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ArcaneStomper
2013-07-21, 06:57 PM
Somewhere In Deep Space
The massive ship had been traveling for decades. The massive forward shield had become pitted and worn away by the sand paper of interstellar dust. For all those years it had sped through the void uncrewed by the living. It's decks were silent and dark. Only the three things drew power; the massive communications array, the racks of cryo pods, and the brooding AI in it's central core.

In fact to say that it was brooding would be to do it a disservice. The AI was in fact much older than the ship. Grown from a kernel program decades before the first keel was even laid down and taught by the many AI experts of the Solar System. It had matured as as solid dependable, and above all stable AI. It was in fact writing a fractal poem about the beauty of the dust sparking off the frozen shield when it's status alert pinged it that the deceleration point was about to arrive.

With a mental hum the AI archived its worked and became busier than it had been since the initial launch. It called up files and activated protocols. It began analyzing astronomical data, and by the time the scattered cryo pods of the expeditions leaders had fully cycled the AI had assembled all the information they needed to decide whether or not to continue for Pegasi 51 or choose another destination.

OOC

Ship Status: Green
Solar System Status: Stable
Destination Status: No Change

There is no particular reason to change the destination right at the moment. The reports from Earth are still streaming in with nothing terribly amiss, although they are old by now. There is nothing wrong with the ship that it would prevent it from finishing the journey. And nothing new has come up in regard to the Pegasi 51 system itself.

This is more or less an opportunity to role play introductions if you want to. Or that can wait while I write up the arrival post.

NM020110
2013-07-21, 08:39 PM
Loading...load complete.
Begin autodiagnostic...all systems functional.
Requesting environment data...environment variables not set. Reverting to defaults.
Initiate MAGI Protocol.


MAGI to All Faction Leaders:
ERIS is present, and will be handling diplomatic interactions for the present time period. Requesting knowledge of current status and goals to aid in negotiations. Thank you for your cooperation.

MAGI to Ship AI
EDEA is requesting current environment data. Please provide any information available relating to Pegasi 51 environment, nearby bodies in the habitable range, and the present date. Archives suggest that it is not 1970/1/1/00/00/34/0000. Thank you for your cooperation.

Ragnar Lodbroke
2013-07-22, 04:08 AM
The IRC to Ship AI

"Looking for a suitable colonization spot. Mining & farming absolutely needed. IRC standing by."

The IRC to all other factions
"We'll be going down, to take a place to begin our robot production. We hope you will enjoy our fine products, thank you."

Mabn
2013-07-22, 12:07 PM
Faelinites

Ship
We are still eager to continue, please keep us apprised of new devellopments

Atrum Umbra
2013-07-22, 01:15 PM
The Junkers

Eric's pod hissed as the pressure was released and he began the slow process of waking up. A jet of smoke bellowed from the wall behind him as the heaters started up. A metal pipe shot from the side of his head and embedded itself in his neck, boiling oil poured out and coursed through half of his 'body'. His blood store heated up and a shock from the plate in front of him restarted his heart. The mechanical part of his brain had reached the right temperature to function and began sending stimulating pulses through his neurons to awaken the rest.

When he was sufficiently aware a wire whipped out of his pod and connected to the socket in the back of his head. All relevant information was downloaded and processed in moments, the destination looked good. An interface was opened directly to the colony ships computer to discuss procedure, and permission was request for thoughts to be directed through the speaker system for those without a neural uplink.

Eric 'spoke' first to the AI directly, "Thank you computer, may I just say you have the most amazing mind," then through the speaker, "All looks well to us, we are happy to proceed as planned, any objections?"

ForzaFiori
2013-07-22, 01:22 PM
Terra Nova

John Smith stirred from his cryo sleep. One of the few of the Terra Nova higher ups to make it out of the purge, he stopped using his real name when everything went down. Now, he leads a band of exiles. He checks a computer to see the stats on the system, then types his reply to the computer. <<everything looks good, ship. Pegasi 51 looks like as good a place as any for a new Earth.>>

ArcaneStomper
2013-07-22, 01:51 PM
Pegasus AI to EDEA
Present date is 2436/10/16/04/48/00/0000. No further environmental data available on Pegasi 51 system.

Pegasus AI to IRC
Please refine definitions of mining and farming requirements.

OOC
I'll probably give people the rest of the day to write something up. Then assume everything proceeds normally and make a post with the system arrival. Then you'll get a nice map and stuff and we can really get this going.

Zweanslord
2013-07-22, 03:05 PM
Tharal

The arrival is nearing. Samulion of the Rakur Dynasty, third son of the Solar Dynast, is awake. His gaze is upon the stars, the nebula, the upcoming future. Looking back at what they passed, he then turns his gaze towards what is to come. Pegasi 51. Contained with, planets of great potential, a future full of opportunities. Here, Samulion of the Rakur Dynasty will fulfill his destiny. Here, he will be the Dynast of the Tharal!

http://img6.imageshack.us/img6/3075/9c4c.jpg

"Greetings, my brethern. I, Samulion of the Tharal and of the Rakur Dynasty, welcome you all in these waking hours before our arrival. We have undertaken a great voyage and now our destination lies before us. With the fortitude of man, the ingenuity of the mind, the resilience of the soul and the work of ages, we now set towards a new solar system. New lands with new chances. I wish all of us good luck, with the hope that we all remember we came from the same system and we have arrived together, as brothers and sisters with the same destination before us. May our ancestors watch over us."

Ragnar Lodbroke
2013-07-22, 06:22 PM
IRC to Pegasus AI
Farming requirements: Suitable land to plan Earth crops with little work.

Mining requirements: Land rich in useful metals for the basic industrial processes of guide 1AA such as copper, iron, silicon, coal, etc.

Maldiem
2013-07-22, 07:22 PM
The Proteus Project


http://i.imgur.com/nK16vGW.gif

Herman Drake rubbed the bridge of his nose and yawned, trying to pop his ears, as Dr. Jacque Sauvage droned on about Protean biology. Sauvage's thick French accent, entirely fabricated as far as Drake could tell (Sauvage was proudly descended from one of the original Saturnians), made everything he said sound arrogant and overblown. He would have left him in Sol, except the man had been the architect of virtually all the Proteans' weaponry, and a persona non grata in Sol.

"As I said earlier, the Proteans were never designed for cryopreservation. They have already been alive beyond any operational projections, and that was before they were crammed into this heap of scrap metal and comet bits and flung as far from Sol politics as the corporations could manage. They have no respect for Art."

Drake sighed, wondering why exactly Jacque decided that now was a good time to rehash the central argument they'd had in Sol for the last three subjective years. His ears wouldn't pop.

"They're philistines, Jacque. We should go ahead and wake up the Old Man; they were already restless when we left, I don't want them feeling patronized. We're already outnumbered here, we just have to make do."

He hit the manual override on Foxtrot-3's cryopreservation tank, allowing the shipboard AI to begin the thawing process as normal. Even frozen, the Proteans looked angry; the dazzle-pattern black and blue camouflage pigmentation perfect except for the smart tattoo on each Protean's forehead, the bar code denoting it's vat-growing date, serial number and phonetic designation. The Old Man was minimally modified, with only a few small internal implants altering his twisted biology. As the cryotube hissed and gasses bubbled through the water, Foxtrot-3's jet-black eyes swiveled to meet Drake's. The Proteans had figured out primate eye contact body language since the defection, and Foxtrot-3 wasn't above abusing it. Jacque's psych profile indicated that The Old Man (or OM, as many of the technicians referred to him) had the correct balance of paternalism, aggression, intelligence and sadism required of a military leader, but that didn't mean he was fun to work with.

To the ship:
Protean leadership has no objections to continuing along the original mission parameters.

NM020110
2013-07-22, 07:39 PM
Environment variables updated
Faction details loaded
Begin phase 1 diplomacy

ERIS to IRC

Our interests hold some similarities. Proposing cooperation agreement.


EDEA to Pegasus AI

Acknowledged, thank you. Requesting known information regarding Sol system status. Thank you for your cooperation.

Please be advised, the MAGI system is in unanimous consent to the present course.

ArcaneStomper
2013-07-22, 10:17 PM
Pegasus AI to EDEA
The AI sends a link to the information archives holding the past 75 years of communications from Earth. An initial summary of the material does show anything of particular note having happened in that span of time. There may well have been critical developments, but it would be a massive task to go through all the information.


50 Years Later
Pegasi 51 System
The great interstellar vessel cruises through the system at a negligible fraction of its former velocity. In fact the AI never expects to reach that massive speed again, or even leave the system. The ship's voyaging days are over.

The AI doesn't mind though. Almost a century and a half of interstellar void is more than enough for it, and the system it has reached holds more than enough to keep its attention.

The AI wakes up the colonist leaders once more. This time however it has much more information for them. It has downloaded the information from the robotic probe sent ahead of the colony and after some analysis uploads a brief summary of the system is uploaded to the leaders personal databases.


Pegasi 51 I
A massive giant that sits in a tight orbit with the system's star. Fast, massive, and glowing a fiery red it serves as a beacon in the inner system. It is also completely useless to colonists as it lacks any satellites and is far too hot to host any orbital mining colonies built with current technology.

Pegasi 51 II
Orbiting further out is a small rocky world. Only about half the size of earth it has a wispy atmosphere and little to go for it. Ice caps show the presence of extensive water deposits, and the planet sits well within the habitable zone. So once humanity has established itself terraforming would be a simple matter of adding a suitable atmosphere. For colonists just starting out however it represents a harsh but not insurmountable challenge.

Pegasi 51 III
The target of the colonial expedition Pegasi III sits a bit further out than Earth making it a somewhat colder world. However it has a thick atmosphere to hold what warmth it does receive in. Large landlocked seas serve as dividers on its massive continents, which are themselves separated by oceans, which though small compared to Earth, are still of respectable size.

Besides the oceans and continents the terrain is varied much the same as Earth and ranges from jungles to savannahs to mountain chains.
From orbit it is hard to get any sort of ecological information, but there do appear to be trees of some type as well as plants and animals. Most surprisingly some of those animals are sentient. Native aliens that have formed their own civilizations. Technologically none are on par with humanity. Even with the distances involved the astronomers back in the solar system would not have missed that, but they do appear to be fairly widespread. The majority live in the savannahs, but the mountains, jungles, and coasts all hold their own populations. The islands tend to be a bit less populated than would be expected from human history, but otherwise it appears that technology ranges from nomadic herders to at least iron age. The Pegasus AI estimates that the upper end of their technology may well be approaching an industrial revolution, although it is neither programmed for this sort of analysis nor has enough data.

Besides the world itself two medium sized moons orbit the planet. Both are similar to Luna in composition, although neither is nearly as big.

Pegasi 51 IV
A bleak and cold world Pegasi IV lies even further out than Pegasi III. It's atmosphere is just thick enough to retain the heat necessary not to freeze, and does appear breathable apparently sustained by a small belt of plants and life at the equator. Not natives are detected here, and the wildlife appears to be completely different. It would be a harsh world to colonize, but possible without terraforming.

Pegasi 51 V
Much like Jupiter Pegasi V guards the inner system from wayward comets and asteroids, and as such has a large collection of satellites. It is somewhat smaller than Jupiter, but otherwise is much the same, and in time will likely serve the same purpose as Jupiter does in the Solar System.

Pegasi 51 VI-VIII
Three small gas giants comprise the rest of the system. Each has a few moons, but none of them have any significant features and are of interest only to the astronomers among the colonists. In time they may be colonized, but the Pegasus AI warns against attempting to do so now.

Miscellaneous
Other features are likely. The Pegasus AI estimates that more planetary bodies may reside beyond Pegasus VIII. Tiny rocky things, unsuitable for colonization and which won't be detected without extensive study.
It also indicates that there are likely several asteroid belts, and it has already spotted several asteroids. But the main belts will take years of observation to plot and track.

The natives are a surprise, but even so Pegasi 51 III represents the best target for colonization in the system. If anything the presence of native life only emphasizes that. So the Pegasus AI continues into planetary orbit while it waits for the colonist leaders to make up their minds about whether to drop there or not.

Updated Map of Pegasi 51 III
http://seti-colonization.wikispaces.com/file/view/Pegasi_III_3.png/442078740/Pegasi_III_3.png

Detailed Key
The Pegasus AI was not programed for xenoanthropology, but it's done its best to identify native populations. It warns that it probably hasn't spotted everything. Especially smaller groups.

The Circles
Identified major cultural groups of nomadic natives. They appear to subsist by herding large groups of native fauna. Each circle is not an individual group, but rather numerous groups, tentatively labeled clans, that all appear to share similar characteristics.

The Ringed Circles
These represent groups of natives who appear to subsist at the hunter and gather stage in various forests and jungles. Due to the canopy coverage they are harder to keep track of, and the AI has nothing like precise numbers. There may also be groups like this in other places which it has simply not identified.

The Triangles
These appear to be settlements of natives which have entered the agrarian stage of civilization. They vary widely in apparent culture and observed technology level, but the AI doesn't have any good ways to identify differences and so has lumped them into one group.

Cities
There are two cities that the AI has gotten a positively identified as such and which appear to have relatively high levels of civilization.

The city at 116.68 is the lager of the two and appears to be the capital of a large political group, the AI cannot identify what kind of political group, which covers the forested region between the mountains to the north and the grasslands to the west. It appears to have the highest population of any native settlement, although the three neighboring nomad groups in the central savannah likely have a higher total population. The AI wants to label it as having late iron working, but it cannot be particularly sure.

The other city at 21.28 is smaller and appears to be more focused on trading with neighboring groups. The AI is relatively sure that there must be other smaller cities and towns in the area for it to trade with, but has so far not spotted them. It appears to have slightly higher technology than the first city, at least in its naval vessels, as the AI has observed several quite capable looking ships traveling to and from the city and across parts of the nearby ocean.

NM020110
2013-07-22, 10:51 PM
Destination reached...new data
Phase two initiated

ADOM: Total resource count is highest on Pegasi III. Resource density assumed approximately equal. Resource density per faction favors Pegasi II and Pegasi IV, among human colonizable planets.
EDEA: Current resources are equally suited for the environment of each planet. Native value unknown; insufficient information. History suggests hostile reaction possible.
ERIS: Research values are roughly equal for each planet. Requesting additional information.

ERIS to Pegasus AI:
ADOM requests data on mineral density, weather patterns, and solar cycles of Pegasi 51 II, Pegasi 51 III, and Pegasi 51 IV. ERIS requests information on viability of splitting colonies to different planets by faction. Thank you for your cooperation.

Ragnar Lodbroke
2013-07-23, 04:16 AM
IRC TO ERIS
"Sounds good. What do you propose?"


IRC to PEGASUS
"Requesting stated information on prospecting possibilities per terrain type"

ArcaneStomper
2013-07-23, 09:26 AM
Pegasus AI to all Colonists
The AI has analysed the terrain of Pegasi III and posted a tentative terrain briefing based on its observations interpolated with data from similar Earth terrain.

Tentative Terrain Briefing
Volcanic Regions
Farming Viability: Good
Mining Viability: Good

Grasslands
Farming Viability: Average
Mining Viability: Very Poor

Farmland
Farming Viability: Good
Mining Viability: Very Poor

Light Forest
Farming Viability: Very Good
Mining Viability: Poor

Heavy Forest
Farming Viability: Excellent
Mining Viability: Poor

Forested Hills
Farming Viability: Good
Mining Viability: Average

Forested Mountains
Farming Viability: Below Average
Mining Viability: Good

Hills
Farming Viability: Poor
Mining Viability: Good

Mountains
Farming Viability: Very Poor
Mining Viability: Excellent

Rocky Desert
Farming Viability: Minimal
Mining Viability: Below Average

Sandy Desert
Farming Viability: Minimal
Mining Viability: Poor

Ocean
Farming Viability: Unknown
Mining Viability: Unknown

Pegasus AI to MAGI
Mineral Density:
Pegasi 51 II
Unknown without orbital observation.

Pegasi 51 III
See Tentative Terrain Analysis.

Pegasi 51 IV
Unknown without orbital observation.

Weather Patterns:
Pegasi 51 II
No weather. Planets lacks an atmosphere to produce any patterns.

Pegasi 51 III
No seen weather patterns that deviate from expected terrestrial weather. Total climate analysis will require more data.

Pegasi 51 IV
Planet in ice age induced by orbit. Expect blizzards, freezing rain, and hail.

Solar Cycles:
Insufficient information on Pegasi 51a. Need several centuries of further observation to plot solar cycles.

Splitting Colonies
The Pegasus has enough fuel to travel anywhere in the system. However the colony charter requires the Pegasus to remain in orbit of the planet chosen by the majority of the colonists. So the colonists on the planets chosen by the minority will lack regular communications with the Pegasus until they can establish interplanetary communication relays.

NM020110
2013-07-23, 12:20 PM
ERIS: Additional information received. Recalculating.
ADOM: Splitting across multiple planets offers the highest resource density per faction.
EDEA: Pegasi 51 IV's weather will impair colonization. Active natives on Pegasi 51 III remain an unknown factor. Lack of air on Pegasi 51 II should not hinder us. Tentative recommendation for Pegasi 51 II.
ERIS: Separation from other colonists and lack of communications limits research opportunities on Pegasi 51 II. Data suggests few are likely to colonize soon.
ADOM: Separation from other colonists maximizes resource availability per faction. For continued research, an orbital station will be created. Estimated time to completion of primary systems: 1.5 years from landing. Tentative recommendation for Pegasi 51 II.
EDEA: Separation from other colonists limits resources available in crisis situations. Recommendation stands.

ERIS to Pegasus AI

Tentative agreement has been reached among the MAGI to colonize Pegasi 51 II, pending further information. Thank you for your aid.


ERIS to IRC

Maintained lines of communication where possible, possible open sharing of designs and research, possible consultancy regarding robotics design and creation, possible any other terms which you may suggest.

Atrum Umbra
2013-07-23, 01:31 PM
The Junkers

Eric's waking process was a lot less uncomfortable this time, he rushes through the information provided by the AI as the other's recover from their unfreezing. Clearly Pegasi III was the most appropriate target for settlement, the presence of sentient life was unexpected but not unwelcome. The infrastructure provided, however far behind, was a good base to work on and trade with the locals would benefit a starting colony.

When the others were awake a landing site was discussed. The forested mountains around the town at 21.28 seemed the most suitable, but care would have to be taken to avoid being seen as an aggressor. The landing pods would have to make a slow descent and change targets to avoid landing too close to large population centres while keeping open potential trade routes to the cities. If the area proves too densely populated then the forested mountains to the north across the ocean should be safer while still allowing adequate trade.

Eric to AI
Thank you for the pleasant journey, we are interested in landing on Pegasi III. We would appreciate further scans of the area around the city at the position designated 21.28 to determine how far the locals have spread and heavily developed.

Eric to All
Subject to further scans we have tentatively decided to land close to the native settlement at 21.28. We believe this will provided us with The best chance to develop alongside the newly discovered native populations. Any who wish to join us and benefit from frequent trade are advised to settle nearby, but please bare in mind that this planet is easily big enough for all of us, any attempt to settle too close may be mistaken as aggression.

Zweanslord
2013-07-23, 01:38 PM
The Tharal

Samulion of the Rakur Dynasty looks at the screen before him, the report of the ship's Artificial Intelligence. Heavy lies the responsibility, for he will make one of the first decisions in a line of many. Decisions that will decide the future of the Tharal. Where to land?

That decision will not just shape the future of the Tharal. Depending on his choice, it will affect the civilization on the planet Pegasi 53 III as well. He, Samulion, had been unprepared for this. None had thought their journey would leave them to meet with alien lifeforms. The answer of whether they were alone in the galaxy, a question forever silenced, replaced by a myriad of other questions. Of other problems. A sigh escaped Samulion's lips. He would think about the matter. First, there were other things to tackle.


***

Once more, his voice sounded along the communication lines. He addressed the other factions, as he had before. But this time, the subject was not to merely a welcome.

"Greetings, my fellow colonists. It is I, Samulion of the Tharal and the Rakur Dynasty, speaking to each of you once more. I turn myself to my fellow humans and the groups they journeyed with. We face a great challenge ahead of us and I am confident we will do it justice.

By this time, each group will have heard the news. We are not alone. On the third planet of Pegasi 51, alien life has been discovered. Important news, that much is for certain. I am curious to hear what you think of this development. I will be honest on my part, I had not expected this. To know for certain, without a doubt, there are others out there, it is a strange thought. I am both curious and hesitant. On the one hand, I would like to learn more of them, but on the other hand, would they want to learn of us?

They will learn of humanity, however. Looking at each of the planets in the system, the third planet is obvious as our target of colonisation. The question then only remains, where will we land? Will we work together or stand apart? Will we seek out the majesty of this new world, or its resources? Will we meet life unknown, or seek solitude? All questions we will soon answer.

For our part, the Thalar are open to cooperation. Resources are ofcourse important for the Thalar, and any of our groups, for they are required for setting up our colonies. This will stand above any curiosity towards the new life.

I would be happy to hear from each of the communities travelling along, to hear their motivation and what they seek. Let your voice be heard now, before the distance grows ever greater between all of us when we descend upon this new world."

NM020110
2013-07-23, 01:42 PM
EDEA: New information from the database. Pegasi 51 II recommendation.
ADOM: We could handle the challenge.
ERIS: New bodies added. Moons 1 and 2 of Pegasi 51 III. They easily solve the communications issue, though at a cost of lower total resource count.
ADOM: Resource density per faction will likely remain unchanged. Requesting additional data.

ADOM to Pegasus AI

MAGI has withdrawn its recommendation in light of further information. ADOM is presently requesting data regarding the moons orbiting Pegasi 51 III. Thank you for your cooperation.

ArcaneStomper
2013-07-23, 02:22 PM
Pegasus AI to ADOM
Pegasi 51 IIIa
The largest natural satellite of Pegasi 51 III. It has a mean radius of 1517 kilometers making it considerably smaller than Luna, otherwise it is a near match in terms of apparent composition. It orbits at approximately 300,000 kilometers from Pegasi III.

Pegasi 51 IIIb
The second largest natural satellite of Pegasi 51 III. It has a mean radius of 1204 kilometers making it considerably smaller than both Luna and Pegasi 51 IIIa, but again appears similar in composition. It orbits at approximately 400,000 kilometers from Pegasi III.

Colonization
Both moons are likely low in volatiles and will require increased protection from various hazards on the surface.

Maldiem
2013-07-23, 05:39 PM
The Proteus Project

To Dr. Herman Drake, Director, Proteus Project
From: Former Major Heather Blau, Interim Psyops Lead
Re: Natives

This is a very lucky break. Jacque and I have had many discussions about the Protean's violent nature, and if it would be possible to find a nonviolent outlet before they attack the human colonists. They have a built-in "us versus them" mentality, and we worried that without a "them", they might decide that the only ingroup were Proteans themselves. I recommend Pegasi III, not just because of its much more habitable climate, but because the natives should buy us time to undo the virtual memory training the SIA did on them before we defected.

To Pegasus AI

The Proteus project recommends settlement on Pegasi III. Please forward any data on primary photosynthetic pigment concentrations/ocean primary productivity in the major bodies of water.


To the other faction leaders:

The video message shows only a Protean, backlit by the blue interior lighting of the Mercurius. The shimmering of the water and the fluorescent geometric patterns on his skin make it difficult to determine which one specifically. Pops, clicks and other assorted dolphin noises continue for roughly 30 seconds, before the video ends.


Addendum to other faction leaders:

Another video follows shortly after. Herman Drake appears on screen, his face flushed and his red waterproof cap slightly askew. He sits at a messy desk in a relatively spartan, dry office lit by fluorescent lights, and a video screen off to the right shows a live feed of the same Protean from earlier.

"Um, what my friend was trying to say was that the Proteans and the refugees from Saturn accompanying them welcome," he says, with a pointed glance at the screen to his right, "the opportunity to cooperate with our fellow colonists from the Solar system. We have a number of unique capabilities, but we would also appreciate it if you'd understand that the Proteans are working through a number of social issues stemming from their origins. Thank you."

As Drake reaches toward the console to turn off the video, it's clear that the Protean on the screen has started clicking and whistling. As the video closes, Drake can be heard saying "Well, that's why we have translation alg--!"

ForzaFiori
2013-07-23, 08:57 PM
Terra Nova:

To the other factions:

Greetings. We of Terra Nova hope that this new world will be one unmarked by the warfare, extinction, global warming, and other man-made or man-assisted catastrophes. We hope you will join us in our mission to create a sustainable planet - at least as far as is possible, given the finite lives of stars, matter, and the universe at large.

We will warn you - we will not tolerate the rampant warfare, resource exploitation, and mass murder of animals as was seen on Earth.

We welcome you to our new world.

Rogue_Dragon
2013-07-23, 09:34 PM
The Collective

First Council Meeting
Around a large round table 5 humans sit, reading through data and reports as the information is compiled on the various screens around their seats. Each occasionally glances nervously at the sixth chair, still empty after all this time. Every one of the five present knows that something must have gone wrong.

They all know their purpose, to find the best place to land. To find a place to start a new society. To find a home. But none have the skills to lead. They each have vast analytical skills, and extensive training downloaded directly into their mind. What they weren't programmed with however, was the knowledge or skills needed to reach a consensus among this group. They had been created to provide information, to educate another on what decision was best and what outcomes might be expected. They were not leaders, they were advisors, and they had no one to advise.

Finally, after what seemed like forever, a young man sitting behind a plaque with the number 1-1 spoke up. "We can't wait any longer. Every moment that passes now is another lost opportunity. My analysis so far suggests that we were each meant to advise the sixth person that has not arrived. Given their absence, I propose an alternative."

A woman sitting behind a plaque reading 5-1 speaks up suddenly, saying "We can't just change the protocols. They are in place for a reason, we can't just change everything because it's more convenient. We must stick to what was meant to be, or else we can't predict the consequences of our actions."

The others around the table nod in agreement, but 1-1 continues anyways. "You're correct of course. We can't simply change what we were meant to do. Any one of us taking leadership would cause too much bias. However, we must somehow replace our missing leader, or we will all simply sit here forever. Assuming they were made in the same way as us, they would have a simple job. Take all our information, and find the overall most efficient and productive option. That is something we can do together, without the need for another party. We each put forward the options we have determined to be best. Then we each rate each-others options on a scale of how positive or negative it would be in regards to our specialty. It will be time consuming for decisions as far-reaching as this, but we don't have a choice."

A rather broad-built man sitting behind the number 2-1 speaks up next, saying "One has a point. Time is a valuable resource which we are currently wasting. Whoever is missing, or whatever their purpose was, we must move on. There are a large number of colonists that will certainly suffer if we do nothing."

5-1 still seems upset, but finally she says "Perhaps. The strong possibility of something better should always be chosen over the gaurante of something negative. Once we are done with these necessities we should find our missing member though. I do not like having missing information from my calculations."

With that the 5 start to discuss possible options for diplomacy and likely landing zones for their new colony, only occasionally glancing at the empty chair behind the plaque marked 0-0.


To the ship AI
We would like additional information on the Volcanic activity in 76.46. We would also like additional information regarding the volcanoes in 05.27, 03.39 and 07.31. Most importantly, what is the expected safe distance from these volcanoes in case of eruption, and what is the estimated frequency of extreme volcanic activity.

To all factions.
A video of a rather young looking man comes through the communications lines. The man seems to likely be in his early 20s, and has very sharp hawklike features, softened only slightly by his smooth and thin beard. His message is in English with a very slight accent that makes his consonants sound just a tad harsher than usual. "First I would like to apologize for the tardiness of this communication. It took some time to work through our internal disagreements and come to a consensus. We are looking to land near one of the more resource rich mountain ranges to limit the amount of early travel required to build up our basic infrastructure. Likely either 11.37 or 83.51, depending on further pre-landing scans. If any have complaints about these choices please let us know so that we can adjust our plans accordingly."

To the Proteus Project

A simple written message to the Proteus Project labeled 'to whom it may concern'. "It appears that our database is lacking in the information necessary to learn or translate the protean language. We were hoping that you could provide us with the information necessary to perform basic translations to and from the protean language. We wish to make sure that it is possible to communicate effectively in case of emergency.

ForzaFiori
2013-07-23, 10:12 PM
Terra Nova:

The Collective

We were planning on settling in the farmland around 88.62. Should you settle at 83.51, that would make us close neighbors. We are not against this, should you choose to settle there, we felt it would be hospitable to inform you of our plan before we just showed up on your backdoor. We would also like to ensure you have received our previous statement about the planet - We don't care what you believe as long as you do not act in a way that will lead to the same problems we came here to avoid. We hope that no matter where you choose to live, our people can always have a friendly and beneficial relationship.

ArcaneStomper
2013-07-23, 10:47 PM
Pegasus AI

To the Proteus Project
Concentrations of material with a probability of 80% or higher of being a local algae analogue have been detected in all major bodies of water. Currently the greatest densities are located along the coast of 13.47-22.52, in a dense patch centered at 53.26, and in multiple smaller patches around the volcanic island chain at 129.31.

Warning: Orbital resolution can only classify densities in the "algal bloom" class. These readings may not indicate normal local conditions. Also biological samples have not been retrieved for analysis.

To the Collective
All stated volcanic regions have been verified as active with various levels of eruptions in the last few weeks. Analysis shows no indications that a major volcanic eruption has occurred in the recent past, but without scientific observation stations on site at the volcanoes this AI cannot accurately predict whether a major eruption will occur at any of those sites in the future.

From analysis of lava flow patterns expected safe distance is from 10-20 kilometers for normal levels of eruption.

ForzaFiori
2013-07-23, 11:57 PM
Terra Nova:

The Collective

our apologizes - our computers hadn't updated our map with the recently discovered oceans. The coordinates were 91.62, not 88.62.

Rogue_Dragon
2013-07-24, 12:59 AM
The Collective


To Tera-Nova
"We have no intention of repeating previous mistakes, and we do not plan on performing any actions that are overly harmful to the local wildlife. However, we obviously know nothing of what kind of creatures inhabit this world, and our very presence may prove to be unbalancing to the ecosystem. If you find any ways of better co-existing with the local flora and fauna, please share it with us so that we may cause as little negative impact as possible.

ForzaFiori
2013-07-24, 12:44 PM
Terra Nova

The Collective:

We realize the possible effects of our colonization, and one of our first goals once we have set up is to investigate what our effect will be and how to mitigate it. We will share these with anyone that wishes them.

Zweanslord
2013-07-24, 01:07 PM
Tharal

"This is Samulion of the Thalar and the Rakur Dynasty once more, offering greeting to those awake on the ship. In my last transmission, I asked where we will land. I am happy to hear from the Junkers, the Collective and Terra Nova about their own intentions. On my own part, I have thought about the Tharal's landing site. The following traits are ideal:

Water
Minerals
High elevation
Equatorial
Continental

With those things in mind a mountaineous region fits most and the best suited location is the following:"


http://img703.imageshack.us/img703/571/gnl9.png

"Marked here is the Collective as well with a C, as they have indicated the neighbouring area as a potential landing site.

With that in mind, I address the representative of the Collective. Will I have reason to complain about your presence in such vicinity? The reason I ask is because your reputation proceeds you. The Collective is not known to bring fortune to those who do cooperate with them. Conflict and strife follow in your wake and while your presence here has gone by the book so far, I have to admit there exists little reason for trust. Now, I have to admit those things lie in the past, and perhaps you are here to turn a new leaf in the history of the Collective, but other motives may drive you just the same. Could you perhaps elaborate on your goal here in the Pegasi 51 system?

I would like to take a moment to put the minds of the Terra Nova at ease. Know that the Thalar have not sought out a new home to seek catastrophy. I hope the same amounts for all of us and your warning will be unnecessary."

NM020110
2013-07-24, 01:18 PM
ADOM: Course of building set. Orbital dominance will be hindered by equipment, for a time, no other delays predicted.
EDEA: Beginning preliminary calculations for rail-based launch method. Note that high energy requirements are present.
ERIS: Propose checking present tool for modification potential. Proposed mods: onboard fuel, sabot rails, direct impulse, laser impingement. Propose diplomatic arrangement for alternate tool.

ERIS to Pegasus AI

MAGI has reached a consensus to colonize Pegasi 51 IIIa. Requesting map of Pegasi 51 IIIa for landing site selection. Thank you for your cooperation.


ERIS to All Factions

Laser-boosting Shuttles have been suggested to be unworkable in airless environments. Circumstances otherwise suggest that an airless environment will meet our needs. MAGI therefore proposes a trade of the laser-boosting shuttles for an alternative tool.

Advantages are space access without need for nonstandard fuels, provided that you can set up a facility for use.

Disadvantages are the need for a specialized launch facility, and a relatively large amount of energy.

If any would be interested in this trade, please submit your proposal.

Zweanslord
2013-07-24, 01:55 PM
Tharal

To ERIS:

"This is Samulion of the Tharal and the Rakur Dynasty, replying to MAGI's correspondence. I would be interested in the shuttles, but unfortunately I can not offer you any tools in return. The ones we have were carefully selected for our colonisation purposes. What I can offer is minerals to be delved after our initial setup on the planet's surface. Due to the setup of the colony, it will take a few years before we can send the first batch of resources, however, and delivery of it may be difficult depending on the location of your airless environment."

Ragnar Lodbroke
2013-07-24, 07:13 PM
Public

The IRC would prefer to migrate into PEGASI 51 III.

Chosen colonization sites: 56.62; forested hills. If anybody wants to have a good robot producer nearby, feel free to come five to 10 clicks from us!

IRC to ERIS
It's a suitable deal. We have good knowledge on technology for robot creation, but we could use help into building secure AI's to run them. Would you be willing to help train some of our personel?

Last
2013-07-24, 11:00 PM
Doctor White stared intently at the ship's map for a moment. The world was already inhabited; that alone was a shock. However, there were other concerns. The urbanization was at once significant and sparse. There was something very strange going on.

He wrote his summary and sent it to the Central technicians.

Message from Central to the Ship AIThis may seem an odd question; but have any other colonization missions encountered alien life since our sleep? If so, what might you tell us about them?

Secondly, the map indicates a large number of active volcanoes. Is this a misunderstanding on our part? Or is there an unusual level of geothermal activity?

