly rised to power by winning the race to fusion technology. Over time they became almost self-sufficient by investing in He-3 refinement, mining operations, legal and corporate counceling services and even space and military construction. In a few decades they had absorbed most harvesting facilities on the Moon and had been granted exclusive rights to several interplanetary bodies by national and international entities, sometimes using underhanded methods or even outright bullying and extorsion. By 2120 they had long become the global leading energy supplier and started investing in their own colony ship for the second wave in order to continue their bussiness in the bright new frontier.

Then the 2124 catastrophy happened and everything went to hell. Many of the shareholders lived in major cities and didn't even survive the following week. Those who did quickly voted to change the main priority of Trion Inc. into saving their asses. The proposal to also aid earths population was narroly denied by the votes of a few of the major shareholders, but at least the most important employees, several great scientists under contract and their respective families got a spot on the ship. Under protest of the helpless masses the ISC Futura departed for Tau Ceti, for to restart Trions operations and continue as if nothing had happened, it carried a lot of expensive equipment that had been deemed more important than the humans that could have used that space to save themselves.

Wildcard Bonus:
Three 2120 Tools Level 7 x3
Skillpoints x1

PUs:
Management:
Economy 9
Comprised by all kinds of employees, shareholding businessmen, and familymembers with tonnes of general skills not directly applicable to another PU this group is the backbone of the Trion Inc. expedition and headed personally by CEO Ronald Silverman.

Relations:
Liberal Arts 4, Teaching (LA) 3, Diplomacy (LA) 2
Initially the customer relations department, it now houses all of the family members whose job or general lifestyle made them more adept at social skills, arts, human sciences and legal issues. Lady Amelia von Hohenzollern has decided to personally take control of this PU.

Security:
Piloting (Phys) 3, Security (LA) 2, Surveillance (Esp) 2, Soldiering (LA) 2
The Trion Inc. security division is responsible for all things regarding the safekeeping of Trion Inc. assets, employees and interests. Members of this division range from retired mercenaries to young and promising security personell. Head of security is Captain Nathan Bane.
Over the whole 120 year trip the Security PU was keeping vigilance by having groups of 5 out of cryosleep for 6 months at a time, each group doing two watches for a total 1 year of awake time for 1 PU.

Information:
Espionage 3, Fringe 3, AI (Fr) 2, Hacking (Esp) 1
Part Trion Inc. IT personell, part secret company infiltrators, this division is in charge of all computer infrastructure and any covert ops. After the hasty evacuation the information division multiplied in size, many of the new members being people with all kinds of quircky ideas. Luckily they are managed by the clear minded and pragmatic Kagome Reynolds.

Production:
Physics 5, Nuclear Physics (Phys) 3, Drone Control (Eco) 1
After the recent events the space harvesting personell, the reactor operators and the contracted researchers merged into one division. As all of these were mostly working on maintaining and improving the company's services, it just made sense now that all of them were in one place. Production Director Howard Needle manages this joint division.

Technical:
General Engineering (Eco) 3, Electrical Engineering (Phys) 2, Robotics (Eco) 2, Lunar Construction (Eco) 2
The most vital and talented of Trion Inc. engineers and constructors were lucky enough to be included in the exodus including their direct family members. The Chief Technician, Adrian Dimitrakis is still pretty shocked by the loss of dear friends and collegues


Tools:
ISSC Futura (Ramjet Colony Ship)
The Interstellar Space Carrier "Futura" is a simple Ramjet Space Carrier that was constructed for economic utility over elegance and is pretty crowded after being repurposed as an evaquation ship. While the comfort isn't bad it is for sure not what some of the rich folk are used to. It looks mostly like a long metal box with rotatable fusion thrusters beneath it.

Trion Skydisk (Planetary Lander)
While some find the practical joke of having an actual flying saucer a bit silly, the Skydisk is a perfectly capable planetary lander, powerful enough to easily take off again despite its considerable size. And despite what anyone can say, it is also pretty elegant, especially when compared to the Futura.

Level 7 Flying Cars
Modified to be able to fly on the moon with no danger to personnel.

Level 7 Standard Laser Guns

1 set of "Moonsheep" Automated Regolith He-3 Harvesting Drones Level 7
The "Moonsheep" drones are rather big and boxy robots designed to "graze the moons surface for regolith and automatically return to any pre-designated point to unload when full. When a skilled PU they can guide them to manually find more rich harvesting areas but they function pretty fine on their own and remember the concentration of regolith at places they have been before. The drones are equipped with solar panels and batteries to function independently of a powersource.
Harvests ? Regolith/action.

1 set of "Stinger/Motherbug" Automated General Purpose Metal & Mineral Mining Drone Level 7
A "Stinger/Motherbug" drone set consists of two parts. One "Motherbug" mooncrawler that pretty much looks like a giant 8-weeled truck with no cockpit, capable of driving on any terrain and even do minor jumps in low gravity. The truck contains a storage, and a docking and deploying station for the actual mining robots. Those are stationary structures with a snakelike drilling unit that grow deeper and deeper underground, automatically searching and mining for whatever was set in the user-interface.
The "Motherbug" automatically drives to every "Stinger" unit and transports the materials back to base, collecting and redeploying any Stinger drone that reports an exhaustion of the requested minerals underneath it.
Mines ? units/action.