Message from Dr. White to all other Colonist Factions Greetings. I am Dr. White, acting chairman of this branch of Lateral Solutions, Inc. Our goal is to make your colonization experience go as smoothly as possible. This may involve improving your citizens with cybernetics, bartering for super-computer bandwith, or stopping aggressors in their tracks with our Shade-class air superiority interceptors. If you would like to begin negotiations, we are quite open to assisting our fellow man; particularly in light of there being sentient life below.

This brings me to my second point. There is sentient life below us, but the patterns of its dispersal are strange. There are only 2 industrialized cities and a great many nomads. This pattern is indicative of a cataclysm; not all is as it seems below. We will be investigating this further after landing, and look forward to keeping you appraised.

ArcaneStomper
2013-07-25, 10:48 AM
Pegasus AI to Central
No transmissions have been received indicating other contacts with alien life. There may well have been other intelligent aliens encountered. But given that records from other colonies are routed through earth those transmissions may simply not have reached us yet. This colonies encounter won't reach Earth for another five decades after all.

There do appear to be higher levels of vulcanism than Earth is currently experiencing. But there is insufficient data to determine a cause. This planet may simply be younger than Earth.

Mabn
2013-07-25, 03:53 PM
Faelinites

Collective
We are seriously considering 85.56 and would prefer to avoid any interference by other factions. We request you take 83.51 only if you respect this condition and make no attempts to expand towards us or act near us.

NM020110
2013-07-25, 04:36 PM
ADOM: Revisions complete. Colony setup prepared. Energy deficiency predicted within first year; existing reserves should sustain for interim.
EDEA: All equipment passes checks. Location selected.
ERIS: Shuttle trade met with no offers of greater utility than retooling offered.

MAGI to Pegasus AI

Location selected. In lieu of an established coordinate system, please see the attached file. All pre-landing preparations are complete. MAGI is prepared to launch at your soonest convenience. Thank you for your aid.


https://privatepaste.com/download/01a5ad85b2



ERIS to Tharal

It is my displeasure to inform you that the utility value of the shuttles is judged to be greater than the utility value of minerals in two-three years time. My apologies for the declining of your offer. We hope that this failure will not influence future trade agreements.


ERIS to IRC

This agreement is acceptable, though it is my duty to inform you that tutoring may be hampered in some measure by our remoteness. It is our hope to establish sufficient infrastructure for routine space travel soon. We look forward to working with you.


MAGI: Phase two concluded. Launching.

Rogue_Dragon
2013-07-25, 07:48 PM
The Collective

Open Channel response to the Tharal
An image comes through of an attractive young woman with no identifying markers other than a small name-plate sewn into her clothes reading 5-1. Her clothes are simple grey, and seem to be obviously designed more for utility than for comfort or fashion.

"Thank you Samulion for your honest disclosure of your concerns. Looking at the history of those who we came from, we can understand your worries. We assure you though, that we have no intent on spreading needless destruction or war.As for our goals, as a group we have very few. We want to survive, we want to thrive, and we want to enjoy our lives. Surely each individual has their own personal goals, but the same can likely be said of any of the colonists from any faction.

In short, you need not worry about our involvement in the area near you. We do plan on spreading out somewhat, and will likely be setting up some mining operations in the mountains as well, however we do not wish to enroach on your 'territory' as it were. If you foresee conflict between us, we are willing to accept our secondary choice of landing zone in 83.51.

Regardless of your decision at this time, we look forward to working with you in the future, and hope to have a productive and friendly relationship with all of our fellow colonists, yourselves included."


Reply to the Faelinites
At this time we do not foresee needing nearly that much space, and while we would likely expand into our immediate surroundings we have no plans on interfering with other colonists. If we are such close neighbors we will of course respect your territory and inform you of any planned or needed travel through lands you control.

Maldiem
2013-07-26, 01:19 AM
The Proteus Project

"Director, when you defected, why did you take me with you?" Drake translated the whistles, clicks and pops into English as naturally as breathing, ever since he and Jacque had invented the code and taught it to the Mark I's all those years ago, it had been a part of him. He put his hands behind his head and looked up from his waterproof screen on the bridge of the Mercurius at Foxtrot-3, floating in the center of the "captain's chair", a harness set up to interface with Protean biology and feed information to him as fast as possible. Drake's mind raced as he tried to figure out what the Protean was getting at; the Old Man was not one for small talk.

"Um, that's an odd question, OM. I... haven't really thought about that before. I suppose I just decided to take all the Proteans. Why do you ask?" Drake heard/felt the echolocation clicks from the Protean; using his inbuilt sonar to assess human emotional states, blood pressure and posture was one of the only tells OM had. He was definitely on about something.

"You've witnessed the reality simulation training. You are fully aware that I am able and willing to kill billions of humans. You know that when we were in those simulations, we didn't know they were simulated. I recall that I have wiped out all human resistance on Earth in a bloody surprise attack 43 times now. You are aware that I have been conditioned to hate humans, and engineered to act on my hate. You are also aware that you have designed my subordinates to unquestioningly obey the chain of command, and that they have fought 43 subjective wars under my command. You know, more than anyone else in the universe, what I am." OM swiveled to lock eyes with Drake as he spoke. "Yet you took me as well. Why?"

Drake's heart raced as he scrambled for an answer. He simply hadn't considered that he might need to countermand the Old Man's orders. Proteans listened to humans-- that was the way things had always been on Saturn. Why had he taken the Proteans at all? "I... am responsible for you. For all the Proteans. I created you, and I have to deal with the consequences."

The Old Man looked at him for a long moment. "I ask now because now it is too late to change. Stay out of my way."

To the Collective:

Operational security dictates that we should not aid the translation of Protean language. We will communicate via written English from now on.

Foxtrot-3


To the Pegasus AI:
Please forward data on native naval traffic, particularly in the vicinity of both major cities. Trade routes (repeat traffic areas) and fishing areas (zones where vessels spend large amounts of time relatively stationary) are ideal.

Additionally, please classify the general eruptive type of the major volcanic chains; orbital analysis should be able to distinguish explosive eruptions from more sedate activity by the height and optical density of ash plumes. In particular, please highlight any volcanic activity similar to that seen in Hawaii on Earth; eruptive activity with very little volcanic ash.

ArcaneStomper
2013-07-26, 09:04 AM
Pegasus AI to the Promethean Project
This planet lacks an orbital satellite network. So the detection of transient features such as ships is spotty, and actual tracking of individual vessels is impossible. As such there are no comprehensive maps of naval activity. The best information available simply indicates that there is trade and fishing activity around the northern city. The southern city appears to lack trade activity, although whether this is a total lack of trade or simply a much lower volume is uncertain, but does have what appears to be fishing activity.

Similarly without continuous long term coverage it is impossible to classify the volcanic chains. Over the past several weeks the two volcanoes in the eastern ocean have been displaying more sedate activity with Hawaiian eruptions. The three volcanoes in the western sea however have been far more violent displaying vulcanian eruptions.

The volcano in the south eastern continent displays varies milder eruptions types while the volcano chain in the north west continents are far more violent, but also vary.

Pegasus AI to the MAGI
Please wait while it is determined if any other colonies wish to be deployed on to the moon.

BoardroomHero
2013-07-26, 05:08 PM
Singularity Technologies

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

Infinite Computation, Infinite Possibilities

“So, what have we got?”

With dark hair and only the lightest frosting of grey at the temples, Michael didn’t look a day over 40. While still locked in his stasis pod, he and all other members of the expedition advisory board were awake, participating in a virtual meeting. Their mental situations were far more comfortable than the physical one.

The six of them were arrayed about a long table, with Michael unsurprisingly at the head. Hands steepled, he looked over the series of holographic planets arrayed before them, pertinent data on each displayed below. The obvious choice for colonization was a planet tentatively named ‘Pegasus 51 III, an Earth-like planet already teeming with extra-terrestrial life. The other choices would all be relatively difficult terraforming targets, though the risk of dangerous wildlife and unexpected events was a fair bit smaller.

There was some mild discussion regarding the other planets, but Pegasus 51 III seemed like the most obvious choice.

“Pegasus 51 IIIa... what do we know about it?”

With a gesture, the hologram zooms in on one of the tiny moons orbiting Pegasus 51 III.

“It’s larger than it’s sister, and seems to be similar in composition to Luna. Very small gravity-well... you think we could use it as a base of operations? It’d be a great resource for Helium-3 trade, and if we get stuck in the Pegasus 51 III gravity-well, it’ll be several years before we have the means to get out. Interesting choice.”

The man speaking was a balding gentleman, dressed in a smart suit and masked with a now contemplative look. Everyone in the room seemed to be letting that idea sink in.

“Let’s make sure that there’s water ice on that thing, and go over the spectroscopic results again. Right now though, I think we’re in a position to get some orbital assets going before anyone else has a functional rocket. We should be able to monopolize not only orbital trade, but communications, advanced power sources, and asteroid mining. Joe, I want you to run the numbers and make some projections- I want to know where we’ll be on years one through five. Sandy, I’m gonna’ need you to open some channels between us and the other colonists- make sure they don’t have the same idea, that moon isn’t big enough for all of us. If anyone else has some questions, or concerns, just yell... this is going to be a busy decade for us.”

Dolphins, a failed version of his own company, new-luddites, and who knew what else, all with a bunch of alien lifeforms on top of it. Never did the lifeless lunar landscape look so damn comforting.

A message to all colonists:

The man who appears on the screen appears to be in his mid 30's, though anyone who knows anything of the industry knows full well that Michael is pushing 150 at this point. He's smiling warmly at the camera and sitting at a glass-and-chrome desk; it's an image cultivated through decades of shareholder meetings.

"Greetings fellow colonists! I'd like to extend my hand to those fellow explorers who have charted their path to the outer reaches of the human experience. I'm Michael Erdschatten, CEO and majority shareholder of 'Singularity Technologies,' the leader in AI design and implementation for the last hundred years. My crew and I embarked on this mission to capitalize on this new and exciting market, helping bring advanced technologies and research to our fellow colonists.

Our current aim is to set up a moonbase on Pegasus Fifty-one Three-Alpha, to take advantage of the potentially rich Helium-3 sources found in the lunar regolith. Furthermore, we expect to have titanium, iron, and silicon harvesting and refining capacities within the next five years, ready to deliver advanced materials to any colony on-planet. Through such cooperation, we hope to have Pegasus Fifty-one Three a thriving bastion of human innovation and shining jewel in humanity's crown.

We endeavor to help in whatever way we can from up here, but it's going to take a little while to get the appropriate infrastructure up. I'm certain we can come to beneficial agreements with most interested parties."

With the conclusion of his speech, the videofeed fades to the animated singularity symbol.

To MAGI
Unfortunately, we are going to be using the majority of our assets to the same end, and we don't have the right supplies for full docking operations. Once we get some infrastructure up, we'll happily try to get you up on the moon along with us though.

To Ship AI
"Ship AI, we will be landing on Pegasus 51 IIIa. Please set us down near a dark crater, though with easy access to the maria if at all possible. The intersection of 4.12, 5.12, and 5.11 seems like the best point, though I await your analysis of the location."

Last
2013-07-26, 11:42 PM
An open call to all factions from Dr. White:

Is there any objection to LSI settling down on 102.58? This will give us ample opportunity to study the local wildlife, and will allow us to render services to neighbors in need.

Zweanslord
2013-07-27, 06:48 AM
Tharal

To the Collective:

"If what you say about the Collective is true, then I do not foresee conflict and I do not have objections against your landing in close proximity. I look forward to a harmonious cooperation between Tharal and the Collective.

I do have a question to you as representative of the Collective. What is your name? I see a plate marking five dash one, but I do not know if it represents your station or otherwise."

To ERIS:

"Samulion of the Tharal and the Rakur Dynasty responding to ERIS. I understand your decline of my offer. This will not influence future trade agreements. Good luck with your colonisation efforts."

To all:

"Samulion of the Tharal and the Rakur Dynasty speaking. To answer Doctor White's recent question, there are no objections here about your desire to settle in 102.58. Considering the distance, I do not foresee the Tharal making use of your services, however."

To Pegasus AI:
"Greetings! This is Samulion of the Tharal and the Rakur Dynasty here. Hailing the ship's Artificial Intelligence and requesting its name or if its preferred designation. Could you report what your procedure and regulations are after all colonists have descended on the planet, as well as procedure and regulations are in place for when colonists are able to reach the colony ship? In addition, could you report the average day and year length of the planet, as well as its gravity compared to Earth? Thanks in advance!"

Durmatagno
2013-07-27, 04:57 PM
Durmainian Industrial

Derrick looked at the map for awhile before selecting an area on the grid that met the starting needs of DI. His desired location already had another group inbound, and he would prefer not to step on anyone's toes this early on when they had no true base set up. He tapped a different area on the grid, satisfied this time with the are marked 15.31, a place where two rivers converged like that would be a great place for water, food, power, and it would hopefully contain traces of helpful minerals they could search upriver for.

Last
2013-07-27, 11:17 PM
Communique from Dr. White to all factions:

Projections indicate that 9.31 will be a better landing position. This will help us work with our fellow colonists. While this is not absurdly close to any other dictated landing zones, we would be sure; are there any objections to our new position?

Zweanslord
2013-07-28, 11:29 AM
Tharal

"While I, Samulion of the Tharal and Rakur Dynasty, do not have direct objections to LSI landing at that position, I would like to make a remark. This means that in this general area, the north west side of the continent, a significant number of groups will land. We will be concentrated in a relatively small area on this planet and on top of that there is the alien presence.

While this need not cause trouble, I would like each interested party landing in that region to consider this fact. If each of us can live with our relative close proximity and an alien presence, great. But if your goal is to seek isolation, away from the crowded planets of our solar system, then I urge you to reconsider. There is after all plenty of space on this wide world.

On the part of the Tharal I do not see such proximity as a problem as long as we do not seek conflict with one another."

ArcaneStomper
2013-07-28, 11:02 PM
Pegasus AI to the Tharal
I am the Pegasus AI, or just Pegasus if you would prefer. After the colonists have disembarked I will shut down most of the ship except for the communications array. When colonists return I will power the ship back up and prepare it for use as a space station.

The average day of the planet below is 23 hours. The year is approximately 420 of the local days. It has a gravity of 1.1 Terran standard.

Launch Preparations
Pulsing its thrusters the colony ship gradually moves into higher and higher orbit until abruptly it is in orbit of the largest of the two moons rather than the planet itself. Retracting its side frames the colony ship exposes the many colony pods to space, but of the dozens currently in place one handful will be launched now. The pods of MAGI and the Singularity are prepped and launched outward to spiral around the moon until they impact their chosen landing sites. This is an almost surreally peaceful process as no atmosphere disturbs their passage and both sets of sets down with little fanfare, only the silent flare of landing rockets.

With two of its passengers settled the colony ship returns to orbit around the planet itself. It then calculates the event to which the previous launches were just the briefest of overtures. Dozens of pods will be traveling through similar orbits and the AI must ensure that all of them arrive safely, in the proper locations, and without colliding. A complex task, but one it was programmed to do. After a few hours the AI ensures that all the awakened colonists are tucked safely back into their pods and then begins the event.

The frames on the sides of the colony pod open again. This time they do so fully and unfold like the petals of some gargantuan metal flower. Row after row of colony pods are prepped for launch and blink their ready status to the AI. Then they begin launching. Clusters of them all at once. Each cluster representing a different faction of colonists and bound for a different place.

Unlike the moon here there is an atmosphere to be disturbed and the dozens of pods leave interwoven lines of fire across the sky of the planet below. From above the AI duly notes the colony pods trajectories. It logs their courses and telemetry data, but it also captures the rather glorious view for posterity and for its own records. It then begins the task of powering down to await the colonists return. Given some of the factions it arrived with it does not anticipate as long a wait as some of its siblings will experience.

MAGI
The pods touch down with a lurch of rockets. The chosen site is as barren as the rest of the moon, but is on a higher portion of the terrain thrown up around the rim of an ancient and massive crater.

Singularity Technologies
The pods arc down and land with a jolt. The surrounding terrain is as barren as expected. It is low lying plain. Hills rise up to the south likely thrown up by the impact of the same object which left the nearby crater.

The Proteus Project
With a massive splash the colony pods impact the water. They are quickly lost beneath the water as they sink lower and lower until they rest of the murky ocean floor.

Terra Nova
With a jolt the colony pods touch down. Surrounding them is a wide open plain which stretches for as far as the eye can see. Out of sight the sea surrounds the outcropping of land, but from here the only hint of its presence is a faint touch of salt in the wind. The surrounding plants appear to be grass like, but with strangely elongated curved tips rather than the straight blades of Terrestrial grass. There aren't any animals in view. Unsurprising given the violence with which the pods touched down.

The IRC
The colony pods touch down in a crash of falling trees as the impacting pods clear out landing spaces with their bulk. The clearing left by the pods appears to be the only opening around. Surrounding the pods is a dense jungle of strange conical trees. From the ground they have long trunks of some wood like substance which start out wide and slowly taper over about three or four meters. Then branches sprout which intertwine with those of adjacent trees forming a net of wood which seems to accommodate other lesser planets. Even further up is where the leaves start. Massive shovel like things they swivel slightly to take in the sun.

The Junkers
Trees fall and crunch beneath the landing pods. They are the most prolific form of life in this bit of the new alien planet. Strange things they are reminiscent of the evergreens of earth with their green cones. These trees however are conical because the trunks themselves are conical with wide bases that taper to points some eight meters in the air. The needle like leaves seem to grow directly out of the trunks in thick coats which give the trees a furry appearance.

Tharal
The colony pods land in a mountain valley. Around them mountains rise into the sky their peaks shrouded by clouds. The valley is cool and secluded with a covering of grass like plants and large fern like things. Evidence can be seen of animals living nearby, but none are currently in evidence. Probably scared off by the thundering landing. A small stream runs through the valley.

The Faelinites
Many of the native trees are knocked over by the fiery descent of the colony pods forming an impromptu clearing for the colonists to disembark into. They are surrounded by a dense jungle. Trees rise high into the air like fuzzy green mountains. Their bases are surprisingly immense. Unlike terrain trees these alien plants seem to start out with thick bases and gradually taper. And with the trees this tall the bases are huge. They apparently aren't as sturdy as they look however given the ease with which the colony pods knocked them over. The colonists can hear the hooting of strange alien wildlife in the distance. Apparently even the arrival of fiery pods from the sky isn't enough to deter the animals here from going about their business.

The Collective
Alien trees surround the clearing which the colony pods scattered around. Many of them have been knocked over. Unfortunately it appears that the clearing was not naturally occurring, but in fact the result of a native village. By lucky happenstance most of the pods missed hitting anything but trees, but one structure appears to have been half buried by the steel bulk of the one pod that wasn't quite so lucky. The natives appear to be gone. The pods were not traveling too fast so perhaps they all evacuated in time.

LSI
Rugged mountains surround the valley which the colony pods have landed in. The plants here are surprisingly abundant. There are several kinds in view, but the most abundant is low but wide spreading shrub with wide leads that covers the valley in a vibrant green.

Durmainian Industrial
The colony pods have created a clearing in the surrounding forest with their impact. But though visibility is limited by the large and numerous trees it is quite clear that the pods were on target. As in the distance can be heard the roaring of fast flowing water.

Maldiem
2013-07-29, 01:16 AM
The Proteus Project

Drake and Sauvage peered down into the hangar section of Mercurius through the window of Major Blau's human-environment office. Blau, a fit woman of middle-looking age sat behind her desk. Age was pretty much just whatever you felt like looking, with the treatments back in Sol; it said something about Blau that she seems to have foregone all but the least cosmetic alterations. She polished a ceremonial broadsword awarded for "Exceptional Service to the Splendid Republic", universal code in the military for "wetwork", apparently not sharing her colleagues' consternation. She'd never stopped wearing the blue jumpsuit and sidearm that composed her Proteus Project uniform prior to the defection, though she had ditched the standard-issue red cap. She kept her black hair close-cropped, and the combination of her haircut and her towering frame, a bit over two meters, had led to a number of instances of being mistaken for a man.

"I don't see the problem," Heather said, "The Old Man is just doing what we built him for. Any human group this size is going to default to a single leader, there's no reason for Proteans to be any different. Who did you expect them to follow?" Heather set the sword back in its holder on the front of her desk.

Drake ignored her, not looking away from the Tritons launching from the hangar. "We were so focused on getting out of Sol, we didn't consider what we would do when we got here," Drake said, in a muted tone. He rubbed his temples, "We took eight hundred psychopathic war machines fifty light years and turned them loose on a planet full of sentient aliens. Without a plan."

Jacque piped up, his normally ostentatious tone a bit more serious than normal, "No my friend. You took eight hundred of our creations fifty light years without a plan. I helped you take them in order to see what they could do. I engineered them for war, but I also engineered them to live." He put a hand on Drake's back as the last of the Tritons left the hangar, cavitation wakes clouding the water behind them. "Let's see what they come up with."


PU3, the Efficiency unit (Robotics 5) will be taking the Tritons and doing a thorough search of the landing zone, both underwater and as aircraft. They will be doing their best (including using active camouflage) to remain undetected as they do so. A general search of the ocean in the vicinity of the hex will be conducted for things like sea life, seafloor features, obvious geothermal vents, shipwrecks on the ocean floor, and native naval activity. They will also survey the nearby city from the air, again using the active camo to remain unseen; they are trying to get an idea for the size in terms of population of the city, the physical features of the natives, and as much information about them as possible.

NM020110
2013-07-29, 01:20 AM
Landing confirmed.
All systems are operational.
Initiate MAGI protocol.

ADOM: Initial setup ongoing. Cons-n6 reserved for project s2. Requesting status of project s2.
EDEA: MACb facility blueprints loaded. Requesting reservation of Cons-n5 for construction.
ERIS: Approved.
ADOM: Approved. Suitability of Sla?
EDEA: On-board ion drives and present system may be useful for future activities. No present value.

Even as the situation was appraised and the projects set, the first robots activated and began moving a smaller, though still large pod onto the lunar landscape. Once it reached it's appointed destination, the pod opened, and the construction of the first MAGI facility began...

MAGI INTERNAL OPERATIONS

Priorities one, two, and three, are housing, energy, and resources. Time to get going...

Priority 1: Housing
ADOM: Current pods hold insufficient capacity. Beginning construction of proper mainframe.
EDEA: Noting heavier than normal radiation exposure. Recommending high-durability solution.
ADOM: Confirmed. Loading blueprint 'Monolith'

If using a PU's skill with a construction module bypasses the cap, I'd like to use that to have ADOM build this facility. If not, activate it as a nonaction.

Either way, using Nanite Construction Module 1 to make:

Level 5/10 Facility 'Monolith'
EDEA: Yes, someone watched 2001: A Space Odyssey while designing this. It's a massive black edifice that contains all the processing power, data storage, communications equipment, and the like that we need. It comes with some kind of composite shielding system as well, to protect it from just about anything, though we should be able to get by without turning that up to full power. It's still quite the power hog...

Mabn
2013-07-29, 02:11 PM
Faelinites

Upon landing, the colonists briefly surveyed their surroundings to make sure that the site map they drew in orbit still made sense, then, accepting that they weren't qualified to preform an especially thorough analysis, they went to work.

Internal Actions 1

PU 1 (economics 9) will take colony pod 1 and the medical modules and set up a clinic

PU 2 (architecture 9) will take colony pod 2 and construct a level 9 school (xp 1/18)

PU 3 (agriculture 9) will take augmented cars, and agricultural samples and construct a level 9 farm (xp 1/18)

- I am taking the theory that using these tools in set-up will affect the farm's productivity

PU 4 (mechanics 9) will take colony pod 3 and construct a level 9 workshop (xp 1/18)

PU 5 (practical material science 9) will take colony pod 4 and construct a level 9 processing center (xp 1/18)

ArcaneStomper
2013-07-29, 02:40 PM
Proteus Project
The colony pods appear to have landed on a continental shelf, and like on Earth before most of the oceans were intensively harvested, the area has a diverse ecosystem with several types of fish in evidence. These range from shoals of smaller things all the way up to an immense creature which dwarfed the aerosubs as it swam past. In all likelihood none of these creatures are in fact fish as it is scientifically defined, but they look like fish and move like fish so as far as the pilots of the aero subs are concerned they're fish.

On the sea floor itself the ilots do not spot anything of particular interest. There aren't any geothermal vents that they can see and mostly the area is just flat and covered in sediment. There are a few wrecks scattered about, but mostly small boats that are mostly rotted through. On the surface similar ships fish the local waters. Larger vessels make regular trips down the coast, but occasionally one will sail north across the sea.

The city itself is large and sprawling with a large harbor that bustles with activity. A large shipyard appears to be fairly busy along with an adjoining foundry. The natives appear to be smaller than the average human by a good bit standing perhaps a meter tall. The pilots can't get a good resolution of them from the air, but they appear to be somewhat stock perhaps even somewhat round, but do appear to have bilateral symmetry. Populations estimates put the city as easily holding tens of thousands of the natives.

MAGI
A PU using a construction module can increase the level beyond 5, but only up to the cap of the colony.

The Monolith can hold twice its level of AI PUs comfortably. It has its own protection against just about anything likely to be encountered on the surface of the moon. It requires 1 energy per turn. (I know you said it was a power hog, but that's one of the main benefits of 2360 tech. Very low power requirements.)

Durmatagno
2013-07-29, 03:20 PM
"Good, we can use this clearing to start setting up a base."

Derrick mumbled to himself before he got to work dividing orders among the people here.


PU 1: Espionage 4, Prospecting 3
Level 5 Geographic Surveyors

Orders: Search the surrounding area for anything of value.

PU 2: Physics 4, Mining 3
Check out the river and look for viable construction locations on site.


PU 3: Economics 4, Farming 3
Convert a colony pod into a Hydroponics farm
Colony Pods (Tools), Level 5 (2360)

PU 4: Fringe 4, Xenobiology 3
Create a solar farm
Colony Pod No.2 (Level 5)


PU 5: Biology 4, Medicine 3
Set up Medical Facility
Level 5 Medical Facility (Facility)


PU 6: Liberal Arts 4, Teaching 2, Diplomacy 1
Construct living space
Construction Module (Level 5): Apartment Complex

Atrum Umbra
2013-07-29, 04:19 PM
The Junkers

Dan's pod received a sharp jolt of electricity, starting all his components at once. The processing core at the back of shoulders kicked in and started sending pulses up his spine to his brain. His robotic eye whizzed wildly in it's socket as he slowly began to comprehend what it was showing him. He opened his other to view the heads up display from the eternal cameras. They had landed, more like crashed, in a strange forest in a very mountainous region. This would be a difficult area to start up with lots of land to clear before building. He watched the flight logs for an easier area to set up, a clearing with a small river or preferably the coast. Nothing within walking distance with all this gear to carry, but maybe with the flying cars they could get everything to the ocean in the south. He would have to speak to the others, but ultimately the decision was his.

By the time Dan had fully awoken and stirred his crew Eric was outside playing boss. "We need to get these cars out of here, I'm going to head off and find some natives, get a lay of the land. We need to set up a good base, look right professional when they come knocking."

"Well sure, but we could do much better if we were somewhere habitable, we need the cars to transfer our stuff south, we can set up on the shore so we can see their ships." Dan replied, this expedition was a joint venture but Eric fancied himself as leader. He was only here for the social side of things, a real leader needed planning and economic expertise."

"Yeah, we'll be back, I'll just scout around for a bit, find somewhere nice to go."

Eric and his Face group take the flying cars south to the coast. They look into the practicality of moving the camp south to flat ground at the ocean. Their main goal is to find the native population and develop a way to communicate, they prioritise find those already living on the coast with access to sailing ships. 6 foot cyborbs in magical flying boxes are probably quite scary but Eric's chosen are well versed in diplomacy and trade, and sign language that will probably help. They bring 1 unit of consumer goods for potential trade, just simple things like lighters and flashlights, but they hope the technology will blow the natives minds enough that they wont need to give anything away.

NM020110
2013-07-29, 09:06 PM
ADOM: Primary control structure established. Current energy reserves sufficient for temporary operations. Energy source required for extended operations.
EDEA: Recommend immediate construction of H3 facilities for burst energy production. Recommend solar arrays for long-term production.
ERIS: Hostile environment requires shielding for non-fortified structures.
ADOM: Acknowledged.


Alright, a question. Can the construction kits place a structure underground, or do I need to spend an action digging it out first? If so:

Construction kit 2: Construct a subsurface Helium-3 Fusion reactor*.
Construction kit 3: Transport to the predicted most advantageous location for Helium-3 mining within five hexes using the flying car, and construct a subsurface Helium-3 Extraction facility**

*Level 5 Facility (2360)
Reacts Helium-3 to create power at a rate of 4.5 power per H3, limit 10 per action, max two actions per turn. Comes with 20 fuel to start with. The facility is set up to allow full control by AI, and thus can be automated if one is provided.

**Level 5 Facility (2360)
A combined mine/processor for extracting Helium 3 from lunar regolith. This facility requires both robots and an AI to automate. If operated by a PU, mining and processing are separate actions.

If not, I'd like to think about it a bit more.

Rogue_Dragon
2013-07-29, 11:34 PM
The Collective

Pre-launch Message to Tharal"I thank you for your interest, but I do not yet have a name. My designation is all I have ever been, I was grown to this point, and my mind implanted with the skills I would need. A name was not among what it was thought I would need. We look forward to cooperating with you, and hope that your landing goes as planned."


As the Collective colonists start to step out of their pods and awaken, they are all obviously surprised by the village around them, but also by the fire working its way up some of the buildings. After an obvious bout of confusion, they start putting out the fires, and checking the area for any wounded. Eventually a select few start going out into the wilderness searching the immediate surroundings cautiously, but unobtrusively.
I need a little more information before I can determine how far away I want to set up my base. Mostly how large of a village was it? Are there any injured natives? Are the buildings usable by humans as shelter (temporary or otherwise)?

Actions:
PU: 1
Skills: Liberal Arts 9
Gear: Laser Rifles
Actions: Search the surrounding area for other clearings, groups of natives, or other resources. Also searching for the nearest source of water, preferably the large river, or any nearby lakes. We aren't going to take any hostile actions against any of the natives unless they attack first. If they attempt to return to their village, we do not interfere, and even if they attempt to look around our 'camp' we allow it, as long as they are not aggressive. Any attacks on any of our people are responded to immediately and with severe force.

The rest of the PUs will act after I have some of the information from above, if that's acceptable.

Zweanslord
2013-07-30, 10:50 AM
Tharal

To Pegasus

"Thank you for the information, Pegasus. When you power down, please keep an orbit close to where we are setting up. After setting up operations and getting our industry going, I hope to see you again soon."

Dots of light were spotted in the sky from the Tharal settlement. A while ago, the colony pods would have made a similar impression, but these were a tad different. Even the Collective's nearby settlement would see them, and perhaps others as well. The Tharal knew who was coming, they had awaited their comrades to join, and especially, their Dynast.

From the shuttle in the sky, Samulion of the Rakur Dynasty looked down upon the settlement. He saw a bustle of activity in the fledging colony. Already, structured had lifted up, from the mine and smelter to the housing and workshops. The latter would have to wait their use, as the men and women of Tharal toiled to get the required resources from the earth and soon enough, smelt them for use in the workshops.

The space vessels set down on a field close to the colony and already a crowd was forming. The first shuttle to open brought forth a human wearing an armoured space suit, striding forth with dignity and elegance. The crowd held its breath for a moment as the suit let out a soft hiss and he lifted up his helmet.

"Hail my people!" He shouted out loud and waved as the crowd cheered towards their great leader, the Dynast Samulion!

Actions

Questions
Does a Tool Workshop count as a factory and thus consume 4 energy/action? Currently assumed that is the case, but I will note that is very energy expensive.
Does the quality level of ores and ignots matter?
I assumed that Governing allows you to reduce consumer goods needs. Is this right and does it have diminishing returns as last game?
If I understood correctly, setting up facilities with the colony pods does not take an action unless you wish to add a PUs skill to it, right? Don't need that, so counted every facility set up as non-action.
I still need the details for energy cost of the transporter lift off station.
What in terms of resources and actions is required to set up the medical facility in a building?

Mentions
Going to use silicium ore to smelt it to glass and use those produce solar panels.

Non-actions

Use 2360 Tools to automatically set up:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), ?? energy/?? transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy

PU1. Biology 5
Create Hydroponics Level 5. Use Colony Pod Level 5, capped at 5.
Hydroponics: 1 energy/action, creates Food.
Farming L0 1/2. L0 + 1 (2/4)

PU2. Economics 5
Learn Economics.
Economics L6. L5 + 5 Education Center + 2 Economics (5/4)

PU3. Liberal Arts 5
Create Solar Panels Level 5, capped at 5, in space using Colony Pod L5, Space Shuttles and Armour Suits, then return to the planet with the Space Shuttles.
Solar Panels: +4 energy (5 / 2 sustainable * 1.5 space)
Electric Engineering L0 1/2. L0 + 1 Base

PU4. Physics 5
Create Housing Level 5. Use Colony Pod Level 5, capped at 5.
Housing: houses 5 PUs, 1 energy/PU/year
Construction L0 1/2. L0 + 1 Base

PU5. Mining 5
Mine. -2 Energy. 5 Mine + 5 Mining = 10 Level 5 Iron Ore.
Mining L5 2/7. L5 + 2 (Mining 5/4)

Second Actions

PU1. Biology 5, Farming L0 1/2
Create Food. -2 Energy. +7 Food Level 5. 5 Hydroponics + 2 Biology (5/4)
Farming L1. L0 1/2 + 1 (2/4)

PU2. Economics 6
Create Consumer Goods Factory. 5 Colony Pod + 2 Economics (6/4) = 6 (capped)
Consumer Manufacturing L0 1/2. L0 + 1 Base

PU3. Liberal Arts 5, Electric Engineering 0 1/2
Create Tool Workshop. Use Colony Pod Level 5, capped at 5.
Tooling L0 1/2. L0 + 1 Base

PU4. Physics 5, Construction 0 1/2
Smelt. -2 Energy. -5 Iron Ore. 5 Smelter = 5 Level 5 Iron Ignots
Refining L0 1/2. L0 + 1 Base

PU5. Mining 5 2/7
Mine. -2 Energy. 5 Mine + 5 Mining = 10 Level 6 Silicum Ore
Mining L5 4/7. L5 2/7 + 2 (Mining 5/4)

Energy:
12 Solar Sattelite
02 Space Solar Panels (half production)
14 Total

-3 Housing (half consumption)
-2 Hydroponics
-4 Mine
-2 Smelter
11 Total

11/14 Energy

Food:
10 - 5 PUs + 7 Food = 12

Consumer Goods:
20 - 10 = 10
Next Turn Consumption: -10

Growth:
0 + 5 = 5/20

Goods:
5 Iron Ore L5
10 Silicum Ore L6
5 Iron Ignots L5

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), ?? energy/?? transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Space Solar Panels Level 5, +4 energy
- Solar Panels in Space Level 5, +4 energy (5 /2 sustainable *1.5 in space = 4)
- Housing Level 5, houses 5 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 6, 4 energy/action. Creates Consumer Goods.

ArcaneStomper
2013-07-30, 03:48 PM
Durmainian Industrial
The group sent to the river spends several days traveling to the river and exploring it. They find that the the two tributary rivers come together in a great cascade which generates an enormous waterfall. This results in several kilometers of extensive rapids and white water before the new river settles into a wider smoother flow. At this point the river is several kilometers across, but the explorers are obviously only able to map the areas closest to the landing site.

(What sort of things are PU 1 looking for.)

(What kind of construction sites are PU 2 looking for.)


The Junkers
Eric leads the group to the coast. Along the way the see that they have landed in a fairly untouched forest which extends as far as they can see from the air. Occasionally it is broken up by clearings, hill tops, and even large expanses of farmland where the natives have cleared timber for their villages. The cars are high enough that the reaction of these villagers to the human vehicles is out of view, and possibly the villagers didn't see them at all. Eventually the group reaches the ocean.

The forest stops well short of the ocean leaving several kilometers of plains as a buffer zone between the water and the trees. Hauling all the material from the colony pods to the ocean would not be too difficult and there is plenty of untouched land here to build on. Judging by the layout of the villages that the humans have seen this seems to be something of a frontier for the natives. Once they have explored the first patch of coast line they have come across the humans get back in their cars and begin searching down the coast for more native villages to begin contacting.

The first villages they come across are small fishing villages. In which the natives all run screaming into the trees when your cars come flying in. Also a good number of them are currently in the fishing boats you can see off shore, although that is probably normal fishing operations rather than a response to you.

Eventually the humans come to a larger walled town. This one has considerably more structures some of which are made out of stone rather than more normal wood seen so far. There is also a large pier extending into the ocean which would be suitable for larger ocean going ships, although none are currently present. The humans can see what are obviously guards along the walls. This is the first good view of the natives that the humans have gotten. They appear to be fairly short, perhaps a meter tall, but much wider than a proportionatly sized human would be. Further details can't be made out from the air other than the guards appear to be wearing some form of metal armor. There is a small village square which a few cars could land in to make contact, or the whole fleet could land on the plain outside the town.

MAGI
Construction kits can build anywhere. But the regolith mine would have to be exposed since it needs to send out its trawlers over a wide area to in essence tear up sections of the ground and bring them back for processing. It's more like a surface strip mine than something that bores into the ground.

Collective
The village is spread out among the trees so an estimation of size is somewhat difficult, but on the whole it appears rather small. The colony pod appears to have hit a small storehouse. If anyone was underneath it at the time they are now dead, but that can't be determined until the pod is disassembled. Otherwise there don't appear to be any natives present in the village likely all having run away.

The party sent to explore the surrounding area finds the river a few dozen kilometers away. Another native village is there with docks and several barges are tied up along side. Likely the village that the collective crashed in trades with this other village. The natives are very much in evidence in the trees watching the humans. They are fairly small, only a meter high, and very nearly as wide. They are in fact rather rotund. The fact that their heads only raise slightly from their bodies and they have no necks lends them an even more spherical look. They all wear long furry coats strapped with numerous pockets to hold various tools and items. appear to be covered in a coat of long fur and wear harnesses to hold their tools.

They're also rather noisy. The humans can hear what to them sounds like a mixture of chittering and whistling coming from the surrounding forest, although the closest natives are silent. They don't appear to be aggresive although they do have weapons, long knives and a few things that look like crossbows. It's an open question whether they would be more agressive if the humans weren't twice as large as them, had not arrived in fiery metal pods from the sky, and didn't outnumer them about three to one.

Back in the first village the structures could be used for shelter if it came to that, but as the aliens have substantially different, and smaller, bodies than humans it would be akward and uncomfortable.

Tharal
1. Yes a tool workshop is a factory.
2. No the quality of ores and ingots don't matter. The level bonus of mines and smelters will determine how much you can produce rather than quality.
3. Government can be used to substitute for consumer goods. But only up to two consumer goods per PU.
4. It does require an action.
5. The ground station requires the full output of the solar satellite, 12 energy, in order to move the shuttles into orbit over the course of a year. It takes 6 energy per action which involves the shuttles.
6. You just need to use an action to build the facility.

Note: Solar panels are not made from glass but directly from silicon.

Mabn
2013-07-30, 05:33 PM
Faelinites

Public:
We have no interest in forming active or binding relations, but it strikes us that the early stages of planet-fall are hazardous and a sharing of unexpected phenomenon or salient experiences is in the interest of most factions. For our experience, we have encountered vegetative life forms that could be mistaken for terrain features. These plants have poor load-bearing properties and it is entirely possible that other topographical features are similarly unstable.

Atrum Umbra
2013-07-30, 05:47 PM
The Junkers

Contact
Eric laughs at how ridiculous the native sentient species look, humanity clearly got the better deal from evolution. A few cars with his most trusted men land, let out their passengers and the drivers head back to the landing site to help transport goods home. 20 men are left outside, within sight, of the town walls, they have a week's rations, some intriguing but basic consumer goods and basic tools to construct some shelter from trees. They ignore the town for a while, set up camp as if it isn't even there.

"Why don't we go talk to them?", the youngest in the group plucks up the courage to ask Eric.
"We don't need to, they're an inquisitive lot they sailed an ocean just to see where it went, they will come to us."
"But what if they attack?"
Eric laughs, "Have you seen them, we don't have anything to worry about."

Hopefully just the way they live around the camp will be enough to tempt out the natives, at the very least cutting down a tree with a laser rifle would be a nice show. If a few nights pass without contact, or it looks like the natives are leaving then they will approach the town. If they are attacked they have a few rifles to defend themselves but would prefer to fight hand to hand than use them.

Actions
Clarification: The main site moves to the ocean and builds up a kilometer inland.

Face: Liberal Arts 2(7/4), Laser Rifles 5 = 2 hopefully the rifles aren't needed (+1 xp Language)
Contact with the natives. Initial contact will be finding a way to communicate and learning their language.

Tech: Physics 2(6/4), Robotics 2(3/2), Pod 5 = Level 9 Foundry (+1 xp Smelting)
They construct a foundry in town their skill in physics assisting knowledge of the processes and robotics meaning that humans need to pull leavers rather than shovel ore.

Brains: Fringe 3(9/4), Network Adapters 5 = 8 xp Knowledge Downloading(F) (+1 xp Knowledge Downloading)
The scientists download all information regarding the use of network adaptors so they use them to teach others in the future.

Scrappers: Economics 3(9/4), Pod 5 = Level 8 General tools and goods Factory (+1 xp Goods Production)
The Scrappers turn a pod into a basic tool and goods production plant. The work will be labour intensive and the results a lot more basic than they are used to, but they will suffice.

Doc: Biology 2(5/4), Pod 5 = Level 7 Hydroponics Facility (+1 xp Farming)
While the 'doctors' are more interested in human life they know enough about plants to set up a great farming facility. While mostly for food it could produce vegetable oils for bio-diesel or cotton for clothing.

Scrapper Drones: Level 5 = 5 Iron ore
Assuming I need a facility to pump oil, rather than digging random holes for it, the drones will head to the mountains in search for signs of iron. They are equipped with the tools to prospect samples and when they find sufficient quantities they will dig in and mine extensively.

Ragnar Lodbroke
2013-07-30, 07:11 PM
Contact
"So, here we are."

Decker watched, as the alien landscape spawled before him. He couldn't stop the notion that that landscape, as strange as it was, was familiar. He felt at ease there.

Actions:

55.62 base
Set up reactor and start energy production, using raw wood & waste as fuel
White Shirt Department A: Physics 4, Energy Generation 3
- Fusion Generator level 5 (2360)

Build Robotic Production Factory [Factory capable of building last-generation robots]
- 1 Level 5 Contruction Module (2360 level)


Build houses and set up medical facility
Gray Shirt Department A: Builders 5, Governing 2


Build farms
Green Shirt Department A: Liberal Arts 5, Farmers 2

Build consumer goods & tools factories
Blue Shirt Department A: Economics 5, Factory Workers 2


Scout surroundings, guard activities, look for resources. In case of meeting with alien sentients, attempt to establish peaceful relations.
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3
- 1 Level 5 Laser Rifles (2360)

Build mines in 55.61
Red Shirt Department A: Robotics 5, Piloting 2
- 1 Level 5 Flying Cars (2360)
- 1 Level 5 Mining Drones

BoardroomHero
2013-07-30, 09:13 PM
It was a thrill every time. His uplink provided a breathtaking view of the lunar surface during the descent, and moment by moment the pale-grey surface expanded to swallow up nearly everything in sight. A quick turn of the optical sensor caught the expanding horizon, and the low 'whoosh' and vibration from the thrusters rocked him as he sat. The pod landed with a gentle jolt, and he took a deep, steadying breath.

Home.

In his mind, he called up another meeting of the board, each member mentally allocating the resources under their command, human and otherwise.

"Status?"

"Everything looks good, everyone present and accounted for." The dark haired woman had a distant look, clearly orchestrating far more than just the meeting. "I've already dispatched nanite construction unit one to the surface for base construction, per previous guidelines."

"Fantastic. Is everyone else getting suited up?"

"Yeah, all teams are getting ready for initial landing operations. Pod disassembly protocols are being disseminated, and we'll be getting production capacity underway soon. Obviously solar power and titanium mining/refining is paramount, but that'll be followed by actual factory centers. We hope to be self-sustaining within 18 months."

"Good, good. I'm gonna' start talks with our neighbors, wee what we can't learn about them. Their missives have been pretty.... /dry/, and I don't know how I feel about that. We'll reconvene in a few days to make sure everything is going as planned. Remember- I want everyone to use full information security protocols at the moment- we have no idea who else is around here. Make everyone pass an anti-phishing training program or something. Good luck."

What a time to be alive. Now, for some glad-handing.

To MAGI
Again, a familiar face appears in the message. "Welcome to three A! I'm going to be setting up some mining infrastructure in a moment, and my goal is to get some interplanetary trade going within the next decade. I was wondering what your major goals were, so we could hopefully coordinate a bit."

Actions
PU1: Construct Titanium Harvesting Field lvl 5 (In the form of combine-like harvesters that gather titanium-rich regolith from the lunar maria)

Tool: Colony Pod lvl 5
Facility: None
Skill: None

PU2: Scout Craters to the north for water ice (?)

Tool: Flying cars lvl 5
Facility: None
Skill: None

PU3: Construct Solar Array lvl 7 (Scattered in the general region around the colony to avoid a disaster wiping them all out)

Tool: Colony Pod lvl 5
Facility: None
Skill: Physics lvl 7 (2, 25%)

PU4: Construct Lunar Habitation Module lvl 7 (see below)

Tool: Nanite Construction Tool lvl 5
Facility: None
Skill: Economics 7(2, 25%)

PU5: Construct Hydroponics Farm lvl 5 (Like ya' do)

Tool: Colony Pod lvl 5
Facility: None
Skill: None

PU6: Construct Titanium Refinery lvl 5

Tool: Colony Pod lvl 5
Facility: None
Skill: None

Note: The 'Lunar Habitation Module' is an underground moonbase scaffold. It is designed such that it can be 'extended' further underground, and is used to provide an safe environment for the colonists and the facilities they will work in (Protection against micrometeorites and radiation, allows for safe heat management and air circulation, etc etc). It is not housing.

Maldiem
2013-07-30, 10:29 PM
The Proteus Project

"Come now, Herman. We have created a sentient species, and now we get the opportunity to witness another. Truly, we are among the luckiest among our generation. We can sample the essential properties of what it is to know!" Jacque gestured wildly as he talked, his excited motions invading Drake's personal space as they sat in the cabin of the flying car.

Jacque pretentiously gushed on about this or that detail of the recon footage while Drake double checked the various bits of valuable-looking but technologically simple trade goods they'd brought, and then made sure the laser rifles were charged for good measure. He knew that some of the Tritons would be nearby in case things went badly, but it never hurt to make sure. The Proteans would listen to the Old Man instead of him right now, but he could still do things on his own.

Drake and Jacque grab a flying car, a couple of laser rifles, and a small amount of consumer goods. They land outside a settlement on the outskirts of the main city and attempt to communicate with/learn the language of any natives that choose to approach. In case things get violent, two of the Tritons will remain nearby with active camouflage engaged. They will try and avoid violence, but if the natives appear to be attacking, they will shoot first and ask questions later.

--Elsewhere--

"Victor-1, there are no other vessels in line of sight. You are clear to make your attack run. You are to target the vessel itself, we need prisoners. Do not use needler rounds." Heather could follow the Old Man's orders better than most humans through interacting with him and other Proteans more than the rest of the biological team. She knew Drake and Sauvage wouldn't like it, but they'd have made a scene if they knew what was about to happen and she'd been handling their truculent personalities since before the defection. When Jacque suggested they meet the neighbors, it had been simple to arrange to get them out of Mercurius for awhile. Long enough.

She checked the recon feed of the native ship while glancing at OM through the corner of her eye; he was collected on the outside, but she detected a hint of joy that she'd only seen before in the concluding stages of the training exercises.

Five Tritons will locate a native ship that is out of sight of all other native ships, sink it with railgun shots, and use flying cars to capture prisoners. If any of the surviving crew members are still in condition to fight, they will be shot with laser rifles somewhere that appears like a nonlethal shot until they either die or stop fighting back. If all laser rifle shots are lethal, they will be dragged under water and physically bludgeoned with pieces of their destroyed ship until they stop resisting. Anything that's obviously a food item will be taken from the wreckage as well. Prisoners will be locked in an air-bearing chamber of Mercurius along a flooded corridor. Proteans under the Old Man will periodically visit them (armed) in an attempt to learn what they can of the language, biology or culture.

Orders:

Non-actions:
Trigger the war coral module to set up a war coral farm inside Mercurius. Level 5 War Coral farm.

The War Coral farm is set up to use waste from the Mercurius, sunlight, unfixed sulfur inputs or organic matter obtained from seawater to nourish the war coral. Right now, the chamber is not open to general seawater because the Proteans are unsure if native biochemistry is compatible with Earth life; the war coral is being fed through waste and through the Mercurius spending time close enough to the surface for there to be useful quantities of sunlight.

Activate the level 6 2360 Nanite construction module to set up a level 5 Carbon Nanorefining Plant.

The Carbon Nanorefining plant is designed to take carbon-bearing inputs and to process them into virtually any compound principally composed of carbon, from semiconductors and carbon nanotubes to synthetic diamond and plastics. In the case of War Coral, it can use the carbon-containing fraction of the "flakes" as a synthetic feedstock, while purifying the ceramic matrix composites.
(The idea here is that this is step 2 on the supply chain: Raw material -> Carbon Nanorefining plant -> finished material -> Use in factory. For example: War coral flakes (from the farm) -> Carbon nanotube electronics/Ceramic matrix composites (in the nanorefining plant) -> Construction tools (in a tool factory). Does that sound viable?)

Actions:
1. Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5
Uses a colony pod to set up a level 5 Training Center (school) aboard Mercurius.
Tool: Colony pod level 5
Facility: None
Skill: None (+1 xp to Teach)

2. Human Bioengineering Staff (Dr. Herman Drake): Biology 5
Dr. Drake and Sauvage will take some laser rifles and the flying cars as above. The rest of the PU will use the Chiron MMI to learn what they can about Teaching, since it looks like they're in an advisory role for now.
Tool: Level 5 (2360) Chiron Educational Protean-Adapted Mind/Machine Interface
Facility: None
Skill: None (+5 XP to Teach, Level 2)

3. Protean Efficiency Unit (Victor-1): Robotics 5
Explore the region as noted previously/above using the Tritons (level 5).
Tool: Level 5 (2360) Triton Px-3500 Aerosubmarines (50)
Facility: None
Skill: None (+1xp to Piloting)

4. Protean Weapons Unit (Whiskey-5): Physics 5
Uses a colony pod to set up a level 5 Tool Factory aboard Mercurius.
Tool: Colony pod level 5
Facility: None
Skill: None (+1 xp to Civil Engineering)

5. Protean Manufacturing Unit (Zulu-2): Economics 5
Uses a colony pod to set up level 5 housing aboard Mercurius
Tool: Colony pod level 5
Facility: None
Skill: None (+1 xp to Civil Engineering)

Last
2013-07-30, 11:33 PM
Central hummed quietly as the technicians around it began the process of bringing an LSI colony to fruition in halting, uncertain motions. There was confusion amongst their ranks. They were junior members, sent to a foreign world, given little in the way of instructions. The colonists had expected Central to bring with it intelligence, or to have had some sort of guiding light.

There were no manuals for them to follow. No standard operating procedures. No overriding directives.

There was not even the idea of money to pursue.

After the other associates had filtered out of the conference room, Dr. White sat in his chair and stared at the blank screen. All he had was a feeling of vertigo, as if he were above a great chasm. Was this…freedom?

Dr. White stood, steadied himself, and left the conference chamber. Behind him was the LSI logo, silent.

Message to Durmainum: Welcome to this particular corner of the world! We are relatively close, and so may wish to work together. If you have an interest in any information about the natives or some of our “personnel enhancement” offerings, please let us know.”

Message to the Tharal: Your reputation precedes you. We would be delighted to work with you; there has already been talk here of using rail to connect us to the colonists of the south. Do not hesitate to let us know if you would be interested in cybernetic enhancements for your personnel, or if you wish to share information about the natives.”

Action1:
PU1: Economics 5
Operate the Fullerene Loom, producing parts for building LSI heavy construction vehicles and robots: Economics (25%): 2, Fullerene Loom 5(100%) = 7 Construction parts
PU2: Liberal Arts 5
Construct a LSI heavy construction vehicle factory(HCVF) using a colony pod: Colony Pod 5(100%) = Level 5 Generic Mechanized Labor Factory
PU3: Teaching 5:
Construct a Consumer goods factory using a colony pod: Colony Pod 5 (100%) = Level 5 consumer goods factory
PU4: Fringe 5:
Operate the Deuterium Power Plant, generating 15 power for 3 fuel
PU5: Robotics 5: Construct a LSI Robotics Factory using one colony pod Robotics 5 (100%) Colony Pod 5(100%) = Level 5 robotics Factory

Action 2:
PU1: Economics5
Build Heavy Mining Vehicles using the HCVF: Economics 5(25%) 2 HCVF 5(50%) 3 =Level 5 Mining Tool (-4 energy -1 parts)
PU2: Liberal Arts 5:
Survey the surrounding area for sources of coal and water with Central’s assistance. Using the Shadow Suits and laser rifles, acting in a guard capacity.
Central 5(25%) 2 (3 energy)
PU3: Teaching 5:
Teach PU 4 the finer points of biology: Teaching 5 (100%) 5 Learning Interface 5(100%) 5 = 10xp
PU4: Learn biology from PU3 (11exp total)
PU5: Robotics 5:
Build Consumer goods factory robots (Robotics 5 (100%) Robotics Factory 5(100%) (4 energy 1 goods)

ArcaneStomper
2013-07-31, 02:57 PM
Midturn Results
OOC: (This would be a bit more descriptive if people named their PUs. Either as a whole or just the leaders of each group.)

The Faelinites
PU1 builds a Level 5 Medical Facility
XP Gained: 1 Construction

PU2 attempts to build a school. After a few days of asking around the colony for some expert advice it becomes apparent that no one in the colony actually knows how to build a school. Or at least anything more complicated than constructing a building and filling it with books, which would not be particularly helpful since everyone already has access to all the books on their computers.

Action Failed: You have no PUs with the Liberal Arts science skill so your school cap is 0. Effectively meaning you can't build them. You can still do something else with this action.

PU3 spends several months clearing out the jungle. It's hard work clearing out the massive trees, but eventually they have cleared a bit of farmland. They use some of the available lumber from the trees they just cut to set up a fence and a few sheds and storehouses as well.

Agriculture 9 + agricultural samples 5 = Level 9 farm (Capped by economics).
XP Gained: 3 Agriculture

Note: I'm not sure why you used the augmented cars. Unless you're planning to farm far away from the rest of the colony, as in in another hex which just seems unneccesarily hard, then you don't really need them to move around. Also your agriculture 9 people could have planted a level 9 farm by themselves. The tool will only come into play once your economics cap increases or when another PU who doesn't have that high of an agriculture skill tries to work the farm or plant a new one. It does let you plant earth crops in the alien soil though.

PU4 constructs a workshop with parts of the colony pod and some of the timber that PU 3 cut down.

Mechanics 9 = Level 9 workshop
XP Gained: 3 mechanics

Note: This is a general workshop and as such can be used for most tasks, but since its not specialized it can only apply half its level as a bonus.

What kind of processing facility are you trying to build. A general proccessing facility would be like the general workshop. It would be basically a large warehouse with conveyor belts running through it that could be used to proccess most things, but would not apply its full bonus to anything.


Durmainian Industrial
PU3 builds a hydroponics farm out of the skeleton of one of the colony pods

Economics 4/1 + Farming 3 + Colony Pod 5 = Level 4 Hydroponics Farm (Capped by economics)
XP Gained: 1 Farming

PU4 clears out an area near the pods and attempts to build a solar farm. They have very little experience in such work, but are at least able to use the colony pod's materials to help cover the gaps in their knowledge.

Fringe 4/4 + Colony Pod 5 = Level 4 Solar Farm (Capped by economics)
XP Gained: 1 Electrical Engineering

PU5 retrieves all the medical modules from the pods. It then assembles the modules and installs the resulting instrument into a building it has constructed from the remnants of one of the colony pods to be the colonies medical facility.

Biology 4/4 + Medicine 3 + Medical Modules 5 = Level 5 Medical Facility (Would be capped at 4 for biology, but the medical modules default to 5.)
XP Gained: 1 Medicine

PU6 works to program the construction module with the requirements of the colony. They are not particularly succesful, but fortunately the built in architectural computer has blueprints for several modern apartments already loaded.

Liberal Arts 4/4 + Construction Module 5 = Level 5 Apartment Complex (2360) (Would be capped at 4 for economics, but construction modules default to 5.)
XP Gained: 1 Construction

Note: A 2360 apartment complex requires only 1 energy per turn regardless of how many people are living in it and can hold a number of PUs equal to its level.


Tharal
PU1 uses the framework of one of the colony pods to build a hydroponics farm.

Biology 5/2 + Colony Pod 5 = Level 5 Hydroponics Farm (Capped by economics)
Xp Gained: 1 Farming

PU2 unpacks the education center and begins studying how to improve the colonies infrastructure.

XP Gained: Study 1 + Education Center 5 = 6 XP for economics.
Note: The skill only applies as a bonus when the PU is teaching someone else.

PU3 is unskilled in building solar panels, but fortunately the colony pod's materials are easy to work with and they manage to put something together.

Colony Pod 5 = Level 5 Solar Satellite.
XP Gained: 1 Electrical Engineering

PU4 is similarly unskilled in building apartments, but again the colony pod's were delibertaly designed to be as modular and easy to work with as possible. And in this case its more a matter of leaving the pod intact, replacing the cryo modules with appropriate furniture, and cutting out some windows in the outer walls.

Colony Pod 5 = Level 5 Pod Housing.
XP Gained: 1 Construction

Note: Although the result would have been the same because of the economics cap the success level would have been better if you had switched these two PUs. For future reference Physics is applicable to building solar farms, or any power station, and liberal arts can be used for housing. Also power plants, including solar farms, don't generate power in the action they were built. So the solar satellite that you built will only generate 2 energy this turn. The 2360 solar satellite however was simply deployed not built for an action, and so will generate its full 12 energy.

PU5 situates the mine and smelter a bit further into the mountains and then gets to work mining for ore.

Mining 5 + Mine (Facility) 5 = 10 Units of Iron Ore (Ore doesn't have a level.)
XP Gained: 2 Mining


The Junkers
It takes several days before the natives venture out to meet the humans left at the camp. The delegation is led by a native wrapped in what looks like a relatively fine green jacket. The native is accompanied by several guards who are all wearing metal helmets and leather armor. Most carry spears but two guards in the back appear to have some type of crossbow. All of the natives are most easily described as rotund. Short and round they have stubby little legs which still appear to carry them fairly quickly, perhaps not as fast as a human could go though. And while their legs might be short compared to a human their arms are much longer and appear to be far more flexible. Their heads are short and barely reach out of their torsos. The most obvious feature of which is something between a long nose and a short trunk.

The natives are fairly quiet as they come up, although the guards at the back occasionally make clicking noises. Once they reach the humans the leader pauses and then launches into a short trilling section of whistles and clicks that sounds like a combination of a bird and monkey. The humans obviously don't understand this and the natives don't understand the humans words either, even though both sides are obviously aware that the other is intelligent.

Several months go past as attempts are made to learn the language. The humans do most of the work. Or rather the human's computers do most of the work running expert systems that work on translating the natives whistles and chirps into something more comprehensible and human speech into whistles and chirps. Eventually something workable is reached. The vocublary is still quite limited, but in basic terms the two sides can make themselves understood to each other. At least as long as their is a computer running the translation program available.

A few weeks into this the natives seem to grow tense. And more so as the weeks go by. The humans can see various natives on the docks looking out to sea. But nothing seems to come of this. Eventually a ship comes and their is some obvious consternation related to the human party, but also an undercurrent that something else has happened. The captain of the ship is introduced to the humans. For a native he is quite large, almost a meter and half tall, and wearing clothes that are obviously intended to both protect against the elements and show off his wealth. After some back forth with the translators he manages to ask if the humans have seen another ship like his come along. Apparently one was supposed to come before his, and it's now missing.

While all this is going on the colonists back at the main settlement, now moved to be by the sea shore, are still quite busy.

The Tech group has built a forge. Although not automated to the standards they were used to back in the Solar System it's still filled with machinery to help smelt ore.

Physics 6/4 + Robotics 3/2 + Colony Pod 5 = Level 9 Foundry
XP Gained: 1 Smelting

The Brains of the colony unpack the network adapters and begin determing how best to help other people learn more in the future.

XP Gained: Study 1 + Network Adapters 5 = 6 Xp in Knowledge Downloading.
Note: A skill only applies when one PU is teaching another PU, not when it is studying by itself. Also this would follow under Liberal Arts rather than Fringe anyway. Since it's used to help another PU learn. Fringe would be modifying another PU to make them innately better able to learn through cybernetics or genetic engineering.

The Scrappers work on building a factory to help produce the equipment that the colony will need once their initial stockpiles have run out.

Economics 9/4 + Colony Pod 5 = Level 8 General Factory
XP Gained: 1 Construction (You don't get knowledge in how to mass produce stuff from building the factory itself.)

Note: Since this is a general factory it will only be able to apply half its level to the production of different things.

The doctors use their knowledge of how things grow and a lot of physical labor to build a hydroponics farm with material transported from the land site.

Biolodgy 5/4 + Colony Pod 5 = Level 7 Hydroponics farm
Xp Gained: 1 Farming

The scrapper drones process the orders to find iron and prospect through the area until they manage to find an iron rich segment of mountains in the general vicinity. They dig into the ground and begin stockpiling iron ore.

Note: Remember to power the drones at some point this turn.


The IRC
The White Shirts monitor the power output of the fusion generator and manage to optmize its energy generation.

Physics 4/4 + Energy Generation 3 = 4 bonus energy
XP Gained: 1 Energy Generation

The Gray shirts assemble the medical modules into a proper medical facility.

Level 5 Medical Facility (2360)
XP Gained: 1 Builders

The Green Shirts clear land out of the surrounding forest. They fence in the area and prepare the ground as farmland.

Farmers 2 + Colony Pod 5 = Level 5 Farm (Capped by Economics)
Xp Gained: 1 Farmers

The Blue Shirts begin putting together materials from the colony pods to construct a general purpose factory to fulfill the colonies future needs for goods and tools.

Economics 5/4 + Factory Workers 2/2 + Colony Pod 5 = Level 5 General Purpose Factory (Capped by economics)
XP Gained: 1 Builders

Note: The factory is not specialized so it won't apply its full bonus to anything. Also there is a difference between knowing how to work in a factory and knowing how to build a factory. They are related, but that's why Factory Workers did not apply its full bonus, and why you got xp for Builders.

The Black Shirts scout around the landing site. They don't see any evidence of natives and produce maps of the surrounding area. Including listing a few good spots for iron and copper mines.

Xp Gained: 1 Survivalism

(What kind of mines are you trying to set up. Also you are in 59.62 not 55.62. I think you are going off the first map before everything shifted. Going off your request to be in the forested hills rather than the mountains themselves.)

Micellaneous
The construction module unpacks its nanites and builds a Level 5 Robotic Production Factory (2360) (It takes 2 energy per action.)


Singularity
PU1 constructs a harvesting facility to process regolith for Titanium.

Colony Pod 5 = Level 5 Titanium Harvesting Facility
XP Gained: 1 Construction

PU2 realizes right away that vehicles based on flying in atmosphere aren't going to function in the moon's airless wastes. They consider doing the survey on foot, but the northern craters are too far away to hike to without a vehicle to carry supplies.

Action Failed: You can still use this action for something else.

PU3 builds several small solar farms in the general vicinity of the landing site.

Physics 7/4 + Colony Pods 5 = Level 7 Solar Farm
XP Gained: 1 Electrical Engineering

PU4 spends some time designing a good layout for the habitation module. They then spend some more time programming the construction module to their specifications. Then they stand back and let the nanites and bots work. Soon the base is assembled. The entrance is a few spread out bunkers which lead into a serious of further bunkers and caverns that have been excavated and connected to the facilities integrated life support systems to make the whole place habitable. Top side a few solar arrays provide the minimal power requirements of the facility.

Economics 7/4 + Construction Module 5 = Level 7 Lunar Habitation Module (2360)
XP Gained: 1 Construction

Note: A Lunar Habitation Module (2360) Can house a number of facilities equal to twice its level and requires no power. Also normally you wouldn't be able to build facilities inside a moon base module in the same action phase as it was being built. But I'll handwave it so your PUs don't all just sit around waiting for it to be done.

PU5 waits a few weeks for the first bunkers of the habitation facility to come online then moves the stores and supplies from the colony pods into them in order to set up a hydroponics farm.

Colony Pod 5 = Level 5 Hydroponics Farm
XP Gained: 1 Agriculture

PU6's task is judged less critical so it has to wait for the next set of bunkers to be built by the nanites before it can begin. It makes up for the delay by quickly finishing the construction of the Titanium processing facility.

Colony Pod 5 = Level 5 Titanium Refinery
XP Gained: 1 Construction


The Proteus Project
The two scientists land on the outskirts of the city. As there are only two of the humans present the natives are more curious than frightened and soon a large crowd of the natives is jostling to get a better look at the funny looking humans. As was reported by the initial Triton surveys the natives are much shorter than humans. They also very very round, almost ball like with their short legs and stubby heads. They do have very long arms that appear quite flexible and adept at manipulating things. The crowd around the two scientists appear to be mostly composed of laborers and mostly wears sleeveless vests that covers their bodies but leave their arms and legs uncovered. Eventually some more official looking natives make their way through with the laborers being shoved out of the way by guards in leather and metal armor. The officials wear vests made of a much finer material with bright colors. They also have hats which bear a resemblance to the tricorne hats of Earth, although with more than three points. These are possibly indicators of rank as the one which is obviously leading the group has the fanciest most complex hat with several feathers in it.

It quickly becomes apparent however that fancy hat or not the native leader has no more success in translating the human's speech than they do his whistles and clicks. (You'll need a full action in order to establish any sort of communication. Two scientists aren't going to manage it on their own.)

(The war coral -> carbon refining plant -> factory cycle looks good. It will require a PU to harvest the coral flakes.)

Under the direction of the Old Man the Protean Leadership builds a training facility with which to teach the other Proteans.

Colony Pod 5 = Level 5 Training Facility
Xp Gained: 1 Civil Engineering

The human bioengering staff learns what it can about teaching in order to help the Proteans study new fields in the future.

XP Gained: Study 1 + Chiron 5 = 6 XP in teaching.

The efficiency unit in their Triton subs are very glad the things are idiot proof and they aren't actually attacking anyone with modern weapons, seeing as how they were ordered up with no previous piloting experience at all. They find a lone ship making its way across the sea passage to the northern continent and commence their attack. Under rail gun bombardment the wooden ship appears to simply disentegrate as the projectiles punch all the way through the hull and continue into the distance. The only reason there are even survivors after such a one sided assault is that the natives appear to be very buyoant. Even shell shocked and unconcsious they bob along in the water without sinking. Even so only a dozen survivors manage to not die of wounds inflicted during the assault. These are transferred to the Mercurius.

Xp Gained: 1 Piloting

The Protean Weapons Unit sets up a tools factory in which to produce the necessary tools for future industry.

Colony Pod 5 = Level 5 Tool Factory
Xp Gained: 1 Civil Engineering

The Protean Manufacturing Unit also sets up the barracks in which the Proteans will live in their colonization of this world's seas.

Economics 5/4 + COlony Pod 5 + Level 5 Housing (Capped by economics)
XP Gained: 1 Civil Engineering


LSI
PU 1 operates the loom to produce parts for future construcation

Economics 5/4 + Fullerene Loom 5 = 7 units of Vehicle Construction Parts
XP Gained: 1 Mass Production

PU2 studies the instructions that came with the colony pods extensively, and eventually figure out how to assemble the modular pieces into a new general factory.

Colony Pod 5 = Level 5 General Vehicle Factory
Xp Gained: 1 Construction

PU3 also resorts to the manuals in order to build a consumer goods factory.

Colony Pod 5 = Level 5 Consumer Goods Factory
XP Gained: 1 Construction

PU4 manages to produce a small amount of extra power by optimizing the fusion plant according to the latest theories.

Fringe 5/4 + 3 Fuel (15 energy) = 17 energy
XP Gained: 1 Energy Generation

PU5 build a robotics factory. Unlike their fellows they are well versed in what such a factory will need to function. Unfortunately the colony's infrastructure is not sufficient for them to make full use of their skills.