1 Squadron of 25 "Buffalo" Class Trans-Orbital Carriers Level 7
These space-capable planes are state of the art transporters when it comes to goods and personell delivery from a moon to its planet. Their He-3 fusion drives allow independent start-off and great traveling speed both in space and inside the atmosphere. They are also fitted with a low cost ion-drive for economic flight when time is not of the essence. Considering the plan of using them on a totally new frontier they were also equipped with high quality modern surveilance and communication technology.
Able to transport 25% of their level roundup tools, plus 1 PU, and up to their level in goods. Burns 1 He-3 to go to orbit or do fast/complex manuevers.

1 set of Personal Virtual Reality Couches (PeViReC) Level 7 learning tool/consumer requirement reducer
The PeViReC allows you to immerse yourself into a fully interactive virtual world by doing no more than laying down and closing the lit. Originally used as a recreational tool, they have been adapted by many to become the perfect learning tool allowing yourself to aquire new skills in a mix of interactive virtual tutorials and fun new learning methods. Trion Inc. has extensively used them to educate their employees and has gotten a custom version with an exterior override function to ensure that the couches aren't abused for personal leisure.
Level 7 learning tool that may be used to instead lower the Consumer goods cost of one PU by ? units/action.

1 He-3 Based Relocatable Fusion Reactor Level 7
Althought this reactor had been used by Trion Inc. mostly for demonstration purposes and is nowhere as powerful as their Earth-based facilities, it is nontheless a fully functional reactor with the added benefit of being transportable and easy to set up almost anywhere.
Burns up to 7 He-3/action for 30 power/He-3.

1 set of (amount?) "VECU M-118" Construction Exosuits Level 7 Space Construction Tool/Exosuit
The "Vacuum Environment Construction Unit" is the perfect tool when it comes to construction and engineering tasks on airless planetary bodies or in space. Except for any kind of tool a guy building on the moon or repairing a space station would want, it also comes equiped with thrusters that allow faster movement through jumping in low gravity environment and limited flight capabilities in space.
Looks similar to SCVs from Starcraft.

2 sets of relocatable "Operator" Robots Level 7
Your standard run of the mill facility automating robots with the ability to install themselves and fully run a facility as long as it does not require any additional initiative. That means that they are perfect for things like general food production, assembly line work, material processing and supply handling. I you would want them to produce anything new however they would require the creation of a full additional AI program with detailed new parameters regarding the new scematics. They are also heavily reliant on established 2120 facility infrastructure and useless in crisis situations.
Robot Skills:
Botanic Robots:
Agriculture (Eco) 1

Electric Support Robots:
Electrical Engineering (Phys) 1

1 Additional Starter Nanite Kit for a total of 5


Facilities:
0

Recources:
He-3: 30
Food: 12
Consumer Goods: 36

VIPs:
VVork In Progress :smallbiggrin:

Gunther
2012-08-13, 02:03 PM
Faction Name: The Gaian Initiative
Faction Government: A democratically elected council of five, with an executive representative possessing veto power. Each representative requires an extensive academic education to be qualified in order to have the intellect, and drive, required for office. Representatives tend to originate from each major 'Sector' of the Initiative, such as agriculture, industry, and the like.

Summary: Having originated from a collective of what consisted of the remaining pro-Eco elements from Earth, a coalition that had attempted to take what information they could save of Earth's flora and fauna and keep it safe in space for when the nanite swarms were overcome. When it became clear that the nanomachines would overwhelm Earth's last strongholds, spelling out the doom of any chance for restoring an ecosystem to the homeworld of mankind, the necessity of the "Ark" program-- their own colony ship-- was promptly outlined. Working in cohesion with what industrial concerns they had out in the asteroid belt, the Ark was developed hurriedly, designed to have the equipment and necessary assets to create an oasis on another world.

The plan was for a new world, where mankind's destructive influence could be spared from annihilating yet another planet in the process of evolving industry and population. With the developments of the last years of mankind, the hopes for an eco-stable future for mankind entirely dependent on life on another world. Technology and machinery could coexist, Earth's later-day innovations proving this, but it would require minds with foresight and intellect to achieve this! It would require.


The Gaian Initiative.

Stat Block Stuff:
1 Ramjet colony ship (tool)
1 Planetary lander (tool)
1200 people (6 PUs), aboard the colony ship
12 units of food
36 units of consumer goods
5 Level 7 Construction Modules (tool) (lander hold) (4+1 tools)
1 Level 7 Flying Cars (tool) (lander hold)
1 Level 7 Laser Rifles (tool) (lander hold)
2 level 7 Amphibious Craft (tool) (of 2120 tech level): An all-purpose series of vehicles, like flying cars, but designed to aid in under water tasks such at good transportation and permitting the use of construction tools.
1 Level 7 Amphibious Planetary Lander Mobility Upgrade: This upgrade allows the planetary lander to be able to go deep under water, (providing oxygen and similar necessities), as well as also allowing it to move via some basic modifications of the ramjet system.
2 Level 7 Underwater Facility Infrastructure Tools


Each PU gets 7 levels of skills to allocate any way the player chooses:
PU 1: Level 9 Physics
PU 2: Level 9 Fringe
PU 3: Level 9 Medicine
PU 4: Level 9 Economics
PU 5: Level 7 Liberal Arts/Level 2 Governing
PU 6: Level 6 Espionage/Level 3 Farming
PU 7: Level 3 Prospecting/Level 4 Mining/Level 2 Diplomacy

Extras:
-3 level 7 non-military tools (of 2120 tech level) x2
-1 additional PU x1
-2 extra skill points for all PUs x1