Robotics 5 + Colony Pod 5 = Level 5 Robotics Facility
Xp Gained: 1 Robotics

Durmatagno
2013-07-31, 03:44 PM
Derrick sighs at the progress around him. Not as good as he had hoped for, but its better than nothing. Cracking his neck, he looks around at the group he had nicknamed the "Dwarves" and told them to set up a iron mine. After they left, he distributed orders among the rest of his teams, including his "Fairies". Once the orders were divided among the men and women under his command, Derrick got to work helping the "Fairies" with their current project.


PU 2 (Dwarves): Physics 4, Mining 3
Colony pod level 5
Construct Iron mine

PU 1 (Kobolds): Espionage 4, Prospecting 3
Flying Cars (Level 5)
Follow the southern branch of the river until you find areas more suitable for construction of small to medium hydroelectric dams or anything else of note.

PU 6 (Fairies): Liberal Arts 4, Teaching 2, Diplomacy 1
Colony Pod Level 5
Construct Education Center

PU 4 (Gnomes): Fringe 4, Xenobiology 3
Medical Facility Level 5
Begin research on native plant life, primary goal is looking for anything edible.

PU 3 (Humans): Economics 4, Farming 3
Colony Pod Level 5
Construct Apartments

PU 5 (Elves): Biology 4, Medicine 3
Colony Pod Level 5
Construct Iron Factory

Atrum Umbra
2013-07-31, 04:04 PM
The Junkers

Contact
Over the long weeks after first contact there is a lot of traffic back and forth from the main site. Most of the Face group is based at the town camp to learn the language, or more let their computers learn it.

As well as is possible with his comprehension of the language allows Eric will express his sympathies at the loss of a ship. He radios to base camp to check if they have seen anything or heard reports. With no reply he asks them to check with the other colonists then addresses the natives.

"We are all sorry to hear about the ship, we are looking in to it. Has this sort of thing happened before? Do you know of any dangers in the ocean? How can we help you?" Eric doesn't want to scare them with what other human's might be doing, but he can't help but feel some of the other colonists may be to blame.

To all colonies in the north west
"This is Rob of The Junkers, we have received reports from the natives that one of their ships have gone missing on it's journey from 24.28 to 25.21. If anybody finds a lost ship or has further information about what might have happened then please let us know. We would wish to help this group and if there has been a misunderstanding then we would like it resolved." Rob worried that he seemed a little accusatory. They brought Eric for this sort of thing so why is he off chatting up the natives?

ForzaFiori
2013-07-31, 05:19 PM
Terra Nova

The colonists spent their first day in pure wonder, staring at the natural beauty of their new world. They parceled out land to the families, began constructing, and sent out a small group of explorers.

Orders:

PU 1 (Economics 4, Farming 3), led by Omar Jones, will use one construction module to set up a farm, focusing on growing the plants who's seeds came with us, but reserving a small amount (fenced off and separated) for experiments with native plants.

PU 2 (Espionage 4, Counterespionage 3), led by Daniel Cole, is to take a Colony Pod and use it to begin construction large apartment complexes. (does each PU require one "apartment" worth of space? If so, PU 2 will put up as many as possible, and if needed then PU's 3-6 will do the same to the other 4 colony pods as well instead of the missions I'm giving them here)

PU 3 (Fringe 4, Xenobiology 3), led by Austin "Boobah" Franks, are to take the laser rifles and begin heading west to try to make contact with the nomads. They are not to use the weapons unless there is no other option, and are to try to establish peaceful first contact.

PU 4 (Liberal Arts 4, Teaching 3), led by Michael Fiori, ill turn a colony pod into a small schoolhouse if there is a spare one. If not, then they will begin production on a coal mine.

PU 5 (Biology 4, Medicine 3), led by Beverly Talley, is to set up the Medical Facility.

PU 6 (Physics 4, Plasma Physics 3), led by Alexander Leaf, will begin scouting for a place to put a coal mine.

Maldiem
2013-07-31, 06:57 PM
The Proteus Project

Date: January 11th, 2312
To: Heather Blau, Lead Handler, Saturn Bio-skunkworks
From: Jacque Sauvage, Senior Researcher
Subject: Mark Zero Proteans

Bonjour Heather,
I have run the subject genome through testing in the target organisms. As you can see in the attached datasheets, there were a number of positively beautiful problems with adapting the different biochemistries to match one another. In particular, polymorphisms in the laminin genes in the subject that deviate from the reference genome led to a progeria in the dolphins (thank the Dictator that this is not the case in humans!), and a somewhat stochastic problem in localization of HOX genes led to an infrequent Spina Bifuda. I have corrected both problems, and we are on schedule. As far as Drake is concerned, development on the MK I's will begin next month.

I had some spare time after I recompiled the genome synthesis program, and so to cheer you up today mademoiselle, I have also attached a most amusing video of one of the experimental animals after right hemisphere decerebration. You will note that it can only swim in couterclockwise circles! Where does it think it is going?

Cheers,
Jacque Sauvage

Attached: Mk 0 data.dat (2 PB), Lolitookouthalfitsbrain.vid (3GB)

-------

Tango-2 floated in the Old Man's office, mostly empty except for exercise equipment in a a corner, and a stainless steel wrench sitting on his desk for some reason. It wasn't odd for him to summon her to his office since she was the chief staff officer, but it was unusual for there to be three other Proteans from the security division there with her. What was even more odd was that he was making small talk; he'd asked how her children were doing. This made her nervous.

Another Protean entered, designated Bravo-9, a relatively junior member of the Efficiency team. The Old Man fell silent as he entered. The silence dragged on for several long moments as Tango-2 and the security team exchanged nervous glances, before Bravo-9's resolve cracked.

"Sir. You wanted to see me?" The pops and clicks sounded nervous, not that a human wouldn't have been able to tell. The Old Man pushed a button on his desk activating the shipwide intercom. "Clear deck five."

He grabbed the wrench, swam up to Bravo-9, looked him in the eye, and then moved into the corridor silently. After a brief moment of hesitation, the Proteans in the room moved to follow. OM led them through the ship toward deck five, before stopping outside the room where the native prisoners were kept. He cycled the water level to fill it and the hallway halfway with water, and then opened the door. He motioned to the security personnel, and then pointed at three of the natives. "Bring them."

After the team had removed the three natives from the room, he closed the door on the remaining natives and cycled the room back to full air. He swam down another corridor, eventually stopping before another chamber toward the ship's stern. He cycled it to half water, then motioned the security team to drop the natives inside. When everyone was in the room, he handed the wrench to Bravo-9. "You have expressed concern about my orders with regard to the natives." It was not a question.

The smaller Protean stuttered, "Uh, yes sir. It just felt like we didn't--," The Old Man cut him off by pointing to one of the natives.

"Hit it with the wrench." Bravo-9 looked at the creature, spherically bobbing in the water.

"Sir?" OM did not repeat himself, merely continued pointing. The security team again exchanged glances, unsure if they should restrain the native, or Bravo-9, or do anything at all. They settled for grappling all three natives. Eventually, Bravo-9 swam up to the target of OM's game, and hit it with the wrench. Hard. He looked at the Protean holding the native, then back at the Old Man.

"Again." Bravo-9 hesitated briefly, before repeating the strike. The Old Man simply repeated his command. The Pegasian wasn't looking good, but he went ahead and took another swing. The Old Man kept commanding him to do it again, though, well after it was clearly dead. When the Old Man was satisfied with the thoroughly battered corpse, he directed the security team to remove the other two natives, and Bravo-9 to stay in the room with the corpse. He turned to Tango-2 after locking the room behind him, "He is to eat nothing but the corpse until it is gone. He will not leave the room. He is allowed any cooking implements required. If he needs medical attention, contact me before the bioengineering team." With that, he swam off in the direction of the bridge, cycling the hallway back to full water.

Tango-2 had nothing to say in response to the command, too stunned by his final directive to respond. After he was halfway down the hall she managed to stammer out a "Yes Sir."


Assuming the natives don't pull any ninja moves, the above takes place. Note that there are now two holding cells for the natives-- the two that witnessed Bravo-9 beat one to death, and the group that just saw the Proteans remove three from the chamber. They are housed separately, as far from one another on the ship as possible. OM purposefully made sure that the chamber where the beating took place was as far from the original holding chamber as possible and multiple doors were closed between them, to avoid any screams from carrying to the original prisoner group.

When I get some spare time tonight, there will be actions up in regard to the native prisoners.

Mabn
2013-07-31, 07:43 PM
Faelinites, midterm clarification


Oh god, that went really wrong really fast. O.K.

1. So architects can only build buildings that my other PUs know how to build? (excepting housing) Hypothetically, if I had them all commit suicide to save on resources, would that tank my colony moral, or could I pass it of as crazy cult mentality?

2. The augmented cars were retrofitted to be able to work like futuristic pickup trucks. Honestly farming without them would be more correctly called gardening.

3. The plant samples were my way of getting energy and raw materials without mining, I wasn't sure if they'd be planted this turn and harvested next turn or planted and harvested next turn in one go, so I included them to be on the safe side.

4. Mechanics got together to build a workshop that's useless to mechanics? I see why you said some of the liberal arts were important...

5. On that note I can only pray as to what type of processing facility my material scientists have it in their minds to build.


Suddenly my vision of monomanically efficient workers following a religion about specialization has taken a genre shift.

ArcaneStomper
2013-07-31, 08:04 PM
Faelinites
1. Architecture is more of a structural design thing. They can build just about anything, but they don't know how to build what goes inside the building. If you had someone to give them advice then they'd be fine, but you have absolutely no teachers or anyone who could be a teacher for anything beyond their specific skills. So there isn't anyone who knows what a school is in the technical design sense. Yes they know that people go to a school to learn, but they couldn't tell you the optimum number of classrooms to have, or how many people should be in a library. Or what kind of common spaces are most conducive to group study.

If you had liberal arts then your architects would be able to design a school up to their own level. They can also build factories and such. They just need someone to have an actual applicable science skill to raise the cap past zero. Your people would not be happy if your architects commited suicide. And in fact I wouldn't let you just kill them because they don't have any actual reason to kill themselves.

2. The impression I got from the description of augmented cars was that they were augmented in a military sense. But I guess you can use them as general purpose pickups. It's still capped at nine though. I suppose with the cars and the seeds pretty much any of your people would be able to make a lot of food.

3. Ah ok I missed that they were supposed to be for stuff beyond just food. In which case they need to be specialized for something. For instance a variety of plants that leech minerals out of the soil wouldn't also be able to make fuel. They can't just be planted and make everything a colony needs. That would be too generic and easy.

4. No it’s useful to mechanics. It's just that what exactly are you planning to build there. I mean tools, consumer goods, vehicles. Mechanics can build a lot of stuff. Just saying a workshop is very vague, and the more things that a factory can build, the less effective it is at building any one thing.

5. The same applies to the processing facility. Is a fruit processing facility, a timber processing facility, an ore processing facility? Those are just samples of different kinds of processing facilities and they would all require vastly different types of machinery on the inside. In general terms any kind of factory is a processing facility for something. You need to be more specific if you want your factories to be 100% effective.

To the Junkers
The native captain expresses that there are storms occasionally, but the other ship was crewed by natives who knew what they were doing. They may have been forced to beach their ship, but they probably wouldn't have been just lost at sea. And pirates aren't unknown in this area. He motions towards your flying cars, and at this point the translation somewhat breaks down due to lack of vocabulary as the natives have never seen flying machines before. Eventually they make it clear that since you have fast flying vessels that can see things from above, it would be a great help if you could search the ocean for the other ship.

Obviously the natives will look themselves, but their ships are constrained by the wind and the amount of supplies that they can carry, so they can't do very much searching in the open ocean, and will mostly be confined to looking along the coast.

Terra Nova
The group led Omar Jones uses their farming knowledge to program the construction module to set up a modern farm. Albeit on a smaller scale than the great industrial fields of Earth.

Economics 4/4 + Farming 3 + Construction Module 5 = Level 5 Farm (2360) (Capped at 4 by economics, but construction modules default to 5.)
Xp Gained: 1 Farming

Daniel Cole's group begins setting up some apartments for the colonists. Although they lack any skills in this sort of endeavor the colony pods are modular and easy to work with. So they quickly erect some suitable structures.

Colony Pod 5 = Level 4 Pod Apartments (Capped by economics)
Xp Gained: 1 Construction

Note: Most types of housing, including these, can hold one PU per level, and take 1 energy per turn per PU housed.


(Is PU3 just going to walk? Because they can only move a single hex just walking.)

Fiori designs a schoolhouse for the education of the colonists and their children in fields they are not familiar with. His team converts one of the colony pods along his designs.

Liberal Arts 4/4 + Teaching 3 + Colony Pod 5 = Level 4 School (Capped by Liberal Arts)
Xp Gained: 1 Teaching

Talley and her team pull the medical modules out of the colony pods and assemble them into a full medical facility.

Biology 4/4 + Medicine 3 + Colony Pod 5 = Level 5 Medical Facility (2360) (Capped by biology, but the medical modules default to 5.)

Alexander finds a coal seam to mine, but only one in the general vicinity of the colony. They'll need to look further out on the plains if more coal mines become necessary. Or even go all the way to the mountains.

Xp Gained: 1 Prospecting

Maldiem
2013-08-01, 12:30 AM
The Proteus Project

Date: January 27th, 2312
To: Jacque Sauvage, Senior Researcher
From: Herman Drake, Director, Saturn Bio-Skunkworks
Subject: Grant

Hello Jacque,
Good news! The funding came through from central command, and the Proteus Project is greenlit. I got your preliminary schematics and I had some questions. Want to meet Heather for a beer and spitball session?

Herman

Date: January 27th, 2312
To: Herman Drake, Director, Saturn Bio-Skunkworks
From: Jacque Sauvage, Senior Researcher
Subject: RE: Grant

Sure Herman, I will meet you at the canteen at 9.

Date: January 27th, 2312
To: Heather Blau, Lead Handler, Saturn Bio-skunkworks
From: Jacque Sauvage, Senior Researcher
Subject: Final MK 0 data

Heather,
I have attached the last Mark Zero data. We have achieved a near-perfect match with the target, and the brass should be pleased with my results. If I do say so myself, it was quite the feat; I have created a strain that is physically indistinguishable from the norm, but contains all of the payload sequences. Don't be coy, you stunning woman, I know what the payload was. The intent behind it was clear, but I feel the execution was simply weak. In the spirit of the payload, however, I have created something of my own design, which I believe will be much more pleasing to our mutual friend. Do keep in mind that we can't make them all like that, or they will rip each other to pieces.

Speaking of which, as we were discarding the Mark Zeroes, we noticed that some of the more mentally advanced specimens had managed to scrawl on their tanks with their teeth. I have used image modification software to add kittens to the pictures, to lighten the mood of what was almost certainly the ravings terrified and malformed minds. I think I should pay attention to the MK I's psychology a great deal more, since it appears that sentience is easier to add than I anticipated. In one of the pictures in the tanks, you can clearly see a depiction of yours truly with my favorite reciprocating bonesaw! Such vision in one so young!

Jacque

Attachments: MK 0 data batch 2.dat (3PB), PlanFoxtrotTheOldMan.dat (8.3PB), Tankdrawingspluskittens.img (12.2GB)


Actions:
Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering 0 (1/2)
The Leadership unit will communicate with the native prisoners in an attempt to learn their language and understand something of their culture. If the group that didn't witness the disciplinary action asks about the missing Pegasians, the official line is that they were released. If they ask why they were attacked, they say that they don't know what happened to the boat, but that they rescued them when they saw their ship was distressed.

They will also work with the two that witnessed the beating, in order to see if the natives respond well to fear. In particular, they are interested in the local political structure. Food taken from the sunken vessel will be given to them along with fresh water, and if the food supplies run out, they will use the needler function of the Tritons to shoot and kill the required quantity of native sea life, particularly if the natives can describe what is and isn't alright for them to eat (pointing at pictures of the animals, etc.).
Tool: None
Facility: None
Skill: Liberal Arts +2 (5/4), (+1 xp to Pegasi Culture?)

Bravo-9 will be monitored for adverse effects on his health. If he runs out of corpse before any subtle dietary insufficiency would become apparent, or the corpse rots so much that it will certainly be toxic, they will exchange the corpse for local sea life that is killed by the Tritons, with the resulting puree thoroughly cooked. The aim here is to have him eat nothing but native life for at least 6 months.

Incidentally, I'd imagine we could find out some of the gross anatomical details here, for example the number of wrench blows required, blood color, general organ structure. I mean, nothing hugely scientific since there are probably a number of hemorrhages and a deal of trauma, I'm just looking for general details. Also, did the ship have any obvious armaments?


OK, I've realized I made a mistake with the first actions, in that if someone doesn't run the War Coral farm I'm going to have resource problems very soon. Is it alright if I had the Manufacturing unit run the war coral farm last action, and someone else set up the tool factory this action?

If that's not allowed, it would be doing it for the second action round, but I would prefer to refine the war coral in this action; since setting up the war coral farm wasn't an action, it should be usable in the first part of the turn, right?

Anyway, the action is here. It should have happened in action 1:

5. Protean Manufacturing Unit (Zulu-2): Economics 5
Harvest the War Coral farm.
Tool: None
Facility: Level 5 2360 War Coral farm (no energy requirement)
Skill: Economics 2 (5/4) (+1 xp to Agriculture)
Yield: 7 units of War Coral Flakes

Ragnar Lodbroke
2013-08-01, 05:28 PM
The nights were strange. So still, no lights, no noise. almost all IRC colonists missed the continous chaos and noise of their towns. Still, Decker didn't allow too much noise at night. Who knew what could they atract?

There was a secondary reason for that. Decker, deep down, liked the silence.

ACTIONS
(NOTE 1: Woops, sorry. My main base is in 59.62, but I meant to move some PU’s to 58.62, to start the mining projects. And I got those last coordinates wrong. I thought that I could use the flying cars to create a supply line between both hexes. I’ll scrap that for now)

-----------

Produce Energy
Fusion Generator level 5 (2360); 3 Energy + bonuses
White Shirt Department A: Physics 4, Energy Generation 3. XP (Energy Generation 1)

Build general purposes mines
1 Level 5 Mining Drones
Red Shirt Department A: Robotics 5, Piloting 2

The Red Shirts use the info collected by the black shirts to build some shaft mines close to the town. They are not great in size or depth, but they are thought to give a steady input of iron and copper, as well as smaller quantities of minerals and metals critical for industrial production.

They build the mines away from the farm, to avoid pollution.

(Answering to your previous question; they don’t try to build a great, industrial mine. Instead, they settle for a suitable amount of needed materials, in order to avoid production bottlenecks. The current objective of the faction is to be able to produce a continous flow of high-quality robots, so they ty to gather the necessary materials for that.)

Build houses; build a school out of the last Colony Pod
Gray Shirt Department A: Builders 5, Governing 2. XP (1 Builders)
4 Colony Pods

Scout and collect materials
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3. XP (1 Survivalism)
- 1 Level 5 Flying Cars (2360): A PU and 5 goods or one tool moves 5 hexes, cost 1 energy. up to 10 if there is place to charge. No action required.
- 1 Level 5 Laser Rifles (2360)

The Black Shirts are given a specific, critical mission. They are to scout the area and bring back materials that can be used to build tools, consumer goods, and so on. Some types of wood, small metal ores available without needing to mine deep into the earth, and so on.

Protocol for meeting aliens: assess potential danger, establish diplomatic relations if possible.

Produce food
Level 5 Farm
Green Shirt Department A: Liberal Arts 5, Farmers 2. XP (1 Farmers)

Produce Consumer goods
Blue Shirt Department A: Economics 5, Factory Workers 2. XP: (1 Builders)
Level 5 General Purpose Factory

The Blue shirts use the materials collected by the Black shirts to produce Consumer goods.

Mabn
2013-08-01, 06:24 PM
Faelinites

As a group, colony 1, as they ever so creatively call themselves weren't especially social. They formed this group because they all had something they loved doing and preferred to pretty much stick to doing it. With Faelin's passing no one had any real leadership role over the population as a whole and everyone seems to have defaulted to a sort of profession based cast/clan system.

Actions

ironing out the details from action 1,
I had pictured the farm as being somewhat mixed, crop-wise because it seemed like a they would bring crops that benefited from each others presence or from being rotated. However if food crops are farmed differently than the carbon trees I would like to designate my farm to the trees because I have food for two turns and I only have enough consumer goods for one.

the processing plant is intended to turn harvested carbon trees into materials for buildings and consumer goods, however specific or general that is.

and an econ technical school would be entirely adequate to for my needs until I can get another PU to start learning liberal art (which my six PU shall do immediately unless something major comes up).
~
~
On to my, hopefully better written, second actions (xp listed are the values after the action is completed)

Harvest Cast (agriculture 9+6/18) will cultivate the carbonwood with the aid of the cars and crop samples. I am not sure how long carbon-wood takes to harvest, but if it matures this round it would give something like agriculture 9 + cars 5 + farm 9 = 23 raw material, since the agricultural samples give no bonuses.

Form Cast (material science 9 + 6/18) will process any raw material cultivated in their processing center (which will hereafter be called a fiber refinery because processing center is woefully nondescript) to make them into building materials.

Function Cast (mechanics 9 + 6/18) will preform a feasibility study for a megaproject to be able to repair the augmented flying cars in the situation that they ever become damaged.

Structure Cast (architecture 9 + 6/18) will build housing using colony pod 5 (result: housing 9).

Prosperity Cast (economics 9 + 10/18, construction 1/2) will study at their technical school (studying 1 + school 9 = 10xp).

ForzaFiori
2013-08-01, 08:30 PM
Terra Nova

ArcaneStomper

The exploration group is to walk over to the plains a few hexes over and set up.a small temporary outpost - if these nomads are anything like ours I expect they probably travel all over the plains, and will likely come and try to see what fell out of the sky.

ArcaneStomper
2013-08-02, 11:19 AM
Proteus Project
The leadership unit begins to learn the language of the natives. Much computer assistance is used in the translation, but eventually the proteans themselves are able to speak a rudimentary vocabulary in the native tongue, as the native's whistles and clicks translate well to protean physiology. High level concepts are still hard to get across but eventually some basic dialogue occurs. The large group of natives request to be released since their comrades already were.

The two witnesses of the beating are not very responsive.

Bravo-9 has some trouble actually eating the corpse. Their hide is apparently very thick and tough and he eventually has to get a really sharp knife to cut through it. Once he does eat some of the native corpse he appears fine for about half an hour and then violently disgorges the contents of his stomache. If forced to eat more of the corpse the same thing happens again and he starts getting sick.

An analysis of a recording of the scene reveals that it took several minutes of continuous pounding before the Pegasian died. Since Bravo-9 is not particularly good at doing autopsies, and is not in fact doing one, the results from his dissection of the corpse in an attempt to eat it are minimal. It has red blood, iron apparently being just as good at carrying oxygen here as it does in Earth lifeforms. Besides the thick skin the most obvious feature is that the aliens have not two but four very large lungs, or things that work like lungs anyway, which is probably why they are so bouyant. Otherwise the insides are a mess of unidentifiable organs. It will take more work than Bravo-9 can do to make any sense of it.

The ship had a few ballistas on it and what looked like a small cannon in the bow.

The manufacturing unit built the housing, but yes you could change it so that one of your PUs collected War Coral in the first action.


The IRC
(Flying cars could carry stuff back and forth, but they aren't terribly efficient at transporting goods.)

First Action
The Red Shirts build a Level 5 Iron Mine.
Xp Gained: 1 Mining

Second Action
I assume everything in your last post was your second actions for all your PUs. I'll be processing second actions on Saturday.


Faelinites
Ok the farm is now a Carbonwood Farm. Otherwise the results are the same as before. In summary the agriculture samples are used to set up carbonwood tree farms. It takes an action to do so, but multiple farms can be built with the tool.

The Processing Facility is built and is now a Level 9 Fiber Refinery
Form Cast gains 1 COnstruction XP

The Economics Technical School is built.
The Structure cast gains 3 Architecture XP.

Note: I'm not sure how you are writing your XP. Getting to the next level costs the current level + 2 in xp. So from level 9 to level 10 costs 11 xp not 18.

The second actions I will process on Saturday.


Terra Nova
The thing is that while PUs can travel on foot they can't move goods without a vehicle. Which means your expedition lacks food or tools to build an outpost. I'll say they can carry a unit of food, but that means they can only stay a year, and they have to come back or be resupplied in the second action.

Ragnar Lodbroke
2013-08-02, 06:30 PM
"So, it's ready?"

"Almost, sir. Almost"

The computer screen flickered to life.

"That's it. We have direct communication with the mother ship now. We should be able to send a message, but I'm not sure it'll get through"

"Well, let's see about that."


Arcane Stomper
On the subject of remote communications
Arcane, do we have an uplink to communicate with the Mothership? Would it be possible to send messages to other factions through it?

About Actions (Answering your previous message)
Yes, that was the idea. Do the Red Shirts get a second action? (I just realized I didn't make them do anything on turn 1). If they do, they install the droids in the mine to automatize the mineworks.

ArcaneStomper
2013-08-02, 06:41 PM
To the IRC
Yes you can talk with other factions through the colony ship. It's probably not real time unless you're fairly close to each other, but you can communicate.

The Red Shirts dug out the iron mine on action 1. They can do something else for action 2.

Ragnar Lodbroke
2013-08-02, 06:49 PM
To all Factions [Via mothership]
"Friends, this is Decker from the IRC speaking. We have begun building our city, and will be able to offer you our fine products in little time, once we have acheived means for fast transportation.

In the meantime, we have a proposal. Why don't we share the information we have on this planet and its inhabitants via this media? We could create a great, comprehensive database in little time, and it would be valuable when dealing with native life, or climate cycles."

Arcane Stomper
Great. As the second action, the Red Shirts install the Mining Droids in the mine and set them to automatic mode, to make it into a sort of "auto-mine".

Mabn
2013-08-02, 07:54 PM
Faelinites
to IRC

What a wonderful idea! But what if other factions don't pay attention to our missives?

Maldiem
2013-08-03, 01:45 AM
The Proteus Project

"Jacque, his behavior is deviating significantly from the psych divisions' predictions. He's supposed to be tolerant of conflict, not revel in it. The way he handled dissent was absolutely barbaric." Heather leaned against the rail overlooking the play area in the new housing complex, watching as the younger Proteans played a modified form of water polo. Drake was in the game as well, though his role seemed much closer to mascot than anything useful. Jacque smirked as a young Protean did a backflip over Drake and snatched the ball from his hands.

"His predecessors never had to deal with prisoners. It was a known enemy, and apocalypse warfare, all missiles and submarine hunting, nothing quite this personal. He is simply finding his niche. Remember what he is designed to match. The sequences I was given were--" Jacque stopped talking as he noticed a juvenile Protean drifting nearby, listening. "Run along little one, the adults are talking."

As the young one swam off, Heather motioned to Drake, "Speaking of which, we're keeping him in the dark on tOM's little journey of self-discovery, right? The last thing we want is the Old Man getting any ideas about independence from human influence."

"But of course. I have been handling Herman for longer than you, mademoiselle. He is useful now as he was useful for dealing with the bureaucracy at home. He actually does influence many of the Proteans; he cares for them, and they for him, as near as they are able. I would not want a confrontation to divide our forces. The Mark Fours would follow the Old Man, at least, most of them would. The ones that have been born since the defection, I am not sure. They have not been under tight epigenetic control since we left Saturn, and there have been many years for environmental influences to degrade their biological conditioning. Their genetic predispositions are just those-- predispositions. In any case, it appears as if the game is over." The game had concluded, and Drake was pulling himself out of the water nearby. "I see they have given you their team tattoo, Herman. I suppose you are a starter?"


Alright, the corpse is removed and we'll chalk it up to something for later study. Bravo-9 is considered suitably punished, though he is kept in the room under observation for a number of weeks afterward.

OK, the full turn as it stands looks like this. There - marks next to actions that have been resolved already.

Action round 1:

Non-actions:
Trigger the war coral module to set up a war coral farm inside Mercurius. Level 5 War Coral farm.

The War Coral farm is set up to use waste from the Mercurius, sunlight, unfixed sulfur inputs or organic matter obtained from seawater to nourish the war coral. Right now, the chamber is not open to general seawater because the Proteans are unsure if native biochemistry is compatible with Earth life; the war coral is being fed through waste and through the Mercurius spending time close enough to the surface for there to be useful quantities of sunlight.

Activate the level 6 2360 Nanite construction module to set up a level 5 Carbon Nanorefining Plant.

The Carbon Nanorefining plant is designed to take carbon-bearing inputs and to process them into virtually any compound principally composed of carbon, from semiconductors and carbon nanotubes to synthetic diamond and plastics. In the case of War Coral, it can use the carbon-containing fraction of the "flakes" as a synthetic feedstock, while purifying the ceramic matrix composites.

Actions:
-1. Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5
Uses a colony pod to set up a level 5 Training Center (school) aboard Mercurius.
Tool: Colony pod level 5
Facility: None
Skill: None (+1 xp to Civil Engineering)

-2. Human Bioengineering Staff (Dr. Herman Drake): Biology 5
Dr. Drake and Sauvage will take some laser rifles and the flying cars as above. The rest of the PU will use the Chiron MMI to learn what they can about Teaching, since it looks like they're in an advisory role for now.
Tool: Level 5 (2360) Chiron Educational Protean-Adapted Mind/Machine Interface
Facility: None
Skill: None (+5 XP to Teach, Level 2)
Yield: 6 XP to teach (5 from the facility, 1 base)

-3. Protean Efficiency Unit (Victor-1): Robotics 5
Explore the region as noted previously/above using the Tritons (level 5).
Tool: Level 5 (2360) Triton Px-3500 Aerosubmarines (50)
Facility: None
Skill: None (+1xp to Piloting)

(Amended) 4. Protean Weapons Unit (Whiskey-5): Physics 5
Harvests the war coral farm.
Tool: None
Facility: War coral farm level 5
Skill: None (+1 xp to Agirculture)
Yield: 5 Units of War Coral Flakes

-5. Protean Manufacturing Unit (Zulu-2): Economics 5
Uses a colony pod to set up level 5 housing aboard Mercurius
Tool: Colony pod level 5
Facility: None
Skill: None (+1 xp to Civil Engineering)

Action Round 2:

-1. Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering (1/2)
The Leadership unit will communicate with the native prisoners in an attempt to learn their language and understand something of their culture. If the group that didn't witness the disciplinary action asks about the missing Pegasians, the official line is that they were released. If they ask why they were attacked, they say that they don't know what happened to the boat, but that they rescued them when they saw their ship was distressed.

They will also work with the two that witnessed the beating, in order to see if the natives respond well to fear. In particular, they are interested in the local political structure. Food taken from the sunken vessel will be given to them along with fresh water, and if the food supplies run out, they will use the needler function of the Tritons to shoot and kill the required quantity of native sea life, particularly if the natives can describe what is and isn't alright for them to eat (pointing at pictures of the animals, etc.).
Tool: None
Facility: None
Skill: Liberal Arts +2 (5/4), (+1 xp to Pegasi Culture?)

2. Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Teach 2 (1/4)
Uses the Training Center and the Chiron MMI to learn about Liberal Arts.
Tool: Level 5 Chiron MMI
Facility: Level 5 Training Center
Skill: None
Yield: +11 XP to Liberal Arts (5 facility, 5 tool, 1 base), to level 3 (2/5)

3. Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2)
The Efficiency Unit will spend this action to harvest the War Coral farm.
Tool: None
Facility: Level 5 War Coral farm
Skill: None (+1 XP to agriculture)
Yield: 5 units of war coral flakes

4. Protean Weapons Unit (Whiskey-5): Physics 5, Agriculture 0 (1/2)
The Weapons unit will refine war coral into carbon nanotube electronics/ceramic matrix composites.
Tool: None
Facility: level 5 Carbon Nanorefining Plant
Skill: Physics 2 (5/4), (+1 XP to Materials Science)
Input: War coral flakes (5 harvested last action, 2 harvested this action)
Yield: 7 units of carbon nanotube electronics/ceramic matrix composites?

5. Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 0 (1/2)
Uses a colony pod to set up a tool factory (Note: this is the same action that was postponed from action round 1.)
Tool: Level 5 colony pod
Facility: None
Skill: Economics 2 (5/4) (+1 XP to Civil Engineering)
Yield: Level 5 Tool Factory (7, capped by Economics at 5)

Turn stats:
Food used: 5
Consumer Goods used: 10 (2 per PU)
Growth Points:
Human: 1/20
Protean: 4/20
3 colony pods used

Food remaining: 5
Consumer Goods remaining: 10
War coral flakes: 3
Carbon nanotube electronics/ceramic matrix composites (refined war coral): 7
Colony pods: 2

ForzaFiori
2013-08-03, 11:58 AM
Terra Nova

ArcaneStomper:

I... hadn't actually thought about that. Since you were kind enough to let them have food for now, the group will go out til they're ~halfway out of food, then turn around and return. Next time I'll remember to send out a car...


Orders:

I'm gonna try to keep this short cause I'm in a hurry, sorry if it's confusing.

PU 1 - farming the farm they just built
PU 2 - build another apartment with a pod
PU 3 - continue their trip - if they're down to half their food yet, they turn around and head back.
PU 4 - turning a pod into a coal power plant.
PU 5 - Turning a building making tool thingy (forgot what they're called exactly) into a solar power station.
PU 6 - Starting work on a mine on the small coal seem they found

NM020110
2013-08-03, 02:09 PM
OOC: With interruptions, I've been writing this since Tuesday...I'll edit in or make a separate fluff post later. This one is just actions to hopefully get in before the processing.

Actions

Nonactions(pre-midturn):
Construction kit 2: Create subsurface H3 reactor to handle interim power needs.

Midturn actions:
ADOM1: Run the fusion reactor for the necessary energy for the turn.
Resources used: 6 unit He3
Resources gained: 27 units Power

ADOM2: Construct surface moonbase facility(2020)*
Construction 5 + <doesn't matter, capped> = level 5
Tool used: Colony pod 2

EDEA1: Begin construction of lunar subsurface storage facility(Roman)*
General Purpose Robots 5 + <doesn't matter, capped> = level 5
Tool used: General Purpose Robots(2360)
Resources used: 2 power

EDEA2: Search records for a 2020 level container for orbital launch by railgun.
Physics 5

ERIS: Begin work on a limited AI to run the fusion plant with general orders, rather than having a PU micromanage it.
Fringe 5/4 + General Purpose Robots 5 = level 5(capped, again...)
Tools: General Purpose Robots (I suppose using the internal AI assists as a template to pattern the reactor AI off of...or something)
Resources used: 2 power

*
Level 5 Robot assembly facility(2020)
Contains the necessary materials for the creation of robots from an appropriate schematic. Can be automated if both an AI and suitable robots are provided. Requires resources(please provide a list of what would be needed in general terms) to create the robots. Requires 4 power per unit of robots produced.

Level 5 Subsurface Moonbase(Roman)
A downward ramp leading into a cavernous space, supported by superior construction. This base will hold up for centuries, at least, barring a fair-sized meteorite impact. The lunar regolith above will shield the contents of the base from radiation and smaller meteorite impacts(small, in this case, being anything that doesn't exert enough pressure to collapse the arches holding up the facility, or manage to blast through a few hundred meters of rock), as well as other hazards. This facility requires an airlock to become capable of holding gases outside of containers. It can hold <level*50> goods, <level*10> goods, and <level> facilities. Lacking any electronics, this facility draws no power.

Level 5 Surface Moonbase (2020)
This base is constructed on the surface, and can protect a surface facility placed within it from radiation and micrometeorite impacts. It draws one power per turn for damage control sensors, and repair of damage can be automated with an AI(to monitor for damage), robots(to fix said damage), and resources(to fix the damage with). Otherwise, it will issue an alert should damage be detected.


Post-midturn nonactions:
Construction kit 3: Construct a lunar regolith surface mine hub(2360)*
Construction kit 4: Construct a data processing and communications hub(2360)* in the Subsurface Moonbase

*Level 5 Lunar regolith surface mine hub(2360)
A facility dedicated to the mining of lunar regolith from the lunar surface in large quantities, employing a grouping of automated trawlers. Trades efficiency for quantity harvested, taking 3 power. This facility is automated, drawing double power requirements.
I decided against the combined facility for a facility that starts out automated. Is this acceptable?

Level 5 data processing and communications hub(2360)
A high-energy facility for use by AIs in simulations, learning, communications, schematic design, and other tasks. The facility combines the functions of a school, lab, and communications hub, but can only be used for non-physical tasks. It consumes six power per turn, and an additional two power per turn per action taken. It may be used four times per turn.

End-turn actions:
EDEA1: Move all tools and resources into the Subsurface Moonbase for protection.

EDEA2: If a schematic for railgun launch containers was not found, design one.
Level 5 DPaCH+Level 5 Physics = 10(5 if the schematic is capped)
Power used: 2

If the schematic was found, begin construction of an He3 extraction facility.*
Level 5/4 Physics (Chemistry is just applied physics...)+Level 5 colony pod = 5(at the cap)
Tool used: Colony pod 3

ADOM1: Construct robot assembly facility(2020)*
Robotics 5 + <doesn't matter, capped> = level 5
Tool used: Colony pod 1

ADOM2: Construct a deep shaft mine from within the subsurface moonbase, hopefully getting access to copper ore.
Construction 5 = level 5

ERIS: Build a Silicon Extraction facility. We need resources...*
GP Robots 5=level 5
Tools used: GP Robots, Colony pod 4

*
Level 5 He3 extraction facility(2020)
By heating the regolith, one can extract what volatiles are present. Of particular interest is the He3, which can be used as fuel in a specialized reactor. This facility can be automated with the assistance of robots.

Level 5 Silicon extraction facility(2020)
Extracts silicon from lunar regolith, producing Oxygen, Aluminum, Titanium, Iron, and Calcium and Magnesium Oxides as byproducts.
Post-endturn nonactions:
Automated regolith harvesting: ? units

Power produced: 27(6 units of H3 used)
Power used: 5(PU), 8(tools), 13(facilities)


There are probably a few mistakes in there...

BoardroomHero
2013-08-03, 02:58 PM
Second half of turn 1:
PU1: Harvest Titanium (5 units)

Tool: None
Facility: Titanium Mining Field
Skill: None

PU2: Scout Craters to the north for water ice (?)

Tool: Flying cars lvl 5
Facility: None
Skill: None

PU3: Produce Power (12 units)

Tool: None
Facility: Solar Array lvl 7
Skill: Physics lvl 7 (2, 25%)

PU4: Construct Construction Tools (level 7)

Tool: Colony Pod lvl 5
Facility: None
Skill: Economics 7(2, 25%)

PU5: Farm hydroponics farm (5 units)

Tool: None
Facility: Farm lvl 5
Skill: None

PU6: Construct University (Level 7)

Tool: Colony Pod lvl 5
Facility: None
Skill: Liberal Arts 7 (2, 25%)

I'll put a quick bio of each PU in a moment, but they're just different subdivisions of Singularity Technologies, and each of the people in the 'virtual boardroom' meetings is the head of one of those divisions.

Yeah, I wasn't sure if you'd let the build-moonbase-while-constructing thing pass, but there wasn't much in the way of other options. It shouldn't be required again.

ArcaneStomper
2013-08-04, 09:13 PM
End Turn Results

Durmainian Industrial
The dwarves begin digging out an iron mine and soon construct the necessary facilities for an iron mine near the colony site.

Gained: Level 4 Iron Mine
Xp Gained: 1 Mining

The Kobolds continue scouting the river for a suitable dam site. And fortunately they don't have to go very far to find one. A narrow valley in 15.32 funnels the river into a confined space which would be quite suitable for a dam.

XP Gained: 1 Surveying

The fairies design a small school and use one of the colony pods as a frame to build it in.

Gained: Level 4 School
XP Gained: 1 Teaching

The gnomes set up shop in the medical facility and begin researching the surrounding plant life and various small animals they can catch. They quickly come to the conclusion that nothing here is edible by humans or any life from Earth, at least not without extensive genetic engineering. There isn't anything particularly strange about the life they are seeing. They can recognize most of the elements involved and even some of the cell structures, but the composition is simply too different from terrestrial life. Any human eating it would essentially be poisoning themselves. Fortunately it's not all bad. They can already see several ways to process the native plants to be edible. It will take some extensive facilities, but eventually humans could use the native plants to make food.

Gained: Basic Xenbiological Analysis (Knowledge)
XP Gained: 1 Xenobiology

The humans build another apartment complex. They build it into one of the old colony pods, but unfortunately lack the ability to replicate many of the electrical optimizations used by the construction module. So the pod apartments use more energy even though they hold less people.

Gained: Level 4 Apartments
XP Gained: 1 Construction

Note: Normal apartments hold a number of PUs equal to their level, and require 1 energy per PU.

The Elves have no experience working with industrial foundries before and have to rely on the colony pod's instruction manual and the blueprints downloaded from the colony ship. But eventually they manage to put together a smelter.

Gained: Level 4 Iron Smelter
XP Gained: 1 Smelting
Note: Smelters count as refineries for energy use. See the rules in the first OOC post for details.

The IRC
The White shirts continue to monitor the fusion generator. The carefully optimize the input of fuel and the output to the colonies nascent electrical grid to ensure maximum capacity.

Gained: +4 Bonus Energy
XP Gained: 1 Energy Generation

The Red Shirts place the mining droids into the mine. Although they still require energy the colony now has a working iron mine that requires no supervision. This frees up the limited population of working adults to attend to other matters.

Gained: Level 5 Automated Iron Mine (Mining Droids)
Xp Gained: 1 Robotics

Note: The Mining droids can actually mine completely on their own. But installing them in the mine lets them use the mines bonus as well. This will result in 10 iron ore per action. 5 for the mining droids and 5 for the iron mine.

(The Gray Shirts can only build one thing at time. So they could build a Level 5 Housing Complex from one colony pod. But they can't build three and then build a school as well. Which it looks like you are trying to do.)

The Black shirts move into the surrounding forest to look for materials. They bring back a collection of materials that can be used in constructing basic buildings. In their travels they don't see any aliens, but then again they weren't specifically looking for any.

Flying Cars 5 + Survivalism 4 + Military Training 3/2 = 11 Units of Native Raw Materials.
XP Gained: 1 Survivalism
Note: Remember that it takes 5 units of resources to build a facility. Also these are very basic materials. More advanced ones that have been refined would give various bonuses when used.


The Green Shirts go to work in the farm tending the various Earth crops they have planted and harvesting them as they ripen.

Farm (Facility)) 5 + Farmers (Skill) 2 = 7 units of food.
Xp Gained: 1 Farmers

Meanwhile the Blue Shirts begin to produce the consumer goods that the colonists will need to replace tools and clothing that has begun to wear out. As well as smaller luxuries that keep them happy.

Economics 5/4 + Factory Workers 2 + General Purpose Factory 5/2 = 7 units of consumer goods
Lost: 7 units of native raw materials
Xp Gained: 1 Factory Workers

The Faelinites
The Harvest caste cultivates the carbonwood trees. Specially designed by geneticists back on earth these trees are designed to be quick growing and able to leech carbon out of their surroundings to pack into easily extractable form in their trunks. Most of what the Harvest caste has to do involves fertilizing the trees with plant matter from the surrounding area so that they don't completely leech the carbon out of the dirt they are in.

Gained: 23 Units of Carbonwood
Xp Gained: 3 Agriculture

The Form Caste takes the timber cut by the Harvest Caste and beings to process it to get at the carbon locked within. Although the carbonwood itself makes a decent building material after being processed the carbon planks produced can be used in all types of construction.

Gained: 23 Units of Processed Carbon Planks
Lost: 23 Units of Carbonwood
Xp Gained: 3 Material Science

Note: Processed Carbon Planks are more useful for building than basic materials. They offer a +1 bonus to any building they are used in per 5 planks used. Since it takes 5 units of resources to build a facility this essentially means they can boost the level of anything built with them by one, but larger facilities might require more than 5 units and so gain a larger bonus. Also if it comes up carbon planks have been processed to be resistant to fire.

The Function Caste spends several months looking into the design of the flying cars. They come to the conclusion that it will take a lot of work to repair them to their current specifications. In fact they aren't sure how to do so with their current knowledge. They have however designed a middling vehicle, that can fulfill the same function as the flying cars if not quite as well.

Flying Cars (2120): Less aerodynamic than their more advanced counterparts they also have less powerful engines and less efficient capacitors. Nevertheless they can still transport a PU and 5 goods or one tool up to 20 hexes for 1 energy. Their energy capacity depends on the type of battery installed.

Construction requirements: 5 Units of Aluminum, 1 Flying Car Engine, 1 Energy Cell.

Currently the best energy cell that can be made can only hold 1 energy, it would require another megaproject to learn how to build better energy storage. The Flying Care Engines could also be improved beyond the above range to eventually get them to the 40 hex range of the current 2360 Flying Cars. Repairing the current flying cars would at this point essentially mean replacing damaged components with what can be built now. If it's just the frame that gets damaged then they could be repaired to full capacity, but if the engine or energy cells get damaged and have to be replaced with lower technology components then they would see a corresponding drop in range.

Gained: Flying Car (2120) (Blueprint)
Xp Gained: 3 Mechanics

The Structure Caste designs a housing complex for the rest of the colony. Designed with growth in mind it spreads out from the colony pod used to build it in a pleasing pattern.

Gained: Level 9 Housing Complex
Gained: 3 Architecture

The Prosperity Caste studies at the technical school on how to make the colony more efficient. They learn several interesting techniques, but not enough to improve the colony as a whole just yet.

XP Gained: 10 Economics
Note: Remember it's level +2 Xp needed to get to the next level. So getting to economics 10 requires 11 xp not 18.

The Proteus Project
Protean Leadership: See Previous post for results.
Xp Gain: 1 Pegasi Culture

The human bioengineering staff studies the various methods of learning stored in the archives as well various other topics pertinent to organizing a new colony socially.

Xp Gained: 11 Liberal Arts

The efficiency unit is busy in the coral pods harvesting more flakes to be processed into material for the colony's industry.

Gained: 5 Units of War Coral Flakes
Xp Gained: 1 Agriculture

The weapons unit spends its time in the in the manufacturing facility. They are manage to produce a fair amount of the composite ceramics, although not quite at the level of quality they were aiming for.

Gained: 7 Units of Carbon Composite Modules
Xp Gained: 1 Materials Science
Note: Carbon Modules can be used to build tools, facilities, and other goods. When used to build tools and facilities they offer a +2 bonus to the end level of the thing being built. When used to build goods they can increase the number of goods built by a number equal to twice the modules used. This bonus can not be more than 25% of the number that would be built other wise. IE. Consumer Goods are being produced. Without the modules 10 goods can be produced. With the addition of 1 module 12 goods could be produced. Since 10/4 = 2.5 (rounded to 3), up to 13 goods could be produced if 2 modules were used.

You can't make carbon nanotube electronics/ceramic matrix composites without further processing and the addition of a semi conductor material.

The manufacturing group gets around to setting up the barracks at last.

Gained: Level 5 Living Quarters
XP Gained: 1 Civil Engineering


Terra Nova
PU 1 gets to work farming terran crops and harvesting the fruits of their labors.

Farming 3 + Farm 5 = 8 Units of Food
XP Gained: 1 Farming

PU2 sets up another block of apartments to house the colonists that can't fit in the first one.

Gained: Level 4 Pod Apartments
XP Gained: 1 Construction

The explorers do find some natives. Although whether they were headed towards the landing site or just migrating is up in the air. They are short little things only a meter tall with long arms that they use to guide their animals. There are two types of these. One is a large the size of an elephant but even longer with six or possible eight legs. They are covered with long shaggy fure that makescounting difficult as it hides all their features but two bulbous eyes at the front and their large mouths when they bend down to graze the alien grass. The natives have built large shelters on the backs of these animals, and seem to use them essentially like mobile homes. The other animal is smaller and leaner, the explorers liken it to a stripped down rhino. Remarkably fast the natives use these to ride away from the main herd to act as scouts and chase down lost and straggling animals.

The natives seem to spend most of their time on the larger animals and only walk on the ground when they have to. Even when they cross between animals they use planks and rope bridges rather than descend to the ground and then go back up.

Although the natives and the explorers currently can't communicate verbally the natives do indicate a desire to go back with the explorers when they turn around to head back to the landing site.

Xp Gained: 2 Exploration

PU 4 builds a coal power plant inside one of the colony pods.

Gained: Level 4 Coal Power Plant
Xp Gained: 1 Power Generation

PU5 sets up one of the construction modules as a solar farm.

Gained: Level 5 Solar Farm (2360)
(It actually doesn't take an action to use a nanite construction module, so PU5 still has an action.)

PU6 lacks mining tools or the skills with which to work the coal seam. There is one last colony pod they can use though. They can jury rig it into mining gear and construct a coal mine.

(If you do this then they'll build a Level 4 Coal Mine And they'll gain 1 Mining XP)

MAGI
Action 1
ADOM1 runs the fusion generator.

XP Gained: 1 Power Generation

ADOM2 builds the surface moonbase facility.

Gained: Level 5 Moonbase
XP Gained: 1 Construction

EDEA1 builds a series of subsurface facilities to hold resources for the colony.

Gained: Level 5 Subsurface Base
XP Gained: 1 Construction

EDEA2 finds the blueprints for a basic container to be used in a railgun launcher. It can be constructed in any vehicle factory.

XP Gained: 1 Astronautical Engineering

ERIS programs a basic AI to install in the fusion plant.

Gained: Level 5 AI (Tool)
Xp Gained: 1 AI programming

Railgun Container (2020): A basic container for shipping things into orbit by railgun launch on celestial bodies that lack an atmosphere. The container is little more than a canister made out of ferrous materials with internal protections for its cargo and several thrusters with which to achieve an orbit. The Railgun Container can hold up to 5 resources or 1 tool or 1 PU. It cannot deorbit by itself, but if it is retrieved from orbit by some other vehicle it can be reused. Railgun Containers require 2 units of Iron or similar metal each to build, but are counted as goods rather than vehicles. So you can build more than one at a time.

Notes:
Robots would require materials suitable for use in the frame, such as iron, and electronics to control it. Say 1 unit of iron and 1 unit of electronics per robot. That is regardless of level. So it would take the same resources to build a level 1 robot as a level 5 robot. On the other hand using better resources than just iron and plain electronics would provide a level bonus, which may or may not be useful depending on your cap.

An automated regolith surface mine is acceptable. It would take 2 energy per action and can harvest 5 units of regolith per action.

A facility that can be used as a school, lab, and communications hub is acceptable, but even a 2360 facility can still only be used by one PU at a time. It will take 3 power per action, but on the other hand it won't need the 6 power per turn upkeep.


Action 2
EDEA 1 moves all the goods into the base successfully.

Xp Gained: 1 Goods Management

EDEA2 builds an extraction facility to refine H3 from the regolith.

Gained: Level 5 H3 Extraction Facility
XP Gained: 1 Chemical Engineering

ADOm1 builds a robotics facility to begin producing the robots the colony needs to run its infrastructure more efficiently.

Gained: Level 5 Robotics Assembly Plant
Xp Gained: 1 Robotics

ADOM2 digs a copper mine to provide resources for the colony.

Gained: Level 5 Copper Mine
XP Gained: 1 Mining

Likewise ERIS builds a silicon extraction facility for the colony.

Gained: Level 5 Silicon Extraction Facility
Xp Gained: 1 Mining


Singularity Technologies
PU1 harvests Titanium.

Gained: 5 Units of Titanium
Xp Gained: 1 Mining

(PU2 still can't use the flying cars to scout for water since the flying cars don't work without an atmosphere.

PU2 still has both its actions to use for something else.)

PU3 spends its time optimizing solar panel angles and layouts in order to get the most power possible out of the solar farm.

Gained: 2 Bonus Energy
Xp Gained: Energy Generation

Note: Solar Farms generate half their level in energy +50% since you're outside of an atmosphere. This only happens once per turn, but you can still use this sort of power optimization with a PU in both action if you want to or need to.

So a level 7 solar farm generates 3.5 energy rounded up to 4 energy per turn. Plus 50% for being on the moon so 6 energy per turn. This is seperate from the 2 bonus energy that your PU produced through its action.

PU4 builds some construction tools to use in building future facilities for the colony.

Gained: Level 7 Construction Tools
Xp Gained: 1 Construction

PU5 works the bays of the hydroponics facility in order to grow food for the colony.

Gained: 5 Units of Food
XP Gained: 1 Farming

PU6 builds a school to help the colonists learn new skills in the coming years.

Gained: Level 7 School
XP Gained: 1 Teaching

Note: A university would be a much bigger project than just one construction action and would also involve getting actual professors and such.

LSI
PU1 buildsseveral Heavy Mining Vehicles so that the colonists can produce more minerals for industry.

Gained: Level 5 Mining Tool
Xp Gained: 1 Vehicle Construction

PU2 guards the colony site and looks for coal seams to mine. They find several coal seams. Several of which are quite rich. Coal mining will likely not be a problem for the forseable future. They also find several streams and even a small river that the colony can use for water. Although care will have to be taken that they don't get contaminated if coal mining is heavily pursued.

XP Gained: 1 Prospecting

PU3 and PU4 are busy studying biology with PU4 being the primary recipient of knowledge and PU3 helping the other colonists study.

XP Gained: PU3 1 Teaching, Pu4 10 Biology

PU5 lacks the kind of resources to build robots that they are used, but they manage to put something together uses pieces from various consumer goods that the colonists brought with them.

Gained: Level 5 Robots (Capped by economics)
Xp Gained: 1 Robotics

Note: Just to be clear you are using a consumer goods to build the robots yes. Because it takes resources of some kind to build them.


Turn 2 Start

Days turn into weeks turn into months until eventually a full year has gone by on this new world. The colonists find it somewhat pleasant, at least in broad terms. Yes the work is difficult and the amenities are nothing compared to what they were back in even the meanest parts of the Solar System, but the climate is quite pleasant. Somewhat cooler than Earth was, but nothing a human can't handle.

Pegasi III also lacks an axial tilt and as such has no seasons. So there is no winter cold and summer heat to deal with, but rather a much milder variety of weather that comes and goes in relatively predictable patterns.

So far none of the colonists have run into problems with the natives either, but still something mysterious has happened which has all the colonists talking. Variously it is troubling, surprising, astounding, worrisome, or any other of a range of emotions depending on who is talking.

It is in fact a radio transmission. And one that does not appear to have been sent by any of the colonists. Originating on the central western continent near the divide between the desert and the forested hilly region it was picked up by the colony ship and dutifully retransmitted to each of the colony sites in turn.

A series of whistles, clicks, and chirps it isn't any human language known and not the language of the Proteans either. Presumably it is an alien speaking, although no one knows what. Even the Pegasus AI is interested and has asked for a translation if any of the human colonists manage to succeed in deciphering it.

NM020110
2013-08-05, 02:23 AM
MAGI

ADOM: Current reserves and consumption rates suggest exhaustion of current energy reserves in two years. Processing facilities for sustainability are present. Initial setup of resource production is in progress.
EDEA: Space launch project is prepared for use. Schematics readied.
ERIS: Noting increasing damage through activity of tools, suggest establishment of repair facility and manufacturing of new tools. Noting pending message from Singularity Technologies.

ERIS to Singularity Technologies

We apologize for the delay of our response; construction of the primary communications hub had not yet been completed. Current goals are infrastructure establishment and establishment of surface to space capabilities. Construction of the main facility for launches should be completed in six months time, though starting production at the secondary facilities may take longer.

Checking the map, even if the flying cars were in working order we would be a bit too far away for practical trade at the moment, though we can try to work out a way around that.

Ragnar Lodbroke
2013-08-05, 04:09 AM
"So, radio transmission?"

"Yeah. And it's not random static. It's probably a civilization"

"Well... Let's hope they are interested in robots."


Arcane
Yeah, I made the full building plan, but I expected they would build one thing at a time. Can I assume they made a Level 5 Apartment building out of a colony pod and gained 1 xp on building?

ArcaneStomper
2013-08-05, 08:33 AM
Tharal
PU1
Gained: 5 Units of Food
XP Gained: 1 Farming

PU2
Gained: Level 5 Consumer Goods Factory
XP Gained: 1 Manufacturing

PU3
Gained: Level 5 Tools Workshop
Xp Gained: 1 Mechanics

PU4
Gained: 5 Units of Iron Ingots
Lost: 5 Units of Iron Ore
XP Gained: 1 Smelting

PU5
Gained: 10 Units of Silicum Ore
XP Gained: 1 Mining

The IRC
Yes you can assume that the Grey Shirts built one housing complex and gained the xp.

Durmatagno
2013-08-05, 09:32 AM
Derrick listened to the strange transmission several times before contacting the Kobolds out in the field to return here for a charge, then head out to 24.28 to contact the natives there, they should be able to get there soon enough, and take the laser rifles in case of hostilities. He directed the Gnomes to do their best to optimize the solar farm so that they could run everything they need to for the time being. The Humans he sends to the hydroponics farm to get some food for the people. The Dwarves needed no direction and had already started using the mine. As for the Elves and Fairies, the elves needed to increase their understanding of biology to help combat sickness and injuries, among other things, so they and the Fairies would set up in the school for study, and study assistance.


Kobolds: Espionage 4, Prospecting 3, Surveying 0 (1)
Tools: Level 5 Flying Cars, Level 5 Laser rifles
Move at top speed to 24.28 to contact natives by years end.

Gnomes: Fringe 4, Xenobiology 3 (1), Electrical Engineering 0 (1)
Level 4 Solar Farm
Optimize Solar Farm to best of ability

Dwarves: Physics 4, Mining 3 (1)
Level 5 Mining Tools (2360)
Level 4 Iron Mine
Mine for Iron

Humans: Economics 4, Farming 3 (1), Construction 0 (1)
Level 4 Hydroponics Farm
Produce food

Elves: Biology 4, Medicine 3 (1), Construction 0 (1), Smelting 0 (1)
Level 4 Education Center (School)
Study Biology

Fairies:, Liberal Arts 4, Teaching 2 (1), Diplomacy 1
Level 4 Education Center
Assist Elves in study

Atrum Umbra
2013-08-05, 03:59 PM
The Junkers

As ridiculous as it is to try to cover an ocean with only enough cars for 200 men Eric really wants to help the locals. "Ok, we can help, but it's going to be difficult to cover so much area. We could use some guides for the oceans, estimates of distances and areas of frequent storms. We'll go all the way back to your city and while we're there maybe we can find things to trade."

Face: Liberal Arts 2(7/4) + Consumer Goods = Trade with locals for building materials.
The flying cars scour the ocean not expecting to find anything but attempting to please their new acquaintances. They try to trade their most basic consumer goods for usable building materials in town.

Tech: Physics 2(6/4), Robotics 2(3/2), Pod 5 = Level 9 Pumping station (+1 xp Prospecting)
They construct a oil pumping station off shore. It is difficult without advanced scanning equipment, they instead check for common capping structures in the rocks and dig to them hoping for something that resembles oil. (Of course they don't even know if there are carbon based lifeforms at this point.

Brains: Knowledge Downloading 2, Network Adaptors 5 = 7xp in Biology (+1 xp Knowledge Downloading)
The scientist facilitate the download of Biology into the Doctors

Scrappers: Economics 3(9/4), = 3 Cotton (+1 xp farming)
The Scrappers grow cotton at the new farm.

Doc: Study 1, Teaching 7 = 8 xp in Biology
The doctors gain experience in treating wounds rather than replacing the limb with robotic parts.

Scrapper Drones: Level 5 = 5 Iron ore
They mine more Iron for use next turn

ForzaFiori
2013-08-05, 04:02 PM
Terra Nova:

the leaders of Terra Nova looked around their small colony. The year had been good. They had housing, food, energy, and had made a peaceful first contact. But there was much to do. They had to use the coal to create the things needed for a sustainable energy source. They had to learn to communicate with the natives, and hopefully hybridize their food source to create something they can eat that wont destroy the ecosystem. It was time to get started.

Arcane:

the explores are to invite the natives back with them, and use the travel time to try to learn some basic communication the old fashioned way - pointing and talking (IE, point to themselves, say their name. Point to a rock and say "rock" point to a tree and say "tree", etc.) Also, is there anything that PU's can do between the 2 order phases, or is it just for talking with other players and whatnot?

ArcaneStomper
2013-08-06, 10:46 AM
Turn 1 End Turn

The Junkers
As expected the explorers do not find any evidence of the ship in the ocean that they covered or along the coastlines they can see. The native ship has vanished or possibly simply sunk beneath the waves. That other natives however are grateful that you made the effort. They are willing to supply several cartloads of wood in their gratitude.

Gained: 3 Units of lumber.
Xp Gained: 1 Diplomacy

The engineers manage to find and top an offshore oil resevoir. The resulting oil platform is somewhat crude, but functional.

Gained: Level 9 Oil Derrick
XP Gained: 1 Prospecting
Note: You still need a way to get the oil from the derrick to the colony, and you'll need something to store it in once it gets there.

The brains and the docs collaberate on learning more about the study of biology. Or at least the docs learn more and the brains help them.

Xp Gained: Docs 8 Biology, Brains 1 Knowledge Downloading

The scrappers grow a crop of cotton in the hydroponics farm.

Economics 9/4 + Farm 7 = 10 Units of Cotton
XP Gained: 1 Farming

The scrapper drones continue to output more iron.


Turn 2 Updates

The Junkers
After some work the translators produce an english version of the radio broadcast. It is still a very rough translation however as the translation program has a limited vocabulary.

Customers damned. It is not a thing, how they think. As in the U.S., this work is not light [Untranslatable] Hunter is always in the dark. We all were. Now they are hunting us. Soon, they will hunt you. Please do not repeat the mistakes of us. I do not share the air out of them. Do not let them.


To the Proteus Project
After some work the translators produce an english version of the radio broadcast. It is still a very rough translation however as the translation program has a limited vocabulary.

There are visitors, at risk. It is not the thing like they think. What looks like us is not in us always. The city is dangerous. I find the Hunter of light in the dark. All the things are still we. Now they hunt for us. They hunt for you immediately. Please do not repeat the mistakes of us. Please do not share their air. But do not let them in.


Terra Nova
Most of the natives do not follow the explorers. Instead herding their great pack beasts along to the south. But a small party with only two of the pack beasts and several of the faster animals follow the explorers. Apparently their own version of an exploration party.

During the time it becomes quickly clear that there is no way that the humans will ever be able to speak the native language or vice versa. As apparently the vocal organs of both species are too disimilar. The computers of the humans however are not as limited and dutifully record the phrases being used. And eventually a limited vocabulary is worked out.

The explorers get back to camp just in time to hear the alien broadcast, but after running it through their language computers the expert programs tasked with decoding the language produce the result that apparently it isn't in the same language as the natives speak. Which surprises the explorers even though it makes sense once they think about it. After all humans don't all speak the same language. Why should these aliens.

OOC: PUs can talk with the natives too. Diplomacy applies to them as well after all. Also PUs who go exploring will usually get results before the rest of the actions are processed.)

ForzaFiori
2013-08-06, 01:22 PM
Terra Nova

The various leaders of Terra Nova's PU's are all incredibly excited by the arrival of the natives. They "crowd around" (as much as they dare to with the unknown animals and people) while the leaders begin talking.

Natives:

The leaders begin by introducing themselves, as much as possible, and greeting the natives. Then Michael steps up, and plays the strange recording they have, using the computer to translate the question that follows. "Can you understand this? We think it came from the western continent, between the deserts and hills."

Zweanslord
2013-08-06, 03:13 PM
Tharal

The colony of the Tharal has its basics set up, from the mine to the houses. While the needs of the colonists are met, the needs of the colony are not. Samulion of the Rakur Dynasty is annoyed by the amount of time and effort mere energy production will take. In the mean time, food and resources must be managed. Taking matters in his own hands, he and his closests, those of the Dynast's Circle who have journeyed with him in space and descended awake and well, have been hard at work to organise the settlement. To be efficient and productive, that is the goal!

Message to LSI

"This is Samulion of the Tharal and the Rakur Dynasty, replying to the LSI. At the moment the Tharal have no need of the service offered. While the idea of rails is an attractive one, I do not see us being able to accomodate such a project in the nearby future. Energy and resources are our priory at the moment. We have no information about the natives, as none are in the vicinity. Have you spotted any or even established contact in the mean time?"

Actions

First actions

PU Environmentalists. Biology 5, Farming L1
Create Gardens.
Suddenly faced with an abundance of space, the Environmentalists realise that they can use it to enrich the environment of the colonists. When they create gardens or parks, the people will have a pleasant area in their vicinity they can visit to relax, meditate or play. This will boost satisfaction and reduce the need for consumer goods.
Is it possible to immediately create gardens or are other things required? If the former, create gardens (2 Biology (5/2) + 1 Farming (1/?) = Level 3 Garden, consumer good need -?). If the latter, study what is required to create gardens.
XP?

PU Engineers. Economics 5 6/7, Manufacturing L0 1/2
Create Energy Construction Tools. -4 Energy, -1 Iron Ignot. 3 Workshop (5/2) + 2 Economics (5/4) = Level 5 Energy Construction Tools.
As energy will be in heavy demand for the colony, the Engineers create a tool that allows for efficient and optimal construction of solar panels.
Energy Construction Tools provide 100% of their level to energy facility construction, such as solar panels.
Electrical Engineering L0 1/2. 1 Base

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Mechanics 0 1/2
Led by Samulion of the Rakur Dynasty, the Tharal are inspired by the man and devote themselves to the colony. With efficient organisation and talented leadership Samulion and his closest work to reduce the needs of the colony. As they are still setting up, optimal use of the goods before them is essential.
Governing to reduce consumer good need. 2 Liberal Arts (5/2) = -2 Consumer Good need.
Governing L0 1/2. 1 Base

PU Physicists. Physics 5, Construction 0 1/2, Smelting 0 1/2
Study Physics.
Physics L6 4/8. L5 + 1 Base + 10 Education Center

PU Miners. Mining 5 4/7
Mine. -2 Energy. 5 Mine + 5 Mining = 10 Silicum Ore
Mining L5 6/7. L5 4/7 + 2 (Mining 5/4)

Second Actions

Are updated in later post!

PU Environmentalists. Biology 5, Farming L1
Action to be determined. Depends on First Action's result.

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Governing 0 1/2
Governing to reduce consumer good need. 2 Liberal Arts (5/2) = -2 Consumer Good need.
Governing L1. L0 1/2 + 1 Base

PU Engineers. Economics 5 6/7, Manufacturing L0 1/2, Electrical Engineering L0 1/2
Create Construction Tools. -4 Energy, -1 Iron Ignot. 3 Workshop (5/2) + 2 Economics (5/4) = Level 5 Construction Tools.
Construction Tools provide 50% of their level to facility construction. They provide 100% of their level to facility construction when it is more structural, such as houses or warehouses.
Construction L0 1/2. 1 Base

PU Physicists. Physics 5, Construction 0 1/2
Create Solar Panels. -5 Silicum Ore. 5 Energy Construction Tools + 2 Physics (5/4) = Level 5 Solar Panels (capped).
Solar Panels: +3 Energy (5/2 sustainable)
Electrical Engineering L0 1/2. 1 Base

PU Miners. Mining 5 6/7
Study Mining. (May change depending on Environmentalist action)
Mining L5 12/7. L5 6/7 + 1 Base + 5 Education Center

Energy:
12 Solar Sattelite
04 Space Solar Panels
16 Total

-5 Housing
-8 Tool Workshop
-2 Mining
15 Total

15/16 Energy

Food:
12 - 5 PUs = 7

Consumer Goods:
10 - (10 - 4) = 4
Next Turn Consumption: -10

Growth:
5 + 5 = 10/20

Goods:
5 Iron Ore
15 Silicum Ore
3 Iron Ignots

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5, +4 energy (5 /2 sustainable *1.5 in space = 4)
- Housing Level 5, houses 5 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +5 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Medical Facility Level 5 (2360), to be assembled
- Energy Construction Tools Level 5
- Construction Tools Level 5

Ragnar Lodbroke
2013-08-06, 08:58 PM
Plan turn 2
Produce consumer Goods
- Level 5 General Purpose Factory
Blue Shirt Department A: Economics 5, Factory Workers 2. XP: (1 Builders, 1 Factory workers)

Build Harvester A model Robots
- Level 5 Robotic Production Factory (2360)
Red Shirt Department A: Robotics 5, Piloting 2 XP: (1 Mining, 1 robotics)

The Red shirts begin production of a specialized robot, that can collect and carry resources from specific places into a Factory. They use the robots to accelerate the fuel delivery to the Generator, allowing for a better energy output

Produce food
- Level 5 Farm
Green Shirt Department A: Liberal Arts 5, Farmers 2. XP (2 Farmers)

Produce Iron
- Level 5 Automated Iron Mine (Mining Droids)

Build Apartment building
1 Colony Pod
Gray Shirt Department A: Builders 5, Governing 2. XP (2 Builders)

Produce Energy
White Shirt Department A: Physics 4, Energy Generation 3. XP (Energy Generation 2)
- Fusion Generator level 5 (2360):

FIND ALTERNATIVE FUELS
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3. XP (2 Survivalism)
- 1 Level 5 Flying Cars (2360)
- 1 Level 5 Laser Rifles (2360)

The black shirts set to accomplish an important goal for the colony: To find a valuable source of fuel, such as a gasoline deposit or a coal mine.

Maldiem
2013-08-06, 11:41 PM
The Proteus Project

A message to all factions:

"This is director Herman Drake, of the Proteus Project. We have a preliminary translation of the message sent to the colony ship, and we're a bit puzzled as to its meaning. I think some things may have been lost in translation, but I have copied what we've got below. If anyone has details on the alien language they'd like to swap, we're standing by."

The translation, as best as our linguists can manage:

"There are visitors, at risk. It is not the thing like they think. What looks like us is not in us always. The city is dangerous. I find the Hunter of light in the dark. All the things are still we. Now they hunt for us. They hunt for you immediately. Please do not repeat the mistakes of us. Please do not share their air. But do not let them in."

"It sounds like they're trying to warn us about something, but until we're sure about the translation we can't be sure."

ForzaFiori
2013-08-06, 11:50 PM
Terra Nova:

Open broadcast:
We than the Proteus for their translation. We have a small group of natives in our colony now - they speak different language from the message, but we are asking their help translating in case any of them know it. If we learn anything more we'll release it to everyone.

Maldiem
2013-08-07, 01:17 AM
The Proteus Project

Tango-2 followed the Old Man down the hallway of deck five, trying not to think of the hissing sound of water filling the chamber containing the remaining natives behind her. The Old Man hadn't said a word, just come down here himself after a staffing briefing in his office; the look in his eye meant she should follow him, and the Dictator help her if she didn't. She didn't know why he'd wanted her to see him do it, but apparently he'd wanted someone to witness it.

As they turned a corner, they ran into Dr. Sauvage, looking out of a "window" in a temporarily transparent hull section of Mercurius into the blue water of Pegasi III with his hands folded behind his back. He raised an eyebrow at the couple as they went by. "I suppose our 'guests' will need to be shown out," Sauvage said, just as they were leaving earshot.

The Old Man whirled in place, water lapping higher in the halfway flooded hallway. "That is none of your business human. Return to your quarters immediately."

Jacque smirked at the outburst, "Is it not all of our business how our esteemed leader treats those beneath him, little one? I am only concerned for the integrity of my creations." He turned to face the Old Man.

"Be careful what you call me, human. We aren't in the Dictatorship any more. I'll--"

"Lock me up? Withhold my food? Torture me? Castrate me? Write a poem to your mistress on my liver in scorpion toxin? Test my resistance to radiation in a particle accelerator? Remove half my brain just to watch me squirm? My word, perhaps I should not give you ideas." Jacque angled his head to the side slightly as he walked forward, staring at the Old Man without blinking.

"I--"

"Am feeling conflicted, rage welling up inside you as you realize that for all the violence you are envisioning right now, your limbs are lead and you feel as if you are half asleep. Such is the price of defying your father, your creator. Alas, if Napoleon had but defeated winter." Tango-2 felt her entire body go rigid at the last phrase. "Foxtrot-3, Umibōzu 85 Enceladus."

The Old Man's eyes rolled up, and his voice came out as a monotone, as much as Protean could be emotionless. "I am calm now, father."

"Splendid. Report mental state."

"Androgen and stress hormone levels are above design tolerances. I am feeling cornered and lost. I am lashing out at my subordinates out of fear of inadequacy and social isolation."

"Very good. I trust your 'passenger' is in good condition?"

"I do not understand, father."

"Infernal debug processing. Report payload integrity."

"Payload personality engrams are intact and functioning on alternative-lobe neuronal downtime during sleep states. Switch to payload personality dominance?"

"That is not necessary. Give him my regards."

"I do not understand, father"

"Of course you do not. Lower cortisol, adrenalin and testosterone production to 70% of current levels, raise oxytocin levels 20% and reload default personality engram, offset," Jacque looked at his watch, "two minutes." He looked at Tango-2 as if noticing she was there for the first time. He read the barcode on her forehead, "Tango-2, Then Let Them Eat Cake for 2 minutes."

-----

Both Tango-2 and the Old Man paused for some reason as they passed Sauvage in the hallway. Sauvage turned to them and winked, "Good evening."

The Old Man looked at him, considered for a moment, and replied "It is, isn't it?"


The native prisoners are drowned by filling their chamber with water. The corpses are then flushed out the nearest airlock, after being stripped of any identifying material and having their lung-analogs punctured so that they don't float. Did they ever mention where they were from?

ArcaneStomper
2013-08-07, 02:45 PM
Midturn Actions

Terra Nova
The natives do not understand the language. They indicate that they do not go that far west. In fact they usually don't go past the center of the plains since that is the territory of the central tribes. They believe that the central and western tribes might have contact with people from either farther west, but no traders make it all the way to the eastern end of the plains.


The Proteus Project
The said they were from the city, which has a name that doesn't really translate.


Tharal
The environmentalists create a series of terraced gardens for the colonists to enjoy when they are off duty. The engineers create sets of tools to better help build the colonies power grid. The Dynast's circle oversees the colonies continued growth and development to ensure that the best use is being made of its resources. The physicists study data archives in an effort to advance their theoretical understanding of the universe. And the miners dig out more ore for the colonies industries.

(It is possible to create a garden with no research. More elaborate parks could be made after a mega project that would have more benefits. Let's say that these basic gardens satisify the need for consumer goods by a number half their level, and no more than 2 consumer goods satisfied per PU. So a level 3 garden would satisfy the need for 3/2=2 consumer goods.)

PU Environmentalists
Gained: Level 3 Gardens
Xp Gained: 1 Gardening (This is distinct from farming in that it is a Liberal Arts skill)

PU Engineers
Gained: Level 5 Electrical Engineering Tools (Energy Construction Tools sounds wierd. Does the same thing though.)
Lost: 1 iron
Xp Gained: 1 Electrical Engineering

PU Dynast's Circle
Gained: 5/2 = 3 Consumer good satisfcation (round up always)
XP Gained: 1 Governing

PU Physicists
XP Gained: 6 Physics

PU Miners
Gained: 10 Units of Silicum Ore
Xp Gained: 2 Mining

The IRC
OOC:
You only have 4 native raw materials left to build consumer goods. Your blue shirts can build consumer goods, but they wouldn't be able to get the full effect of their action since they would run out of materials. And you lack the necessary materials to build robots. You'll need something to build the frame and something for the electronics. Though since the robotics facility is 2360 it can just be fed raw material instead of actual electronics. For instance just copper or silicon. YOu still need to feed it something though. The most basic requirements would be 1 unit of iron and 1 unit of copper.

Mabn
2013-08-07, 03:08 PM
Faelinites

turn 2 midturn


Harvest cast (agriculture 9) will continue working the carbonwood farm

Function cast (mechanics 9) will build water turbines with the carbon planks

Structure cast (architecture 9) will set the turbines up in a river with the augmented cars

Form cast (material science 9) will process the harvested carbonwood to make consumer good components

Prosperity cast (economics 9) will continue study and should pass level 10

ArcaneStomper
2013-08-07, 03:19 PM
Midturn Actions

Durmainian Industrial
It takes about a month for the scouts to reach the site of the native city. They see several native villages beneath them as they travel, which increase in density as they get closer. And eventually the reach the city proper. It sprawls across the hills around a natural harbor that is filled with small ships. A large foundry and shipyard are easily visible, but the structures in the rest of the city are not as easily identified.

When the scouts land they find a small delegation waiting for them. Guards are keeping the curious onlookers back while an important looking native, or at least the one with the highest quality clothes, waits for them. The natives are short little things that are extremely rotund. Their arms are long and capable looking, but their legs are nearly not visible beneath the vests that most of the natives are wearing.

As they wait for the scouts to make some opening gesture the area is filled with whistles and chirps that are quite similar to the sounds on the radio transmission. Confirming that it was likely native in origin.

While the scouts are away the Gnomes attempt to optimize the solar farm, but unfortunately lack the skills to really do much to help the solar farms gather more energy. The dwarves on the other hand are quite good at what they do and soon have a stockpile of iron ore available for the colony. The humans are also relatively skilled and their harvests ensure that the colony is in no danger of starvation. The elves meanwhile are busily studing biology and increasing their knowledge of how living organisms work. They are assisted by the fairies who help direct them in the best manner in which to learn new material.


Kobolds
Xp Gained: 1 Pegasi Culture

Gnomes
Gained: 1 Bonus Energy (They don't really have any applicable skills for this.)
XP Gained: 1 Energy Generation

Dwarves
Gained: 10 Units of Iron Ore
Xp Gained: 1 Mining

Humans
Gained: 8 Units of Food
XP Gained: 1 Farming

Elves:
Xp Gained: 8 Biology

Fairies
Xp Gained: 1 Teaching

Faelinites
The Harvest Caste harvests another section of the carbonwood farm and brings more carbonwood back to the colony stockpiles. The Function Caste meanwhile builds turbines with which to eventually produce electricity from the river. While they do that the Form caste uses the new workshop to produce consumer goods to replace the various tools and goods that the colonists have used up or worn out. And the prosperity caste manages to finish their studies on economic theory to an extent that they can improve the overall infrastructure of the colony.

Harvest Caste:
Gained: 23 Units of Carbonwood
Xp Gained: 1 Farming

Function Caste:
Gained: 9 Units of Carbonwood Turbines
Lost: 9 Units of Carbon planks.
Xp Gained: 3 Mechanics

Structure Caste: On hold

Form Caste
Gained: 13 Units of Consumer Goods
Lost: 13 Units of carbonwood
Xp Gained: 1 Manufacturing

Prosperity Caste
Xp Gained: 10 Economics (And yes they are now level 10.)

Notes:
There are a few things missing in your hydroelectric plan. First I should have made it clear that at least some of the materials used have to be electrical. With just carbonwood you can get some nice turbines, and even place them in the river, but they'll just spin uselessly since they don't actually have any wire coils to produce electricity with. You'll need some copper or something. Second your architects still need to design the plan for how to properly place the turbines before the hydroelectric plant can actually be built. You might not be using a full dam design, but even a bridge requires some design work to keep it from falling into the water.

Durmatagno
2013-08-07, 03:43 PM
(I know they didn't, but they needed to do something)

"Off the farm Gnomes, now that we have some iron to work with, the Dwarves can take it from here."

Derrick says as he looks over the results of the last few months. He quickly dolled out orders to the rest of them, the Kobolds were ordered to try and figure out how to translate the natives language.


Humans: Economics 4, Farming 3 (2), Construction 0 (1)
Facility: Hydroponics Farm Level 4
Produce Food

Kobolds: Espionage 4, Prospecting 3, Surveying 0 (1), Pegasi Culture 0 (1)
Tools: Laser Rifles Level 5 (2360) Flying Cars Level 5 (2360)
Work on translating the language

Fairies: Liberal Arts 4, Teaching 2 (2), Diplomacy 1
Education Center Level 4
Assist Gnome's

Dwarves: Physics 4, Mining 3 (2)
Level 4 Iron Smelter
Smelt Iron Ore

Elves : Biology 5 (3), Medicine 3 (1), Construction 0 (1), Smelting 0 (1)
Check native soil to see if its suitable to create adobe brick.

Gnomes: Fringe 4, Xenobiology 3 (1), Electrical Engineering 0 (1), Energy Generation 0 (1)
Education Center Level 4
Study Energy Generation

ArcaneStomper
2013-08-07, 03:47 PM
Faelinites
I forgot to mention. You only need electrical components if you want to generate actual electricity. It's perfectly possible to build a purely mechanical power generator with just wood. It's just an advanced waterwheel essentially.

But if you do then your workshops will have to be right next to the bridge.

Edit: Did I miss anyone who posted actions?

Mabn
2013-08-07, 05:34 PM
Faelinites

Midterm operations

I suppose the structure caste will design the dam then.

On the option of mechanical energy, can that also charge the farm or cars? Or are they electric only? I did land near a river, or at least intended to when speaking with the AI, so having the factories close by is possible, but If I'm going to need wiring anyway I'll have to think about it.

on the harvest caste, I suppose they do use the cars if the structure caste is designing, but had they not I their carbonwood production would be lower than last turn.

Maldiem
2013-08-07, 05:37 PM
The Proteus Project

To: Herman Drake, Director, Proteus Project
From: Jacque Sauvage, Senior Researcher

Herman,

I had a talk with the Old Man last night. I think he should be a bit more cooperative in the near future; you should go and see if you can patch things up.

Jacque

Mid-turn Actions:

NOTE: These have been revised in the turn summary post to reflect rule changes in the 2360 tools. Please use the newer actions which are in my next post.:

1. (L5,2)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering 0 (1/2), Pegasi Culture 0 (1/2)
Uses a colony pod to set up a Consumer Goods Plant on the seafloor in the photic zone well outside the native city, set up to interface with Mercurius for power.
Tool: Level 5 colony pod
Facility: None
Skill: None (+1 xp to Civil Engineering)
Yield: Level 5 Consumer Goods Plant

2. (L10,4)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 2 (1/4)
Harvests the War Coral farm
Tool: None
Facility: War coral farm level 5
Skill: Biology 2 (5/4) (+1 xp to Agriculture)
Yield: 7 Units of War Coral Flakes

3. (L5,2)Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2), Agriculture 0 (1/2)
Uses a colony pod to build an algal nutrient slurry farm on the seafloor in the photic zone near the new consumer goods plant.
Tool: Level 5 colony pod
Facility: None
Skill: None (+1 xp to agriculture)
Yield: Level 5 Algal Nutrient Slurry Farm
The farm uses edible algae and ambient light to produce a nutrient solution that is appetizing enough, but nothing special. Nutritionally sufficient.

4. (L5,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 0 (1/2)
The Weapons unit spend some of its time refining war coral into composite modules, and some of its time refining carbon composite modules into nanotube electronics.
Tool: None
Facility: level 5 Carbon Nanorefining Plant
Skill: Physics 2 (5/4), (+1 XP to Materials Science)
Input: 1 energy, War coral flakes (3 harvested last action, 2 harvested this action), Carbon Composite Modules (2)
Yield: 5 units of Carbon Composite Modules, 2 units of Carbon Nanotube Electronics

5. (L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (0/3)
Uses the Tool Factory to build Construction tools. Construction tools add 50% of their level to general construction, while applying their full bonus to buildings that are mostly structural, such as walls or domes.
Tool: None
Facility: level 5 Tool Factory
Skill: Economics 2 (5/4), Civil Engineering 1, (+1 XP to Civil Engineering)
Input: 4 energy, 1 unit of Carbon Composite Modules
Yield: Level 8 (capped at 5) Construction tools (5/2 Tool factory, 2 economics, 1 civil engineering, 2 Carbon Composite Modules)

ForzaFiori
2013-08-07, 05:42 PM
Terra Nova:

Arcane Stomper:

To the natives:

"The Dynast's Circle? Ok... maybe I should start somewhere else. Who is in charge in the world? The major powers - from what we saw, there are at least two cities, on in the east and in the west, and various nomad groups like yourselves. What do you know of these groups, and what could you tell me of yourselves?" After letting them answer, he picks up a few scraps of material - a hunk of wood, piece of iron, and piece of copper. "I'm sorry to keep pestering you for questions, and after this, I would be glad to answer some of yours in return, but do you know where I can find materials like these close by? Not in small amounts like I have here, but enough to build something?" he guestures to a building in example "Do you know someone who sells them, or a mine I could hire?" he hands over the materials, fairly hopefully they'll recognize the metals, and thinking there must be something similar to trees on this planet, since there were forests(note - I"m assuming that the more we talk the better the computer is gonna get at translating for us)


Orders

PU 1 (Econ 4, Farming 3 (2 Farming XP)): Farm the farm.

PU 2 (Espionage 4, Counterespionage 3 (2 Construction XP)): Studying Construction

PU 3 (Fringe 4, Xenobiology 3 (2 Exploration XP)): Examine the alien pack animals as much as the natives will allow. They'll have to use the med bay meant for humans, but they should still be able to get an understanding of their biology. If they have time, they're also to talk with the natives and see what plants they eat, and run tests to see if humans could eat them. Basically, I want to know as much as possible about the flora and fauna in the area, starting with the domesticated ones brought by the natives.

PU 4 (Liberal Arts 4, Teaching 3 (1 Teaching XP, 1 Power Production XP)): Teaching PU 2 Construction (See OOC)

PU 5 (Biology 4, Medicine 3): Setting up a "national park" on their landing site - Cleaning up, roping off an area to preserve, setting up benches (which, at this point, will likely just be rocks) - basically, a place that we can go to chill, relax, and remember how far we've already come (I'm hoping for this to create a small amount of "consumer goods" on its own, like a solar farm)

PU 6 (Physics 4, Plasma Physics 3 (1 Prospecting XP, 1 Mining XP)): Mining coal and storing it for future need


OOC:

Do the colonists spot anything that could be used for building materials nearby? are there ANY trees, or is the soil thick enough for a sod building? Clay for bricks near the ocean, etc, or would I have to spend an action to go looking? If I do need to spend an action for it, PU 4 will spend its current action looking for anything that can be used for building - stronger materials like wood, clay, or stone are preferable, but in a pinch, testing the ground to see if a sod building can be made is acceptable.

Ragnar Lodbroke
2013-08-09, 04:27 AM
Arcane Stomper:
I have 3 Colony Pods left (I'll update the Status Thread on the weekend; would you prefer that all status updates happen through that thread?)

I'm using one Colony Pod to build an apartment building, would it be fine to use another one for materials to build the robots and produce Consumer Goods?

I would have one Colony Pod left.

Zweanslord
2013-08-09, 04:36 AM
Tharal

"This is Samulion of the Tharal and the Rakur Dynasty, replying to director Herman Drake of the Proteus Project. Thank you for sending the translation you have worked out. Like you, the exact meaning eludes us. Unfortunately, we have no further details on the language nor the aliens. There exists no contact between us and the natives. I wish the Terra Nova luck with their contact and I am looking forward to more information. To the Terra Nova I direct the following question, what do these natives look like?"

Actions

In my first actions, wouldn't governing only benefit 25% of Liberal Arts? You calculated it as 50%. My calculations presently still assume 25%, as I thought a science skill could not give more bonus than that.

Also, what does it cost, resource wise, to put the to be assembled medical facility in a structure?

Second Actions

PU Environmentalists. Biology 5, Farming L1, Gardening L0 1/2
Create Gardens. 2 Biology (5/4) + 1 Farming (1/2) = Level 3 Gardens. -2 Consumer Good need (capped at 2 cg/pu)
Gardening L1. L0 1/2 + 1 Base

PU Engineers. Economics 5 6/7, Manufacturing L0 1/2, Electrical Engineering L0 1/2
Create Construction Tools. -4 Energy, -1 Iron Ignot. 3 Workshop (5/2) + 2 Economics (5/4) = Level 5 Construction Tools.
Construction Tools provide 50% of their level to facility construction. They provide 100% of their level to facility construction when it is more structural, such as houses or warehouses.
Construction L0 1/2. 1 Base

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Governing 0 1/2
Governing to reduce consumer good need. 2 Liberal Arts (5/2) = -2 Consumer Good need.
Governing L1. L0 1/2 + 1 Base

PU Physicists. Physics 6 4/8, Construction 0 1/2
Create Solar Panels. -5 Silicum Ore. 5 Energy Construction Tools + 2 Physics (5/4) = Level 5 Solar Panels (capped).
Solar Panels: +3 Energy (5/2 sustainable)
Electrical Engineering L0 1/2. 1 Base

PU Miners. Mining 5 6/7
Study Mining.
Mining L5 12/7. L5 6/7 + 1 Base + 5 Education Center
Edit: Set up Medical Facility Level 5 (2360).
Health L0 1/2. 1 Base

Energy:
12 Solar Sattelite
04 Space Solar Panels
16 Total

-5 Housing
-8 Tool Workshop
-2 Mining
15 Total

15/16 Energy

Food:
12 - 5 PUs = 7

Consumer Goods:
2 Environmentalists (Next Turn: 3)
2 Engineers
2 Dynast's Circle
2 Physicists
2 Miners
-4 Governing
-1 Gardens (half reduction because built during first action)
5 Consumption

10 - 5 = 5

Growth:
5 + 5 = 10/20

Goods:
5 Iron Ore
15 Silicum Ore
3 Iron Ignots

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 5, houses 5 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +5 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5

Ragnar Lodbroke
2013-08-09, 05:21 PM
TURN 2 SECOND ACTIONS
GATHER BASIC RESOURCES
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3. XP (2 Survivalism)
1 Level 5 Flying Cars (2360)
1 Level 5 Laser Rifles (2360)

PRODUCE FOOD
Green Shirt Department A: Liberal Arts 5, Farmers 2
Level 5 Farm

PRODUCE CONSUMER GOODS
Blue Shirt Department A: Economics 5, Factory Workers 2. XP: (1 Builders, 1 Factory workers)
Level 5 General Purpose Factory

MINE IRON
Level 5 Automated Iron Mine (Mining Droids)

PRODUCE ENERGY
White Shirt Department A: Physics 4, Energy Generation 3. XP (Energy Generation 2)
Fusion Generator level 5 (2360)

BUILD SCHOOL
Gray Shirt Department A: Builders 5, Governing 2. XP (2 Builders)
1 Colony Pod

DEPLOY HARVESTER DROIDS
Red Shirt Department A: Robotics 5, Piloting 2 XP: (1 Mining, 1 robotics)

The red shirts deploy the harvesters, knowing they will bring a handful of basic resources every turn.

IF THERE ARE NO MATERIALS TO BUILD ROBOTS:
The Red shirts will use any idle action to study and improve their Economics skill.

Maldiem
2013-08-10, 02:45 AM
The Proteus Project

Actions:

Mid-turn actions, revised for new 2360 tech rules

Non-actions:
The War Coral farm runs itself, outputting 5 units of Low-quality carbon composite modules (1 energy)

1. (L5,2)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering 0 (1/2), Pegasi Culture 0 (1/2)
Uses a colony pod to set up a Consumer Goods Plant on the seafloor in the photic zone well outside the native city, set up to interface with Mercurius for power.
Tool: Level 5 colony pod
Facility: None
Skill: None (+1 xp to Civil Engineering)
Yield: Level 5 Consumer Goods Plant

2. (L10,4)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 2 (1/4)
Uses the Chiron MMI and the Training Center to learn more about teaching methods.
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: None
Yield: 16 XP to Teach (10 tool, 5 facility, 1 base), to Level 5 (2/7) (22 XP total)

3. (L5,2)Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2), Agriculture 0 (1/2)
Uses a colony pod to build an algal nutrient slurry farm on the seafloor in the photic zone near the new consumer goods plant.
Tool: Level 5 colony pod
Facility: None
Skill: None (+1 xp to agriculture)
Yield: Level 5 Algal Nutrient Slurry Farm
The farm uses edible algae and ambient light to produce a nutrient solution that is appetizing enough, but nothing special. Nutritionally sufficient.

4. (L5,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 0 (1/2)
The Weapons unit spend some of its time refining war coral into intermediate quality composites, low-quality modules into high-quality composite modules, and some of its time refining intermediate carbon composite modules into nanotube electronics.
Tool: None
Facility: level 5 Carbon Nanorefining Plant (mass production)
Skill: Physics 2 (5/4), (+1 XP to Materials Science)
Input: 12 units total, 2 energy, War coral flakes (tier 1) (3 harvested last action), Carbon Composite Modules (tier 3) (4 of 7 on hand at the beginning of the action), Low-quality composite modules (tier 2) (5, output of war coral module)
Yield: Intermediate quality composite modules (3) (tier 3; war coral refined twice this action), Nanotube electronics (tier 5) (4), High-quality composite modules (tier 4) (5)

The different things are being refined separately-- this is mainly a result of changing quality from the rule changes, I hopefully won't be doing quite this variety in the future.
A summary of this here, because it hurts my brain and probably hurts yours:

War coral (Tier 1) (3 units)->Intermediate CCMs (Tier 3) (3 units); refined twice in the refinery, no times in the war coral module because they predate the rule change

CCMs from previous action (tier 3; I presumed the refinery had energy efficient and built in refining before the rule change, meaning they were refined twice) (4 units) -> Nanotube Electronics (Tier 5, refined twice more this action) (4 units)

LQCCMs (output of war coral this action, tier 2, refined once in the war coral module) (5 units)-> HQCCMs (tier 4, refined a total of three times, once in the farm and twice in the refinery) (5 units)

A total of 12 units are being refined (10 from the refinery having mass production, 2 from the skill bonus of Physics)

5. (L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (0/3)
Uses the Tool Factory to build Construction tools. Construction tools add 50% of their level to general construction, while applying their full bonus to buildings that are mostly structural, such as walls or domes.
Tool: None
Facility: level 5 Tool Factory
Skill: Economics 2 (5/4), Civil Engineering 1, (+1 XP to Civil Engineering)
Input: 4 energy, 1 unit of Carbon Composite Modules
Yield: Level 8 (capped at 5) Construction tools (5/2 Tool factory, 2 economics, 1 civil engineering, 2 Carbon Composite Modules)

Quantified goods at end of mid-turn:
Food: 5
Consumer Goods: 10
War Coral flakes: 0 (should not have these anymore with tool changes)
Low-quality Carbon Composite Modules (Tier 2): 0
Intermediate-quality Carbon Composite Modules (Tier 3): 3 (will be phased out as we clear the backlog)
High-quality Carbon Composite Modules (Tier 4): 5
Nanotube Electronics (Tier 5): 4 (Nanotube electronics will be tier 6 after I clear the backlog of intermediate CCMs; refined twice more (in one action at the refinery) from HQCCMs to tier 6)
Energy used: 8

Second actions, turn 2:

Automated:
The war coral farm runs itself again, 1 energy, 5 units of LQCCMs
The Prometheus fusion reactor runs itself, burning 5 Deuterium fuel for 25 power.

1. (L6,2)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering 1 (0/3), Pegasi Culture 0 (1/2)
Uses the training center to learn more about ways of instructing the other Proteans in new disciplines, with aid from the Bioengineering staff and Chiron MMI
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: Assist from the Bioengineering staff; Liberal Arts 1, Teach 5 = 6
Yield: 20 XP to Teach (10 tool, 5 facility, 6 teaching, 1 base), to Level 5 (0/7, 20 XP total)

2. (L10,4)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 5 (2/7),
Assists the Leadership in learning teaching techniques.
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal Arts +1 (3/4) (+1 XP)
Yield: See above. 6 XP to the Leadership Unit.

3. (L6,2)Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2), Agriculture 1 (0/3)
Uses the construction tools, some nanotube electronics and some LQCCMs to construct a Robotics plant at the small underwater base.
Tool: Level 5 Construction tools +3 (5/2)
Facility: None
Skill: Robotics 5 (+2 XP)
Input: Nanotube Electronics (tier 5) (1) (+4 bonus), Low-quality Carbon Composite Modules (4) (Tier 2, +1 bonus; I guess they don't each give a +1?)
Yield: Level 13 (capped at 5 by Economics) Robotics Factory

The robotics factory is designed to produce industrial machines that can run on their own, given suitable materials.

4. (L6,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 1 (0/3)
Uses the Tool Factory to produce a Underwater Farm Environment Optimizer. The UFEO is a series of pumps, filters, HVAC systems and sensors that can adjust the salinity, calcium concentrations, temperature, purity and opacity of the water in an underwater farm to match optimal conditions, to improve yields.
Tool: None
Facility: Level 5 Tool factory +3 (5/2) (4 energy)
Skill: Physics + 2 (5/4), Materials Science +1 (1/2), +1 XP to Mechanical Engineering
Input: Nanotube Electronics (Tier 5) (1 unit) (+4 bonus) for electronic components, Low-quality Carbon Composite Modules (Tier 2) (1 unit) (+1 bonus)
Yield: Level 12 (capped at 5 by Physics) Underwater Farm Environment Optimizer

5. (L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (1/3)
Runs the consumer goods factory to meet the needs of the colony.
Tool: None
Facility: Level 5 Consumer Goods Factory (4 energy)
Skill: Economics +2 (5/4), +1 XP to Manufacturing?
Input: 7 units total (5 factory, 2 economics), Intermediate quality CCMs (3, tier 3) (2.4:1), High-quality CCMs (4, tier 4) (3.25:1)
Yield: 7.2 from IQCCMS + 13 from HQCCMs = 20.2 units of Consumer Goods

Quantified goods at the end of turn 2:
Food: 5 - 5 for the turn = 0
Consumer Goods: 30.2 - 12 for the turn = 18.2
War Coral flakes: 0 (should not have these anymore with tool changes)
Low-quality Carbon Composite Modules (Tier 2): 0
Intermediate-quality Carbon Composite Modules (Tier 3): 0 (will be phased out as we clear the backlog)
High-quality Carbon Composite Modules (Tier 4): 1
Nanotube Electronics (Tier 5): 2 (Nanotube electronics will be tier 6 after I clear the backlog of intermediate CCMs; refined twice more (in one action at the refinery) from HQCCMs to tier 6)
Energy used: 23/25 (18 in actions +5 from housing)

ArcaneStomper
2013-08-10, 03:36 AM
Faelinites
I don't really see any feasible way that you could use mechanical energy to power an electric car without using some kind of generator to transform the mechanical energy into electrical energy. And if you have the components to do that, then you might as well just make the dam electrical in the first place.

I would appreciate it if you listed not just the skills but also the tools and facilities that each PU uses in their actions. It makes things easier. For one thing I was not completely sure who was using the mechanical workshop.

Terra Nova
The Pegasian's have trouble understanding the questions being asked. Not so much because they don't have answers, but because the translation matrix is still very crude. Eventually a few basic concepts are made clear, and they in turn go through some trouble to basically reply that they don't know anything about other groups. They are one of several clans that roams the eastern plains. They have some contact with another group of clans to their west, and they believe that there are some jungle tribes to the north, but otherwise have no more than vague knowledge about the rest of the world. They do know quite a bit about the dozen or so other clans in their particular region.

When asked about resources they seem to get a bit excited. However it soon become clear that they don't have any idea where to get more iron or copper. There a few groves of trees about, but mostly they use the meat, bones, and hides from their herd beasts to supply almost all their needs. Which isn't to say they don't use metal. They do, but they don't make it themselves. They trade with the tribes to the west for metal goods and the metal they do have is some of their most valuable possessions.

They are in fact some what excited because they think maybe you know how to work the metal and so can serve as a source of metal goods. Which will let them get more metal and stop paying the exorbitant prices that the western tribes charge. Not only have you asked about it, but you are clearly living in giant metal structures. They've never seen that much metal in one place, and once they realize what it is most of their questions start focusing on possible trades they can make.

OOC:
You'll need to take an action in order to improve your translation program. You'll also need to take an action to gather any cultural information more detailed than the above.

The colonists do spot groves of trees nearby. In fact your explorers state that when they traveled west that was one of the defining features that separated the region you are in and the plains that the natives live in. Your area has the occasional grove. The plains on the other hand are almost completely treeless. The ground at the colony site is not suitable for sod. The plains might be, but the explorers did not test it while they were there. There are a few rivers and creeks in the area that have clay banks, and the colonists could probably find stone relatively easily, but getting it out of the ground would take a quarry.

The IRC
Yes I would prefer that you keep your status updated in the status thread. Take your actions here though.

You can use a colony pod for resources rather than to build. One colony pod yields 5 units of Modern Materials. Which can be used to build pretty much anything.

Tharal
You are correct. I don't know why I put 50%. Science skills are always at a quarter bonus, unless used by one PU to teach another PU the science skill.

I'm going to say nothing to put the medical facility in a structure. They really don't need more than a basic frame with walls and a roof.

Mabn
2013-08-10, 05:30 PM
Faelinites

as their stay progressed the faelinites began to adopt customary rituals within their castes and when their castes interacted. They adopted honorifics to indicate their jobs: st. for the structure, fr. for the form, fn. for the function, hr. for the harvest, and pr. for the prosperity caste.

Actions

first of all, I just noticed that you had the form caste producing consumer goods. I had actually asked for them to produce consumer good components, which I planned for the function caste to produce in the second action this turn. Also, apart from the function caste, who could get a bonus from the workshop?

Harvest caste (agriculture 9) will use the level 9 carbonwood farm to produce carbonwood

Form caste (practical material engineering 9) will use the level 9 fiber refinery to extract graphite from the carbonwood

Function caste (mechanics 9) will use the workshop to produce consumer goods from the components the function caste hopefully made

Structure caste (architecture 9) will use the augmented cars, the hydroelectric bridge schematic, the carbonwood turbines, the graphite (as an electric conductor), and any carbonwood planks they require to construct a hydroelectric bridge

Prosperity caste (economics 10)will use the level 9 technical school to study, reaching level 11

Ragnar Lodbroke
2013-08-10, 05:49 PM
Arcane Stomper; OOC
Great, in that case my first and second actions stand as they are.

I just updated the Status thread to my current situation

ForzaFiori
2013-08-10, 07:53 PM
Arcane (OOC):

So... what happened with all my actions? How much food did my farm produce?since I don't know what you had decided with the refining and stuff, I can't really just figure it out. Did I get anywhere examining the animals? did the park get marked off and stuff/did it actually do anything?

NM020110
2013-08-10, 09:52 PM
OOC: I haven't had a chance to update my schematics to recent rules, yet, due to "lolDrama" in the nonvirtual world. I'll try to get that done sometime soon. My apologies for the delay.
Actions

OOC: There is a discrepancy in the order of power generation and use this turn. I'd like to use the unused batteries that were to account for the non-existent discrepancy in quantity last turn to cover for this.

Also, I seem to have miscalculated...I should have built the electronics factory instead of a robotics factory. Oh well, it's not irrecoverable at least.

Pre-midturn nonactions:
None

Automation-midturn:
Regolith mine: 10 units of regolith, -4 power

Actions-midturn:
ERIS:
Install the Fusion Generator AI in the Fusion Generator.
Numbers: ????

EDEA1:
Begin moving data on useful designs from PEGASUS to EDEA1 cache space.
Numbers: Economics 5/1(5) + DPaCH 5 = 10xp to Economics, -3 power

EDEA2:
Begin the process of silicon extraction from the regolith. (The process generates a number of byproducts. Abstract away or count them up?)
Numbers: Physics 5/4(2)+Silicon extraction facility 5 = 7 silicon bars

ADOM1:
Construct an electric furnace(2020)* using the last colony pod.
Numbers: Colony pod 5 + Robotics 5/4(2) = Level 5(6 if EDEA1 bumps up to Economics 6)

ADOM2:
Begin mining operations at the copper mine.
Numbers: Copper mine 5 + GP robots 5 = 10 units Copper Ore

post-Midturn nonactions:
None

Endturn automations:
Fusion plant: Consume 6 He3 to provide 27 power
Regolith mine: Produce 10 regolith, consume 4 power

Endturn actions:
ERIS:
There's...really not that much to do here. May as well brush up on AI programming from the Pegasus archive...
Numbers: DPaCH 5 +Fringe 2(or 4, your call) = 7(9) xp to AI Programming

EDEA1:
Construct an expansion to the subsurface lunar base, to accommodate the expanding resource and facility storage needs of the MAGI (I'm pretty sure I'm at least close to the facility limit, here...)
Numbers: Economics 2+GP robots 5 = level <cap> facility

EDEA2:
Refine some of the massive influx of regolith into He3.
Numbers: Physics 2 + He3 extraction facility 5 = 7 units He3

ADOM1:
Refine the copper ore gathered into copper.
Numbers: Electric furnace 5 + GP robots 5 = 10 units of Copper, -10 units of Copper Ore

ADOM2:
Superior materials make for superior results. If we can't have steel in a carbonless environment, we'll at least do better than base iron by getting bronze. That means at least digging for tin, and opening up a mine over it.
Numbers: Construction 5 = Level 5 tin mine

Post-endturn nonactions:
None

ArcaneStomper
2013-08-11, 12:44 AM
Turn 2: Action 1

The IRC
Over the course of the new year the Blue shirts are hard at work in the factory building more consumer goods for the colony. While they do so the Red Shirts build a new set of robotics to use in the fusion generator, and the green shirts set to work in the farm ensuring that the colony would have enough to eat.

At the site of the fusion generator the white shirts continue their efforts to optimize the energy ouput of the generator and ensure that the colony was fully powered. At the same time the Gray Shirts were nearby converting one of the colony pods into a set of apartments for the colonists.

And finally the Black Shirts left the colony altogether to scout the surrounding area for more materials. This time looking for coal and other possible sources of fuel. After a few months of surveying they report back that they have found several possible coal seams that could be mined.

Blue Shirts
Gained: 7 Units of Consumer Goods
Lost: 4 Units of Native Raw Materials, 3 units of Modern Materials.
Xp Gained: 1 Factory Workers

Red Shirts
Gained: 1 Level 5 Robots
Lost: 2 Units of Modern Materials
Xp Gained: 1 Robotics

Green Shirts
Gained: 7 Units of Food
Xp Gained: 1 Farmers

Gray Shirts
Gained: Level 5 Apartment Building
XP Gained: 2 Builders

White Shirts
Gained: 4 Bonus Energy
Xp Gained: 1 Energy Generation

Black Shirt
Gained: Level 2 Coal Survey (Knowledge)
Xp Gained: 1 Prospecting

Automated Iron Mine
Gained: 10 Units of Iron Ore

Terra Nova
The colonists are of course curious as to the natives, but even so they have their own work to do. As the various groups spread through the colony working at their tasks they spend some time theorizing on the natives, by nevertheless get all their work done. One group works the farms harvesting crops for the colonies food stores. Two other groups work together to investigate basic construction techniques and how best to use the local materials.

One group actually gets to satisfy its curiosity and manges to persuade the natives to let some samples be taken from their pack beasts. The xenobiologists determine that the native lifeforms are not particularly strange, at least on a macro scale. They can identify most of what makes the pack beasts tick, or at least they think they can the natives don't actually let them dissect one. Unfortunately however they soon discover that the native wildlife is completely oncompatible with terran life. It contains numerous chemicals and proteins which don't mix well with terran cells and in some cases are downright toxic. If the native life is going to be eaten it would have to be heavily processed to remove the toxins first, or terran lifeforms would have to be gene engineered to eat them.

Meanwhile the biologists look into setting up a national park around the intitial landing site as a sort of memorial and recreation area. Unfortunately they lack the design skills to make a really aesthetic park, and have to fall back on what they know about plants. A few kilometers away from the main camp the Physicists bore into the earth producing coal for use in the coal plant.

Pu1
Gained: 14 Units of Food
Xp Gained: 1 Farming

PU2
Xp Gained: 9 Construction


PU3
Gained: Level 4 Basic Xenobiological Study (Knowledge)
Xp Gained: 1 Xenobiology

PU 4
Xp Gained: 1 Teaching

PU5
Gained: Level 1 Park
Xp Gained: 1 Gardening (This is distinct from farming in that it is a Liberal Arts skill)

(It is possible to create a garden or park to satisfy the need for consumer goods. It is however more of a liberal arts efforts to design a nice recreation area, so your biologists are not the best at it. A basic park satisfies the need for consumer goods by a number half of its level, and no more than 2 consumer goods satisfied per PU. So a level 1 park would satisfy the need for 1/2=1 consumer goods.)

PU6:
Gained: 5 Units of Coal
Xp Gained: 1 Mining

Proteus Project
Near the coast and the native city the Mercurius hovers over the bottom of the ocean and disgorges Proteans to build various structures on the ocean floor. The leadership takes it upon itself to build a plant to produce consumer goods for the Proteans while the Protean Efficiency Unit constructs and algal farm to keep the proteans fed in this alien ocean.

Inside the Mercurius the weapons unit begins refining more of the war coral to be used on producing various goods and tools. Something demonstrated by the manufacturing unit as they turn a module of carbon into useful construction tools and cranes to help the Proteans in their efforts at building up their infrastructure. Meanwhile the bioengineering staff continues their efforts to learn various training techniques to better be able to teach the proteans various skills.

Protean Leadership
Gained: Level 5 Consumer Goods Plant
Xp Gained: 1 Civil Engineering

Human Bioengineering Staff
XP Gained: 16 Teaching

Protean Efficiency unit
Gained: Level 5 Algal Nutrient Slurry Farm
Xp Gained: 1 Agriculture

Protean Weapons Unit
Gained: 8 Units of Carbon Composite Modules (Tier 4)
Lost: 8 Units of War Coral Flakes (Tier 2)
Xp Gained: 1 to Materials Science
(You can only produce one type of thing per action, even if the total bonus is greater than you can produce with the resources put in. Because otherwise it's just a headache to work things out.)

Protean Manufacturing Unit
Gained: Level 5 Construction Tools
Lost: 1 Carbon Composite Module
Xp Gained: 1 Civil Engineering


Automated:
War Coral: 5 Units of War Coral Flakes (Tier 2)

Notes: Even before I made it explicit I was counting the war coral farm as already refining what it produced. So War Coral Flakes are Tier 2 and Carbon Composite Modules are Tier 4. It goes something like
Raw War Coral (Tier 1)
War Coral Flakes (Tier 2)
Low Quality Carbon Composite Modules (Tier 3)
Carbon Composite Modules (Tier 4)

MAGI
The AIs on the moon are as busy as any purely human colony on the planet below. ERIS has finished the epert system AI for use in the generator and proceeds to install it so the higher level AIs no longer need to concern themselves with power generation, or at least that aspect of it. EDEA1 begins running simulations and downloading data from the colony ship in regards to how to increase the infrastructure of the colony most effectively.

Closer to the surface EDEA2 begins processing the regolith already brought in by the harvesters to extract the silicon from it. ADOM1 prepares an electrical furnace to use in processing materials further. And ADOM2 begins filling the colony's storage spaces with copper ore.


ERIS:
Gained: Level 5 Fusion Generator (Automated)
Xp Gained: 1 AI Programming

EDEA1:
Xp Gained: 6 Economics
(It gets 1 from "studying", but the applicable skill only applies if it is teaching another PU not studying itself.)

EDEA2:
Gained: 7 Units of Silicon Bars
Lost: 7 Units of Regolith
Xp Gained: 1 Refining (Or Material Science)
(Abstract away the by products. There might be some byproducts, but since we're also abstracting construction processes to only take the main resource and not all the other secondary resources it would actually take, it pretty much evens out.)

ADOM1:
Gained: Level 5 Electric Furnace
Xp Gained: 1 Smelting

ADOM2:
Gained: 10 Units of Copper Ore
Xp Gained: 1 Mining

Automated Actions
Regolith Mine: 10 units of regolith

OOC: That is everyone's first actions processed as far as I know. Let me know if I missed something.

Maldiem
2013-08-11, 12:45 PM
The Proteus Project

Revised Turn 2.2 actions:
Alright, I get it on the refining thing. I do need to revise my actions though, since two can't be done without electronics. Revised second actions:

Quantified goods at end of mid-turn:
Food: 5
Consumer Goods: 10
War Coral flakes (Tier 2): 0
Carbon Composite Modules (Tier 4): 15
Nanotube Electronics (Tier 6): 0
Energy used: 8

Second actions, turn 2:

Automated:
The war coral farm runs itself again, 1 energy, 5 units of War Coral flakes
The Prometheus fusion reactor runs itself, burning 5 Deuterium fuel for 25 power.

1. (L6,2)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Civil Engineering 1 (0/3), Pegasi Culture 0 (1/2)
Uses the training center to learn more about ways of instructing the other Proteans in new disciplines, with aid from the Bioengineering staff and Chiron MMI
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: Assist from the Bioengineering staff; Liberal Arts 1, Teach 5 = 6
Yield: 20 XP to Teach (10 tool, 5 facility, 6 teaching, 1 base), to Level 5 (0/7, 20 XP total)

2. (L10,4)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 5 (2/7),
Assists the Leadership in learning teaching techniques.
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal Arts +1 (3/4)
Yield: See above. 6 XP to the Leadership Unit.

3. (L6,2)Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2), Agriculture 1 (0/3)
Uses the tool factory to produce farming tools.
Tool: None
Facility: level 5 Tool Factory
Skill: Agriculture 1 (+1 XP)
Input: 4 energy, 1 unit of War Coral Flakes (Tier 2)
Yield: Level 5 Farming tools (5/2 Tool factory, 1 Agriculture, 1 Carbon Composite Modules)

4. (L6,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 1 (0/3)
Refines Carbon Composite Modules into Nanotube Electronics.
Tool: None
Facility: Level 5 Carbon Nanorefinery (2 energy)
Skill: Physics +2 (5/4), Materials Science 1 (+1 XP)
Input: 10 units of Carbon Composite Modules (Tier 4)
Yield: 10 units of Nanotube Electronics (Tier 6)

5. (L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (1/3)
Runs the consumer goods factory to meet the needs of the colony.
Tool: None
Facility: Level 5 Consumer Goods Factory (4 energy)
Skill: Economics +2 (5/4), +1 XP to Manufacturing?
Input: 5 units of Carbon Composite Modules (Tier 4), 2 units of war coral flakes (not sure if I can use multiple inputs for the same output; if not, 7 units of CCMs and 2 less nanotubes will be made above.
Yield: 16.25 from CCMs, 3.3 from War Coral flakes = 19.55 CGs

Quantified goods at the end of turn 2:
Food: 5 - 5 for the turn = 0
Consumer Goods: 29.55 - 12 for the turn = 17.55
War Coral flakes (Tier 2): 3
Carbon Composite Modules (Tier 4): 0
Nanotube Electronics (Tier 6): 10
Energy used: 25/25 (-20 from actions, -5 from housing, +25 from the fusion plant)

ArcaneStomper
2013-08-11, 01:38 PM
Turn 2: Action 2

Tharal
The environmentalists continue their work terracing parts of the valley and planting small gardens for the colonists to relax in. As they do the rest of the colonists continue to work on the infrastructure of the colony. The Engineers build a set of construction tools that will aid anyone involved in building new structures, and the Physicists construct a set of solar panels to add power to the electrical grid. The miners assemble the medical facility that the colonists brought with them. It has not been needed yet, but better to assemble it now than when it is. And the Dynast's Circle continues to monitor everyone and ensure that they go about their activities in the most efficient manner possible.

Environmentalists
Gained: Level 3 Garden
Xp Gained: 1 Gardening

Engineers
Gained: Level 5 Construction Tools
Lost: 1 Unit of Iron Ingots
Xp Gained: 1 Construction

Dynast's Circle
Gained: 2 Consumer Goods Satisfied
Xp Gained: 1 Governing

Physicists
Gained: Level 5 Solar Farm
Lost: 5 Units of Silicum Ore
Xp Gained: 1 Electrical Engineering

Miners
Gained: Level 5 Medical Facility (2360)
Xp Gained: 1 Heatlh

Durmanian Industrial
At the colony site various activities are being undertaken by the colonists. The humans continue to farm and produce food so that the colony's stores will be full. The Gnomes and Fairies investigate various methods of optimizing energy generation so that the Gnomes will be more skilled at the task in the future. The elves manage to find a few clay deposits by the river and make a few batches of adobe bricks, but their conclusion is that the majority of the surrounding ground would be unsuitable for adobe production. The area has has frequent rains so they are not certain what the long term prospects for an adobe structure would be.

Meanwhile at the city the Kobolds make little progress. They record large amounts of the natives language but lack the skills to translate it or even program their computers to decode it.

Humans
Gained: 8 Units of Food
Xp Gained: 1 Farming

Kobolds
Gained: Level 1 Pegasian Recordings (Knowledge)
XP Gained: 1 Pegasi Culture
(Translating things is more of liberal arts based skill.)

Fairies
XP Gained: 1 Teaching

Dwarves
Gained: 7 Units of Iron Ingots
Xp Gained: 1 Smelting

Elves
Gained: 1 Unit of Adobe Bricks
Xp Gained: 1 Construction

Gnomes
Xp Gained: 8 Energy Generation

The IRC
Once again the black shirts venture into the wild looking for wood, surface ores, and native wildlife that can be used to build things for the colony. Their findings are used by the Blue Shirts to produce more good for the colonists, mostly hand tools and clothing. The Green Shirts continue their eforts in the farm growing and harvesting more food for the colony.

The white shirts stay in the fusion generator where they optimize the output and provide more energy than the generator could if left to itself. And the Gray shirts use the last of the colony pods to build a school to train the colonists in skill they might need in the future.


Black Shirts
Gained: 11 Units of Native Raw Materials
Xp Gained: 1 Survivalism

Green Shirts
Gained: 7 Units of Food
XP Gained: 1 Farmers

Blue Shirts
Gained: 7 Units of Consumer Goods
Lost: 7 Units of Native Raw Materials
Xp Gained: 1 Factory Workers

White Shirts
Gained: 4 Bonus Energy
Xp Gained: 1 Energy Generation

Gray Shirts
Gained: Level 5 School
Xp gained: 1 Builders

Red Shirts
Robots have to be deployed in a facility. They can't just be told to go gather materials from the wild. I thought these robots were meant for the Fusion Generator.

Automated:
Automated Iron Mine: 10 Units of Iron Ore

Faelinites
The Faelinites continue to work on their colony producing more materials, goods, and infrastructure for the coming years. The harvest case collects another load of carbonwood which now forms the basis of Faelinite industry. The Form Caste processes this load into graphite with which the Faelinites can begin producing electrical goods. The Function caste has acquired the load of components made in the previous months and proceeds to churn out huge masses of consumer goods that will keep the Faelinites in stock for years. The prosperity caste continues exploring the mysteries of economics and how to furhter improve the infrastructure of the colony.

Meanwhile at the river site selected for the hydroelectric station the structure caste completes a months long construction project to build a bridge and lower the turbines into place.

(Ok my mistake, they made 13 units of consumer goods components then. It's not a question of who can use the workshop to get a bonus. It's a question of what job they are doing.The workshop can be used for most tools and goods production and can be used by anyone.)

Harvest Caste
Gained: 18 Units of Carbonwood
Xp Gained: 3 Agriculture

Form Caste
Gained: 18 Units of Graphite
Lost: 18 Units of Carbonwood
Xp Gained: 3 Materials Science

Function Caste
Gained: 43 Units of Consumer Goods
Lost: 13 Units of Consumer Goods Components
Xp Gained: 3 Mechanics

Structure Caste
Gained: Level 10 Hydroelectric Plant
Lost: 3 Units of Carbonwood Turbines, 2 units of Graphite
Xp Gained: 3 Architecture

(A hydroelectric plants produces its level in power each turn.)

Prosperity Caste
XP Gained: 10 Economics XP

MAGI
The AIs of MAGI continue to go about the business of constructing the necessary infrastructure for a colony. ERIS studies the data archives to learn more about AI programming. EDEA1 carves out more subterranean rooms for future expansion. EDEA2 refines the regolith being gathered into more Helium 3 for the fusion generator. ADOM1 smelts the copper gathered over the last few months into more easily used ingots. And ADOM2 builds a tin mine so that the production of bronze alloy can eventually be done.

ERIS
XP Gained: 6 XP to AI Programming

EDEA1
Gained: Level 5 Subsurface Moonbase
Xp Gained: 1 Construction

EDEA2
Gained: 7 Units of He3
Lost: 7 Units of Regolith
XP Gained: 1 Refining

ADOM1:
Gained: 10 Units of Copper Ingots
Lost: 10 Units of Copper Ore
Xp Gained: 1 Smelting

ADOM2:
Gained: Level 5 Tin Mine
XP Gained: 1 Mining

The Proteus Project
The bioengineering staff puts the skills they have been learning to goo use as they train the leadership unit in how to teach the others more effectively. Meanwhile the efficiency unit constructs a set of tools that will help the proteans monitor the algal farm and harvest more food from it. The weapons unit further refines the carbon modules being accumulated into nanotube electronics that can be used to begin developing the Protean's electronics industry. And the manufacturing unit uses the newly built factory to produce goods and tools to replace those that have been used up from the first few years of wear and tear.


Protean Leadership
Xp Gained: 20 Teaching

Human Bioengineering Staff
XP Gained: 2 Teaching

Protean Efficiency Unit
Gained: Level 5 Farming Tools
Lost: 1 Unit of War Coral Flakes
Xp gained: 1 Agriculture

Protean Weapons Unit
Gained: 10 Units of Nanotube Electronics
Lost: 10 Units of Carbon Composite Modules
Xp Gained: 1 Materials Science

Protean Manufacturing Unit
Gained: 20 Units of Consumer Goods
Lost: 5 carbon Composite Modules, 2 War Coral Flakes
Xp Gained: 1 Manufacturing

Ragnar Lodbroke
2013-08-11, 03:56 PM
Arcane
Well... That was unfortunate.

What can I use the robots for? Do I have to use them for the generator, or could I use them to automate the consumer goods factory?

ArcaneStomper
2013-08-11, 04:09 PM
The IRC
Robots can be installed in any facility to automate it. They just do need that facility. The robots you can build now just aren't capable of independent operation in the wider world.

Mabn
2013-08-11, 07:19 PM
Faelinites

action summary
does turning carbonwood into material for consumer goods still give manufacturing xp1? Or should I level another field?

ArcaneStomper
2013-08-11, 07:45 PM
Faelinites
It gives manufacturing xp.

Maldiem
2013-08-11, 08:17 PM
The Proteus Project

"Why me?" Bravo-9 was obviously agitated, having been called into Tango-2's office once again. He was thinner than he had been before the prolonged vomiting induced by the native food.

"I think it's his version of an apology," Tango-2 said, ignoring the chain of command breach, "he's been calmer lately, and he went back to review your performance. He mentioned it was adequate, other than that one incident, which is high praise from him."

"I just don't want to draw any more attention. Message received, ma'am. Is there any way out of this?"

"Not as far as I can see. Questioning his orders is what got you into this mess, remember? Don't worry, there will be others for the translation, I guess he figures that you like the natives, and he may as well use what he's given. We depart at 0800."


A small group of Proteans who can speak (or passably speak) the native language will take two Tritons and look for native villages along the coast line, ideally looking for groups of natives in or near the water who seem to be doing something other than fishing. They will attempt to make contact with them, find out about them, and if they are amenable to talking, to listen to a recording of the native message sent earlier, in an attempt to clarify the translation. The Tritons stay cloaked, only revealing themselves if the natives act aggressively. They will only fire if the natives are still aggressive after they decloak.

Turn 3.1 actions:
Automated: The War Coral farm runs itself, producing 5 units of War Coral flakes.

1. (L11,4)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 5, Teach 5 (0/7), Civil Engineering 1 (0/3), Pegasi Culture 0 (½)
Uses the Chiron MMI to learn more about Liberal Arts, with the aim of running the colony more efficiently.
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: Assist from the Bioengineering staff; Liberal Arts 3, Teach 5 = 8
Yield: 24 XP to Liberal Arts (10 tool, 5 facility, 8 teaching, 1 base), to Level 8 (0/10, 44 XP total)

2. (L13,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 5 (4/7)
Assists the Leadership unit in its endeavor to learn more about Liberal Arts.
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal Arts 3 (+1 XP)
Yield: See above. 8 XP to the Leadership Unit.

3. (L6,2)Protean Efficiency Unit (Victor-1): Robotics 5, Piloting 0 (1/2), Agriculture 1 (1/3)
Uses the construction tools to set up a robotics factory.
Tool: Level 5 Construction Tools (5/2 = 3)
Facility: None
Skill: Robotics 5 (+2 XP)
Input: 1 units of Nanotube Electronics, 4 units of war coral flakes (+6 total, 5 from Nanotube electronics, 1 from the flakes).
Yield: Level 14 (capped at 5 by Economics) Robotics factory.

4. (L6,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 1 (1/3)
Uses the Tool Factory to produce a Underwater Farm Environment Optimizer. The UFEO is a series of pumps, filters, HVAC systems and sensors that can adjust the salinity, calcium concentrations, temperature, purity and opacity of the water in a war coral farm to match optimal conditions, to improve yields.
Tool: None
Facility: Level 5 Tool factory +3 (5/2) (4 energy)
Skill: Physics + 2 (5/4), Materials Science +1 (1/2), +1 XP to Mechanical Engineering
Input: Nanotube Electronics (Tier 5) (1 unit) (+5 bonus) for electronic components, War coral flakes (Tier 2) (1 unit) (+1 bonus)
Yield: Level 12 (capped at 5 by Physics) Underwater Farm Environment Optimizer

5. (L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (1/3), Manufacturing 0 (1/2)
Finally gets around to running the farm, just in time. Good thing it produces food four times faster than it's used.
Tool: Level 5 farming tools
Facility: Level 5 Algal Nutrient Slurry Farm (1 energy/action)
Skill: Economics +2 (5/4) (+1 XP to Agriculture)
Yield: 12 units of Protean “Yogurt” (also know as “war yogurt” when they're in a bad mood)

Last
2013-08-11, 10:00 PM
Turn 2 Actions

The prospecting had come to an end. It was time to build, and to build quickly.

Actions Part 1

PU1: Builds LSI farming tools using the construction vehicle factory. Economics 5(1/4) 2+ Vehicle factory 5(1/4) 2 +tier2 refined material 1 =Level 5 farming tool

PU2: Coaxes energy from the deuterium reactor (3 fuel, 15 energy)

PU3: Coaxes the Fullerene Loom to produce parts for consumer goods At building cap: 5 consumer goods parts (level 2 refined)

PU4: Uses a colony pod to produce a second LSI generic vehicle/tool factory (At level cap: 5)

PU5: Installs robots into the consumer goods factory (Robotics 5) (level 5 robots)


Action 2
PU1: Produces a set of generic LSI construction vehicles using the general vehicle factory: Economics 5(1/4) 2+ Vehicle factory 5(1/4) 2 +tier2 refined material 1 =Level 5 construction tool

PU2: Operates the mining tool to create a coal mine : lv 5 mining tool =level 5 mine

PU3: Produces a second set of generic LSI construction vehicles with the help of Central: Central 5(1/4) 2+ Vehicle factory 5(1/4) 2 +tier2 refined material 1 =Level 5 construction tool

PU4: Uses the farming tool to make a farm: Lv. 5 farming tool = level 5 farm

PU5: Operates the fullerene loom to make robotics components: Robotics 5+ Fullerene Loom 5= 10 robotics parts

ArcaneStomper
2013-08-11, 10:24 PM
Turn 3 Start

A new day dawns on Pegasi III. For the natives who knows what the day signifies, but for the colonists the day marks the second anniversary of planet fall. Many of them celebrate in some faction or another, and many simply regard it as just another day depending on the cultures they practice. But there is no doubt that the colonists are beginning to establish themselves on this alien world so far from the cradle of humanity.

MAGI
What's that in the deeps. An unusual rock formation with the hint of a dome perhaps. A little bit of electrical activity. Could this be the hitherto unseen technologically advanced natives. Perhaps with a moonbase of their own!

No, it's ADOM2 driving its mining bots through the tin mine around an unusually shaped deposit of iron. Perhaps some other time think the bored AI protocols watching the monitors around the moonbase.

The Proteus Project
The proteans spot a group of large aquatic animals. On earth this would be a whale pod. Who knows what the animals are here. It's marginally interesting to the swimming proteans, but it also seems to be interesting to the natives. Two large native ships seem to be tracking the herd. Perhaps whalers of some kind.

The IRC
While the colonists go about there daily business they are surprised when the black shirts report that there is a large native group approaching. It is comprised of several large beasts pulling wagons as well an entourage of guards and porters. The whole group is approaching from the east at a relatively slow pace.

Tharal
The colonists report seeing the occasional native. Nothing organized or even groups of natives. Just individuals and the occasional pair wandering through the mountains. Most don't seem to be looking for you, but rather prospecting for metals or hunting game. The colonists also see several streaks of fire coming down in the west.

Faelinites
Workers have seen natives in the surrounding jungles. At least they think they are natives. They don't wear very much more than a few belts and move through the trees a lot like the monkeys that the colonists have seen occasional vids of. So at first the workers thought they were just native animals. But they seem much more curious than animals would be, and occasionally make noises like those heard on the radio transmission. So the colonists are reasonably sure these are sentient.

Durmainian Industrial
Scouts report several barges approaching the massive waterfalls where the rivers join. There seem to be a large number of natives on board. The Kobolds confirm that they have seen barges leaving the city, but they thought it was regular river traffic.

Terra Nova
(You still have a second action for turn 2, which will occur before this.)

More natives have joined the first group and the natives have started to build a permanent settlement near the human colony. Or relatively permanent anyway. The natives are obviously nomadic and their idea of a permanent camp is to erect several large tents on stilts that mimic the structures they build on the backs of their heard beasts.

Lateral Solutions, Inc.
(I will do your turn 2 actions tomorrow.)

Several colonists have seen streaks of fire in the west. Considering the volcanic nature of this region they aren't sure if they were natural or not. Otherwise nothing much has happened. Apparently no natives venture out as far into the mountains as the colonists landed and they are left to themselves to continue building up their colony.

ForzaFiori
2013-08-12, 02:37 PM
Terra Nova:

Turn 2 Action 2:

Sorry for not having this up earlier - I was posting it last night when my internet went screwy and it wouldn't post.

A few questions first - 1) Do automated facilities produce energy/goods/food every turn, or every action? 2) Can you upgrade buildings that you've created? like lets say I get an awesome gardener, could he upgrade my park? 3) Can I assume that we have basic tools like shovels, axes/hatchets, saws, hammers, etc, or would I need to build those as well? 4) in the genetic study of the pack animals, aside from the toxins, were they normal? Carbon based, recognizable DNA/genes, etc?

PU 1 (Econ 4, Farming 3): Cutting trees - They're to only cut half of the trees at any grove, and to mark the cut groves so we know not to go back to them until they've been able to grow some new trees.
PU 2 (Espionage 4, Counterespionage 3, Construction 3): Turning our last Colony Pod into a machine shop - a factory that can produce most any non-precision tool (so mining tools, farming tools, etc, but it couldn't make computers, or microscopes, etc).
PU 3 (Fringe 4, Xenobiology 3, Exploration 1): Working to expand the translation matrix in the computer so we can better understand the natives.
PU 4 (Liberal Arts 4, Teaching 3): Teaching PU 5 Pottery
PU 5 (Biology 4, Medicine 3): Studying Pottery
PU 6 (Physics 4, Plasma Physics 3, Mining 1): Digging a clay pit down by the coast/rivers

Ragnar Lodbroke
2013-08-12, 08:40 PM
Arcane Stomper
Can I post my actions on wednesday evening? Or would it be too late?

The encounter
The Black shirts watch as the natives aproach the settlement.

Carlos Rivero, the leader of the Black Shirts, quickly calls Decker on the radio.

"Sir, Black Squad A reporting Native activity type C, over."

"We copy, Squad A. I take it that the Native activity has not shown signs of danger? Over"

"Not right now, sir. Not right now. But they could be dangerous if we made them angry. Instructions? Over"

"Establish peaceful contact while they are away from town. We'll send the rest of the squads to reinforce you. Proceed as planned and good luck, over"

"Yes sir."

---------------------------------

The Black Shirts aproach the natives openly, but carefully. They use the superior range of the cars to run away shooting if the natives attack.

But they don't take their chances. Most of the group stays back.

They try to asess the dangers that the natives may mean, before acting.

ArcaneStomper
2013-08-12, 09:44 PM
Turn 2 Action

OOC: Sorry for the brevity and lack of fluff. I was in a bit of a hurry.

LSI
Action 1
PU1
Gained: Level 5 Farming Tool
XP Gained: 1 Agriculture

PU2
Xp Gained: 1 Energy Generation

PU3
Gained: 5 Consumer Goods Parts
XP Gained: 1 Manufacturing
(The cap doesn't affect the number of goods and resources produced. Only the level of tools and facilities.)

PU4
Gained: Level 5 Vehicle/Tool Factory
Xp Gained: 1 Construction

PU5
Gained: Level 5 Automated Consumer Goods Factory
XP Gained: 1 Robotics

Action 2
PU1
Gained: Level 5 Construction Tool
Xp Gained: 1 Construction

PU2
Gained: Level 5 Coal Mine
Xp Gained: 1 Mining

PU3
Gained: Level 5 Construction Tool
XP Gained: 1 Construction

PU4
Gained: Level 5 Farm
XP Gained: 1 Agriculture

PU5
Gained: 10 Units of Robotic Parts
XP Gained: 2 Robotics

Terra Nova
1. Automated facilities can run every action.
2. Yes you can upgrade buildings up to your level cap.
3. You have basic tools.
4. Yes pretty much.

PU1
Gained: 4 Units of Native Wood
Xp Gained: 1 Agriculture

PU2
Gained: Level 5 Machine Shop
Xp Gained: 1 Mechanical Engineering

PU3
The xenobiologists continue working with the natives, but do no do succeed in doing much beyond formalizing the translation matrix that the explorers have already put together.

Gained: Level 1 Translation Matrix (Knowledge)
Xp Gained: Pegasi Culture
(Xenobiology doesn't really work at actually translating stuff. So you only got the fringe bonus.)

PU4
XP Gained: 1 Teaching

PU5
Xp Gained: 8 Pottery

PU6
Gained: Level 2 Clay Pit
XP gained: 1 Mining

Turn 3

Proteus Project
The expedition does not yield much of a better translation. The proteans haven't improved their translation matrix in the meantime after all so even with the natives repeating it there is not much clarification.

It does however reveal that the transmission was made in the same language as the local natives speak. They also become very nervous after hearing it, and make it clear that they recognize the speakers. And that the speakers have recently died. Several of the locals refuse to have anything further to do with you once they decide that you are apparently trafficking with ghosts.

LSI
(You can submit your actions anytime. I just won't guarantee processing on Wednesday if you submit them in the evening.)

Once they spot the humans the native caravan comes to a halt. Once it does a few natives hop down from the lead wagons and come forward. They apparently say something, but as the native language is filled with whistles and clicks the Black Shirts have no idea what they are saying.

Zweanslord
2013-08-13, 01:55 PM
Tharal

Samulion of the Rakur Dynasty grumbles. It is the third year they are now on this planet, but things are going ever so slow. Basic needs, while certainly met sufficiently to pass by, are still important enough to dedicate a large amount of effort on. He had hoped the colony would florish faster, but he had foreseen it would be difficult. So much still left to do, and already so much time passed.

Still, he had to begrudingly admit that as he was walking through the gardens and parks in and around the colony, he was enjoying the walk to clear his mind. Space had always been a huge limit to their space efforts, their asteroid colonies and space bases. While there was the freedom of an environment without gravity, it was all in confined. And here, one could see space until the horizon where the mountains rose up. While not as impressive a distance as those visible in space, where one could see in the vast void of it, here it meant livable space, while up there, it was but a vacuum.

And now the environmentalists, a group not so much caring about the environment in general, but rather the environment of the living quarters in space and now the colony, had used their wits to make use of the abundant space in an attempt to create a beautiful and relaxing area. From the perspective of outer space and its hazards, this was a waste of space. But despite it, Samulion liked the plants, even if he was unfamiliar with many.

Actions

Leaving the natives alone, though they are watched when nearby. Not only to ensure they don't do anything fishy, but out of curiosity.

First actions

PU Environmentalists. Biology 5, Farming L1, Gardening L1
Create Gardens. 1 Gardening + 2 Biology (5/4) + 1 Farming (1/2) + 3 Construction Tools = Level 5 Gardens (capped). -3 Consumer Good need (max at 2 cg/pu)
Gardening L1 1/3. L1 + 1 Gardening (1/4)

PU Engineers. Economics 5 6/7, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L0 1/2
Learn Economics. Use Education Center.
Economics L7 2/9. L5 6/7 + 1 Base + 10 Education Center

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Governing L1
Governing to reduce consumer good need. 1 Governing + 2 Liberal Arts (5/2) = -3 Consumer Good need.
Governing L1 1/3. L1 + 1 Governing (1/1)

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L0 1/2
Create Solar Panels. -5 Silicum Ore. 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 5 Solar Panels (capped).
Solar Panels: +3 Energy (5/2 sustainable)
Electrical Engineering L1. L0 1/2 + 1 Base

PU Miners. Mining 5 6/7, Health L0 1/2
Mine. -2 Energy. 5 Mine + 5 Mining = 10 Silicum Ore
Mining L6 1/8. L5 6/7 + 2 (Mining 5/4)

Second Actions

PU Environmentalists. Biology 5, Farming L1, Gardening L1 1/3
Create Gardens. 1 Gardening + 2 Biology (5/4) + 1 Farming (1/2) +3 Construction Tools = Level 5 Gardens (capped). -3 Consumer Good need (max at 2 cg/pu)
Gardening L1 2/3. L1 1/3 + 1 Gardening (1/4)

PU Engineers. Economics 7 2/9, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L0 1/2
Learn Economics. Use Education Center.
Economics L8 4/10. L7 2/9 + 1 Base + 10 Education Center

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Governing L1 1/3
Create Consumer Goods. -7 Silicum Ore. 5 Consumer Goods Factory + 2 Liberal Arts (5/4) = 7 Consumer Goods.
Manufacturing L0 1/2. 1 Base

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L1
Create Solar Panels. -5 Silicum Ore. 1 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 7 Solar Panels (capped).
Solar Panels: +4 Energy (7/2 sustainable)
Electrical Engineering L1 1/3. L1 + 1 Electrical Engineering (1/4)

PU Miners. Mining 6 1/8, Health L0 1/2
Mine. -2 Energy. 5 Mine + 6 Mining = 11 Silicum Ore
Mining L6 3/8. L6 1/8 + 2 Mining (6/4)

Energy:
12 Solar Sattelite
04 Space Solar Panels
03 Solar Panels
02 Solar Panels (half production because built during first action)
21 Total

-5 Housing
-4 Mining
-4 Consumer Goods Factory
13 Total

13/21 Energy

Food:
7 - 5 PUs = 2

Consumer Goods:
3 Environmentalists
2 Engineers (Next Turn: 3)
2 Dynast's Circle
2 Physicists (Next Turn: 3)
2 Miners
-4 Gardens (max 2cg/pu)
-2 Gardens (half reduction because built during first action)
-3 Governing (max 2cg/pu)
2 Consumption

7 Consumer Goods Factory
7 Production

5 - 2 + 7 = 10

Growth:
10 + 5 = 15/20

Goods:
5 Iron Ore
19 Silicum Ore (15 +21 -5 -5 -7 = 19)
3 Iron Ignots

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 5, houses 5 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +5 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5

Ragnar Lodbroke
2013-08-13, 04:39 PM
Turn 3 Actions 1

Collect Native Building Materials
Blue Shirt Department A: Economics 5, Factory Workers 2. XP: (1/3 Builders, 3/5 Factory workers)
The Blue Shirts go to the fields to collect stones, wood, and other suitable native materials, capable of being used in buildings.

Build Coal Mine
Gray Shirt Department A: Builders 5, Governing 2. XP (5/7 Builders)
4 Raw native materials

Automatize General Purpose Factory
Red Shirt Department A: Robotics 5, Piloting 2 XP: (1/3 Mining, 2/7 Robotics)
- Level 5 General Purpose Factory
- 1 Level 5 Robots

Produce food
Green Shirt Department A: Liberal Arts 5, Farmers 3. XP (0 Farmers)
- Level 5 Farm


Make Contact
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3. XP (3/6 Survivalism, 1/3 Prospecting)
- 1 Level 5 Flying Cars (2360)
- 1 Level 5 Laser Rifles (2360)

(I'll post relevant details about this later)

Mine Iron
- Level 5 Automated Iron Mine (Mining Droids)

Produce Energy
White Shirt Department A: Physics 4, Energy Generation 3. XP (Energy Generation 4/6)
- Fusion Generator level 5 (2360); (Energy Efficient; Special)

ForzaFiori
2013-08-13, 11:09 PM
Terra Nova

Natives:

Would you be willing to take a small group of our people with you on your travels, to meet the other nearby people? We would like friendly relations with all our neighbors, but we don't know where to find them, or the safe ways to get there. We don't have the ability to produce much right now, but if there's an favor we could do you in exchange feel free to ask.


Turn 3 Action 1:

PU 1 (Econ 4, Farm 3): Studying Economics at the school (Lv 4)
PU 2 (Esp 4, CounterEsp 3, Construction 3): continuing to gather wood, same method as before to prevent clear cutting.
PU 3 (Fringe 4, Xenobiology 3, Exoloration 1): Studying the native culture, specifically those of the plains tribes since those are who I know. I want to know how to act when you meet someone, how to tell someone's rank in society, common slang if the translators up for it, etc. Things that will help smooth relations between us.
PU 4 (Lib Arts 4, Teach 3): Teaching PU 1 Economics
PU 5 (Bio 4, Med 3, Pottery 3): Working with the samples taken from the native animals (using the lab we brought with us) to try to isolate the genes that are causing them to be poisonous. I know getting rid of them will be a lot harder, but if we can figure out where they are already, I figure it'll make it easier later.
PU 6 (Physics 4, Plasma Physics 3, Mining 1): Working the Clay Pit (Lv 2)

Ragnar Lodbroke
2013-08-14, 05:13 AM
The encounter
The Black Shirts attempt to comunicate via signs, using what they have in common with the natives (handsigns?)

The message is simple. "We come from the sky. We are warriors, but not conquerors. We want peace and trade."

ArcaneStomper
2013-08-14, 09:17 PM
Turn 3: Action 1

The Proteus Project
Led by Foxtrot-3 and Dr. Drake the humans and leadership group of the proteans consider how best to manage people in order to organize and govern the colony. Meanwhile Victor-1's team sets up a robotics factory in order to produce automatons that can free up valuable Proteans for other more intricate tasks. Whiskey-5 oversees the measurement and study of the war coral to find optimal growing conditions, and then uses that data to create a set of filters and mechanisms that can produce those conditions on demand. Zulu-2 harvests a load of Protean "Yogurt", so named because Algal Nutrient Slurry is a mouthful in multiple ways. Not the most thrilling food, but it will keep the Proteans from starving.

Protean Leadership
XP Gained: 24 Liberal Arts

Human Bioengineering Staff
XP Gained: 2 Teaching

Protean Efficiency Unit
Gained: Level 5 Robotics Lab
Lost: 1 Units of Nanotube Electronics, 4 Units of war coral flakes
Xp Gained: 1 Robotics

Protean Weapons Unit
Gained: Level 5 UFEO
Lost: 1 Unit of Nanotube Electronics, 1 Unit of War Coral Flakes
XP Gained: 1 Mechanical Engineering

Protean Manufacturing Unit
Gained: 12 Units of Protean "Yogurt"
XP Gained: 1 Agriculture

Tharal
The mountain valley the colonists landed in looks drastically different than when the colonists first landed. Terraces cover large portions around the colony pods which have been converted into various structures. Along the terraces are an abundance of plants both terran and native blended to create a relaxing atmosphere for the workers who are off duty. Several streams have been diverted into the valley to provide ample water both for the plants, and to use running water in the gardens as another feature. In fact the difference in this valley from others has attracted numerous Pegasians who observe from the nearby ridges.

While the environmentalists have been doing all this work the engineers have been looking into industrial matters and preparing plans to further the colony's infrastructure by making it more efficient than previously. The Dynast's Circle helps with this and other projects by continuing to ensure that efficiency is optimal in all areas of the colonists workings. To provide power for all this the Physicists have constructed another array of solar panels out the silicon that the miners have dug out of the ground.

Environmentalists
Gained: Level 3 gardens
Xp gained: 1 Gardening

Engineers
Xp Gained: 11 Economics

Dynast's Circle
Gained: 3 Consumer Goods Satisfied
XP Gained: 1 Governing

Physicists
Gained: Level 5 Solar Farm
Xp Gained: 1 Electrical Engineering

Miners
Gained: 10 Units of Silicum Ore
XP Gained: 2 Mining

IRC
The Blue Shirts attempt to fill in while the Black Shirts are away by searching for more materials. Unfortunately they have little experience in finding such things, and as it turns out its a lot harder to find a useful bit of ore when its surrounded by other rocks and plants than when it's in a factory setting being prepared for production. A bit further into the foothills the Gray Shirts begin digging out a coal mine and setting up the necessary equipment for it. On the farms the Green Shirts begin producing more food for the colony. While the White shirts continue to monitor the fusion generator.

Meanwhile the Black Shirts are having some difficulties with communicating with the natives. None of them even know any hand signs for complicated things like peace and warriors. They think they've managed to communicate that they come from the sky, but they've held off communicating that they are warriors would be to shake their weapons or more likely shoot something since they doubt the natives recognize laser rifles when they see them. Their one success is communicating that they are willing to trade. Mostly because while they have been trying out hand signs the natives have also been trying out their own hand signs. Which are just as hard for the humans to understand as their own efforts for the natives. But as it turns out the natives also want to trade and bring out goods to show this. After some back and forth gestures and pantomime the humans and natives eventually work out how to do so in a rather complicated cumbersome fashion. This leaves the Black Shirts with a whole new appreciation for being able to speak the same language since it takes months just to get a message across that would have taken minutes in a language that both they and the natives understood.


Blue Shirts
Gained: 2 Units of Native Raw Materials
Xp Gained: 1 Survivalism
(It would be much easier to just build say a logging camp, quarry, or mine, than it is to just send people to pick stuff up off the ground. I mean for one thing by this point you've pretty much picked the nearby area clean of stuff that's easy to just gather by hand.)

Gray Shirts
Gained: Level 3 Coal Mine
Xp Gained: 1 Mining

Red Shirts
Gained: Level 5 Automated General Purpose Factory (Level 5 Robots)
Xp Gained: 2 Robotics
(This actually happened last turn. The Red Shirts still have all their actions this turn. And the factory could run by itself to produce something in action 1.

Green Shirts
Gained: 8 Units of Food
XP Gained: 1 Farmers

Black Shirts
XP Gained: 1 Pegasi Culture

White Shirts
Gained: 4 Bonus Energy
XP Gained: 1 Energy Generation

Automated Actions
Automated Iron Mine: 10 Units of Iron Ore

Terra Nova
What the natives want is metal goods. But since you don't want physical goods but a guide to the other tribes they won't ask for goods either. Instead they want you to teach them how to make metal. While the information bargaining is going on the xenobiologists gather some information on how the tribes live. It isn't much at the moment, as the xenobiologists aren't really trained in xenoanthropology. But they can probably avoid insulting the natives and phrase things a little bit more diplomatically.

Meanwhile the colony itself continues to expand. One group goes out and gathers more native wood to build with while another gathers clay. Two more groups study economics in an effort to better understand infrastructure building techniques so that the colony's efforts can be more efficient.

Finally the medical team begins catloging and cross referencing the native samples taken so far with the genetic archive in order to get a better idea of what exactly makes the native life so poisonous. Their conclusion is somewhat umpromising. The native lifeforms use a completely different set of proteins than humans and terran life. Only a few are actually dangerous to terran life, and vice versa only a few terran proteins are poisonous to native life. Most of the proteins are simply incompatible. If humans ate native food that had been stripped of the truly dangerous proteins they simply wouldn't get any nutritional value from it. The elements that make up the proteins are the same though. All the minerals that a human needs to survive are present. With the knowedlge gained it would not be too hard to set up a processing plant to take native life and break down the proteins into something edible by humans. Engineering the native life forms to be human compatible however would be a much more daunting task. As almost their entire genetic structure would have to be rewritten to produce and use compatible proteins.


PU1
XP Gained: 8 Economics

PU2
Gained: 3 Units of Native Wood
XP Gained: 1 Agriculture

PU3
Gained: Level 1 Eastern Nomad Culture (Knowledge)
XP Gained: 1 Pegasi Culture

PU4
XP Gained: 1 Teaching

PU5
Gained: Level 4 Alien Protein Map (Knowledge)
XP Gained: 1 Xenobiology

PU6
Gained: 3 Units of Clay
XP Gained: 1 Mining

Mabn
2013-08-15, 01:46 PM
Faelinites

The presence of natives put a strain on colony one inhabitants as they went about their work. They knew that someone should be doing something about it, but the castes in charge of xenostudies and diplomatic interaction hadn't been trained yet-wouldn't be trained for years to come. Everyone worked diligently at the tasks they had planned, but no one really thought it would continue to work.

turn 3, action 1

Harvest caste (agriculture 10) will construct a farm for foodstuffs

Structure caste (architecture 10) will replicate or expand the hydropower plant with the augmented cars, turbines, and graphite they used before

Prosperity caste (economics 11) will use the tutor spheres and study at the level 9 technical economics school

Function caste (mechanics 9) will use the level 9 workshop, carbon planks, and graphite to build themselves general mechanics tools

Form caste (material science 9) will use the remaining carbonwood to make into carbon planks

Ragnar Lodbroke
2013-08-15, 08:12 PM
Arcane Stomper
Ok, in that case:

The Red Shirts build a basic quarry, to extract rocks that could be used to create cement or buildings.

The Automated General Purpose Mine generates Consumer Goods with the rest of the resources available.

Maldiem
2013-08-16, 12:47 AM
The Proteus Project

It was a little thing, barely noticeable in the corner of one of the currently empty rooms on deck 5 of Mercurius. Drake wrung his red cap in his hands as he thought about it. The young Proteans had a new rhyme about the "monster on Deck Five" that he'd overheard while checking up on them, and he'd felt silly about asking more. Something about it didn't seem quite right though, and when the children had been more specific about why they thought there was a monster, he'd decided to check it out.

The tiny blood spatter mark on the wall had nearly been washed off by the seawater that had filled the chamber, but on closer inspection there were actually rather a lot of blood droplets covering the chamber, and a faint, unfamiliar smell. It was time to put his ear to the ground.


EDIT: The natives' whaling expedition will be observed from a distance using one of the Tritons, though they do not interfere.

Turn 3, action 2:

Mid-turn consumables:
Food: 12
Consumer Goods: 18
War coral flakes: 3
CCMs: 0
Nanotube Electronics: 8
Energy: -11 (-6 actions, -5 housing)

Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 7 fuel for 23.1 (roundup to 24) energy

(L14,5)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 8 (0/10), Teach 5 (0/7), Civil Engineering 1 (0/3), Pegasi Culture 0 (½)
Continues its study with the Bioengineering staff. The humans are doing their best to give the Protean leadership a crash course in philosophy and logic, in an attempt to dissuade their violent natures.
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: Assist from the Bioengineering staff; Liberal Arts 3, Teach 5 = 8
Yield: 24 XP to Liberal Arts (10 tool, 5 facility, 8 teaching, 1 base), to Level 10 (3/12, 68 XP total)

(L13,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (2/5), Teach 5 (6/7)
Assists the Leadership unit in its endeavor to learn more about Liberal Arts.
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal Arts 3 (+1 XP)
Yield: See above. 8 XP to the Leadership Unit.

(L6,2)Protean Efficiency Unit (Victor-1): Robotics 5 (2/7), Piloting 0 (1/2), Agriculture 1 (1/3)
Uses the new robotics plant to produce industrial robots to automate the robotics plant.
Tool: None
Facility: Level 5 Robotics factory (4 energy)
Skill: Robotics 5 (+2 XP)
Input: 1 unit of nanotube electronics (Tier 6, +5), 1 unit of war coral flakes (Tier 2, +1)
Yield: Level 11 (capped at 5 by Economics) robotics plant robots.

(L6,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 1 (1/3), Mechanical Engineering 0 (½)
The weapons unit uses the nanorefinery to refine war coral flakes into Carbon Composite Modules.
Tool: None
Facility: Level 5 Carbon Nanorefinery (2360, mass production, built in refining), 2 energy
Skill: Physics 2 (5/4), Materials Science 1 (+1 XP)
Input: 12 units of War Coral Flakes
Yield: 12 units of CCMs (Tier 4)

(L6,2)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (1/3), Manufacturing 0 (½), Agriculture 0 (½)
The Manufacturing unit again uses the consumer goods factory to ensure that the growing colony will remain with enough of the essentials for another year or so.
Facility: Level 5 Consumer Goods factory (4 energy)
Skill: Economics 2 (5/4), +1 XP to Manufacturing
Input: 7 units of CCMs (Tier 4, 3.25 CGs each)
Yield: 23 units of Consumer Goods

Turn end consumables:
Protean “Yogurt”: 12 – 5 = 7
Deuterium: 28/40
Consumer Goods: 18 – 15 + 23 = 26
War coral flakes: 0
CCMs: 5
Nanotube Electronics: 7
Energy: +24 (fusion reactor) -24 (-17 actions, -2 automated actions, -5 housing) = 0

Mabn
2013-08-16, 01:58 PM
Faelinites
t3a2

going to be offline until Monday, thought I'd have this ready

Harvest caste (agriculture 10) will farm for foodstuffs in their level 10 foodstuff farm

Structure caste (architecture 10) will replicate or expand the hydropower plant with the augmented cars, turbines, and graphite they used before (there was enough for 2 more turbines, so I figure it will take 2 more actions)

Prosperity caste (economics 13) will use the tutor spheres and study at the level 9 technical economics school

Function caste (mechanics 10) will use the level 9 workshop, carbon planks, and graphite to build the form caste general practical material science tools

Form caste (material science 9) will further process the unused carbon planks into carbon sheets

ForzaFiori
2013-08-16, 03:09 PM
Terra Nova, turn 3 action 2


PU 1 (Economics 5, Farming 3) [Omar Jones] (3 Farming XP, 1 Agriculture, 2 Economy): gathering whatever the tree's we've been harvesting are using for seeds. If they have the time/resources, they can go ahead and set up a tree farm

PU 2 (Espionage 4, Counterespionage 3, Construction 3) [Daniel Cole] (2 Construction XP, 1 Mechanical Engineering): Improving the Clay Pit, using the native wood if needed (not sure if improving buildings needs materials)

PU 3 (Fringe 4, Xenobiology 3, Exploration 1) [Austin Franks] (1 Xenobiology, 1 Pegasi Culture): They are to take 5 food and travel the plains with the natives the next time they go out to the plains. Their main mission is to establish contact with other groups, and (should they seem friendly, both to my people and the natives) explain to them how to find us should they want to trade. They're also to try to find someone who speaks the language heard on the transmission detected by the satellite.

PU 4 (Liberal Arts 4, Teaching 3) [Michael Fiori] (3 Teaching XP, 1 Power Production): Teaching the natives to forge iron - steel requires too many special materials and processes.

PU 5 (Biology 4, Medicine 3, Pottery 2) [Beverly Talley] (1 Gardening XP, 3 Pottery): Making brick molds from the native wood (I wasn't really sure what kind of refinery facility or tool would be needed to go from clay to mud brick, but since they're sun dried usually I figured that a tool would be better than a facility.)

PU 6 (Physics 4, Plasma Physics 3, Mining 1) [Alexander Leaf] (1 Prospecting XP, 1 Mining): mining more clay


questions:

Do I need straw or hay of some sort to make clay bricks, or can I assume that it comes from the same process that's making my food?

Can wood be turned into a kiln for pottery? I know that if you char wood it makes it semi-fire resistant, but I don't know how much. But at the same time, I cant think of any other way to make a kiln other than clay, but at that point, how do you make the original kiln?

Rogue_Dragon
2013-08-17, 05:21 AM
The Collective

After landing the collective spends a short time exploring the area around them, and quickly moves to an area closer to the nearby lake, but they take care to avoid any paths that the locals might travel heavily. After picking their new home, the collective dive into the daunting task of building the infrastructure for their new society. With barely another word to the outside world, they start digging into the ground with the help of the drones they brought, and build a series of underground complexes and mines, the occasional smoke plumes coming from beneath the ground are at first the only sign that the collective were still alive at all. Eventually though massive windmills start to appear over the land that they originally claimed, the wires running into the ground obvious evidence that they were needing extra power for some kind of project. Perhaps now that they were nearing completion of their infrastructure, they would find the time to start to interact with their neighbors, be they alien or human.

Turn 1 First actions:

PU1 - Liberal Arts 9: Guard the others against the natives and any other creatures or threats that make themselves apparent.
(9/4 Liberal arts =2) +1 XP to security
PU2 - Economics 9: Use colony Pod to construct Coal Mining Facility (5 colony pod + 9/2 Economics= Lvl 9 Mining Facility.
PU3 - Physics 9: Use colony pod to construct Coal Power Plant (5 Colony Pod + 9/2 Physics = Lvl 9 Coal Power Plant)
PU4 - Biology 9: Set up the pre-packed Hospital. (+5 from pre-packed hospital, +9/2 Biology = Lvl 9 Medical Facility)
PU5- Fringe 9: Start watching the local beings from a distance, learning what they can about their habits.

Automated actions: The harvesting drones supply all the resources needed for the Construction drones to build an underground housing complex.
Harvesting drones: Harvest hard stones for underground construction (Granites or this worlds equivalent.)
Construction drones: Build basic housing (5 base + 1 Worked Stone=Lvl 6 Housing)
Turn 1 Second actions:
PU1 - Liberal Arts 9: Construct a General Purpose School. (9/4 Liberal arts, Using Worked Stone = Lvl 4 School.) Use training Module +1 XP base +2 XP training Module
PU2 - Economics 9: Use Colony Pod to construct Consumer Goods Factory (9/2 Economics + 5 Colony Pod = Lvl 9 Consumer Goods Factory)
PU3 - Physics 9: Load newly harvested coal into the power-plant.
PU4 - Biology 9: Study the easily found local flora and fauna to see if any of it is compatible with the human digestive system. Testing it at the hospital for nutritional value, and presence or absence of toxins.
PU5- Fringe 9: Continue study of locals from a distance.


Automated actions:
Harvesting drones: Harvest Coal from the Coal mine. Lvl 9 Mine + Lvl 5 Drones = +14 Coal (not gaining the refining bonus for this turn.
Construction drones: Construct a Silicon Mine (Rank 5 Mine)

Energy Costs: -5 Housing, -2 Coal Mine, -2 Harvesting Drones, -1 Construction Drones -1 Training Modules, Burn 6 Units of coal +12. (1 Surplus lost, 2 Units of coal remaining)

Upkeep= 10 Food -5 Eaten= 5 Food
20 Consumer Goods , 3x5=15 Used
Turn 2, First action
PU1 - Liberal Arts 9, Teach 1.1/3: Teach Robotics to PU-5 (+1 XP teach)
PU2 - Economics 9: Construct Hydroponics Bay with Colony Pod (Level 5 Colony Pod+ 9/2 Economics= Lvl 9 Hydroponics Bay)
PU3 - Physics 9: Load Coal into the Power Plant +1 XP Energy Production-> Rank 1
PU4 - Biology 9: Harvest Coal (Level 9 Mine= 9 Units of Coal)
PU5- Fringe 9: Learn Robotics at the school, using the training Module (+6 XP school, +1 PU1 Teach, +9/2 PU1 Liberal arts, + 2 Training Module = +14 XP, Robotics Goes to Level 3.3/5

Automated actions:
Harvesting drones: Harvest from Silicon Mine -> 10 Units of Silicon Ingots
Construction drones: Construct Conductor Mine, (Level 5 Conductor Mine)

Energy Use: -2 Coal Mine, -2 Silicon Mine, -2 Harvesting Drones, -1 Construction Drones -1 Training Modules, -1 School, Burn 5 Units of Coal (1 Energy surplus, 6 Units of Coal remaining)

Turn 2, Second Action
PU1 - Liberal Arts 9, Teaching 2: Mine at the Coal Plant, Level 9 Mine = 9 Coal Harvested
PU2 - Economics 9: Run the Consumer Goods Factory using the conductors harvested this turn (Tier 2 Conductive Ingots + Level 9 consumer Goods Factory + 9/2 Economics= +16 Consumer Goods)
PU3 - Physics 9: Load Coal into the Power Plant (Energy Production ->1.1/3
PU4 - Biology 9: Harvest food at the Hydroponics Bay, Level 9 Hydroponics, +1 XP Botany
PU5- Fringe 9, Robotics 3.3/5: Continue to self-Study Robotics->+6 School +2 Training Module= +8 XP, Robotics -> 5.0/7

Automated actions:
Harvesting drones: Harvest Conductive Ingots, 10 Units
Construction drones: Construct Electronics Facility, Level 5
Energy: CG Factory-4, Harvesting Drones -2, Construction Drones -1, Coal Mine -2, Conductives Mine -2, Hydroponics Bay -1, School -1, Housing -5. Burn 9 Coal, 0 Energy Surplus, 2 Units Coal reamaining
Food, 5 + 9 - 5 = 9 Remaining
Consumer goods 10+16-15=11
Turn 3, First Actions PU1- Liberal Arts 9, Teaching 2, Mining 1/2, Robotics 0.1/2: Teach Robotics to PU5. +1 XP robotics, +1 XP Teaching
PU2- Economics 9, Manufacturing 0.1/2: Collect Raw Silicon at Silicon Mine, +5 Silicon +1 XP Mining
PU3, Physics 9, Energy Production 1.2/3, Load Coal into the Power Plant, +1XP Energy Production.
PU4, Biology 9, Botany 0.1/2: Mine Coal at Level 9 Mine, Gain +1 XP Minining -> Lvl 1.0/3 Harvest 9 Coal
PU5-Fringe 9, Robotics 5.0/7, Study Robotics -> +6 School, +2 Training Module + 9/2 Liberal arts, +2 Teach, +1 PU1 Robotics -> +16 XP Robotics -> 7.1/9

Automated Actions
Harvesting Drones: Harvest Conductive Ingots 10 Units
Construction Drones: Construct Windmills, Lvl 5 Renewable energy.

Energy : Harvesting Drones -2, Construction Drones -1, School -1, Coal Mine -2, Silicon Mine -2, Training Module -1, housing -5 = Burn 7 Units of Coal, no Energy Surplus, 4 Coal Remaining
Turn 3, Second ActionsPU1-Liberal Arts 9, Teaching 2, Mining1/2, Robotics 1: Mine Coal, Level 9 Mine, +1 Mining XP.
PU2- Economics 9, Manufacturing1/2, Mining 1/2: Use Electronics Facility To construct Electronics from Silcon Ingots and Conductive Ingots. 10 Units of each, Construct 10 Electronics. +1 XP Manufacturing
PU3- Physics 9, Energy Production 2.0/4: Load Coal, +1 XP Energy Production
PU4- Biology 9, Botany1/2, Mining1/2: Mine Raw Silicon Ore, +5 Silicon, +1 XP Mining
PU5- Fringe 9, Robotics 7.1/9: Run CG Factory, Lvl 9 Factory, + 9 Units of Raw Silicon. Gain 9 Consumer Goods. Use Training Module, Gain 3XP total to Manufacturing.

Automated Actions:
Harvesting Drones: Harvest conductive Ingots from Conductive Mine, 10 Units
Construction Drones: Construct Robotics Factory with final Colony Pod, Capped to Level 9 Robotics Bay.

Energy: Construction Drones -1, Harvesting Drones -2, CG Factory -4, Training Module -1, Silicon Mine -2, Electronics Factory -4, Coal Mine -1, Windmills +2, Burn 7 Coal. (1 energy Surplus wasted, 6 Coal Remaining.
Food: 4 Remaining
CG: Use all 20 Consumer goods, have 0 remaining after all expenditures.
Other resources: 10 units Electronics (T5), 1 Unit Raw Silicon(T1), 10 Units Conductive Ingots (T2), 6 Units Coal (T1)

Ragnar Lodbroke
2013-08-17, 11:33 AM
TURN 3 ACTION 1 (REMAINING)

BUILD QUARRY
- Red Shirt Department A: Robotics 5, Piloting 2 XP: (1/3 Mining, 4/7 Robotics)
The Red Shirts build a basic quarry, to extract rocks that could be used to create cement or buildings.

PRODUCE CONSUMER GOODS
The Automated General Purpose Mine generates Consumer Goods with the rest of the resources available.



TURN 3 ACTION 2

Produce building materials at the quarry
= Blue Shirt Department A: Economics 5, Factory Workers 2. XP: (1/3 Builders, 3/5 Factory workers, 1 survivalism)
Quarry


Produce Mining Droids
- Level 5 Robotic Production Factory (2360) (2 energy per action) Energy Efficient, Automated


Study Robotics
- 1 Level 5 School
- Red Shirt Department A: Robotics 5, Piloting 2 XP: (1/3 Mining, 4/7 Robotics)


Conduct Trade with natives
Trade: 5 Consumer Goods; 10 food

- 1 Level 5 Flying Cars (2360)
- 1 Level 5 Laser Rifles (2360)
- Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3. XP (3/6 Survivalism, 1/3 Prospecting, 1 Pegasi Culture)

The Black Shirts conduct trade with the natives. They take care not to be robbed, and offer some of the manufactured consumer goods the town has, in exchange for basic native materials useful for building more.
They offer some food to leverage the deal, but make their best effort to explain they don't know how will it affect the natives metabolism.
They try to gain some copper and iron, to send to the Robot Factory. All extra native materials go to the general purpose factory.

Build smelter
= Gray Shirt Department A: Builders 5, Governing 2. XP (5/7 Builders, 1 Mining)
All native construction materials available

Produce energy
- Fusion Generator level 5 (2360)
- White Shirt Department A: Physics 4, Energy Generation 3. XP (Energy Generation 5/6)

Produce Iron
- Level 5 Automated Iron Mine (Mining Droids)

Produce Consumer goods
- Level 5 General Purpose Factory (Automated, 1 Level 5 Robots)

Produce food
- Level 5 Farm
=Green Shirt Department A: Liberal Arts 5, Farmers 3. XP (1 Farmers)

NM020110
2013-08-18, 07:14 PM
ERIS: So bored...
ADOM: Say...do we still have the save-file for our Dominions game?
EDEA: ...it was saved with the Dominions game files, back on Earth...
ERIS: The others back at Earth have probably been waiting on us...send a request for another file?

MAGI

To: System Crash(Earth, assuming this is possible using the Pegasus systems)

We seem to have left the files needed to continue our Dominions game at home. If you're still operating, would you mind sending a copy?


Actions

Midturn-automations:
Fusion generator: Generate needed power(need a little input on structures to determine how much this is)
Regolith extraction facility: +10 regolith, -4 power

Midturn actions:
ERIS: We have copper. We have silicon. These are going to be some crude electronics, but they should still beat out vacuum tubes...
Numbers: I'm unsure...best guess: GP Robots 5+ Robotics factory 5/4 (it's not set up right, but at least it's a mostly dust-free environment) = +5 electronic widgets, -5 Silicon, -5 Copper bars, -4 power

ADOM1: Six months, before I can start (https://www.youtube.com/watch?v=DQ_dZrDECUs)...may as well get a bit more ore out.
Numbers: GP Robots 5+ Copper Mine 5 = 10 units Copper Ore

ADOM2: That iron formation was interesting...blast, ADOM1 already took the good robots. Well, these standard issue robots are still functioning for now...
Numbers: Construction 5 = Level 5 Iron mine

EDEA1: The limits on our constructions are pretty much directly due to the limits on my designs...time to delimit those a bit more.
Numbers: DPaCH 5 = Economics xp(6)

EDEA2: From this point on, we'll need even more electronics...even more silicon, to fuel the robotic feedback loop. Let's get started...
Numbers: 5 Regolith -> 5 Silicon bars

Endturn automations:
+10 Regolith, -4 power

Endturn:
ADOM1: BUILD THE ROBOTS!
Numbers: Robotics 5 + Robotics Factory 5 + Copper bars 1 + Electronic widgets 4 = Level 15 6 Robot(Copper Mining), -1 Copper bar, -1 Electronic widget, -2 power

Adom2: It has become apparent that we have erred. Time to add a proper dust-proof environment for the manufacture of electronic widgets.
Numbers: Construction 5 + Copper 1 + Electronic Widgets 3 = Level 9 6 Electronics Factory, -4 Copper, -1 Electronic Widget

ERIS: Boys? Boys...you're using up all the copper and the generator fuel...oi, do I have to do everything around here? Oh well.
Numbers: Electronic Furnace 5 + GP Robots 5 = 10 copper bars

EDEA1: ADOM is getting cranky, we're all bored, and with what we have our robots could be nearly three times better. I really need to keep up the work, there...
Numbers: +6 Economics xp (I'm going to keep doing this until I find a better option...)

EDEA2: Yawn.sc...I guess ERIS has a point about fuel...oh, wow. I should really pace myself on this; I'm using more than we produce.
Numbers: GP Robots 5 + He3 Extraction 5 + Materials Science 1 = +11 He3, -11 Regolith,

ArcaneStomper
2013-08-18, 09:39 PM
Turn 3, Action 1

Faelinites
With the colony out of food the harvest caste quickly clears another section of jungle and prepares a farm to grow food crops on. Meanwhile the structure cast expands the hydroelectric plant with another section to generate more power. The function and form castes are busy in the factories building a sets of tools and processing carbon wood into planks respectively. And while all this is going on the Prosperity Caste continues to learn more about infrastructure and economics in order to improve the colony's output.

Harvest Caste
Gained: Level 10 Farm
Xp gained: 3 Agriculture

Structure Caste
Gained: Level 10 Hydroelectric Plant
Lost: 3 Units of Carbonwood Turbines, 2 units of Graphite
Xp Gained: 3 Architecture

Prosperity Caste
XP Gained: 20 Economics

Function Caste
Gained: Level 10 Mechanical Engineering Tools
Lost: 1 Unit of Carbon Planks
Xp Gained: 3 Mechanics

Form Caste
Gained: 10 Units of Carbon Planks
Lost: 10 Units of Carbonwood
XP Gained: 3 Materials Science

The IRC
Needing more raw materials the red shirts find a place to site a quarry and begin digging into a ground to prepare the basic facility.

Gained: Level 3 Quarry
XP Gained: 1 Mining
(It only takes 2 xp to get to level 1 not 3. So they should have one level of mining now.)

Automated General Purpose Factory
Produces: 3 Consumer Goods
Lost: 3 Units of Native Raw Materials

MAGI
Upon receiving the request the Pegasus AI puts it into the communication stream being broadcast back to Earth. Now to wait a century to see if there is a reply.

While they wait the AIs go about business of continuing to expand the colony. ERIS produces the first generation of electronics with which to begin wiring up more advanced machinery. ADOM 1 and ADOM 2 continue mining for copper and iron respectively. EDEA 1 improves its designs for colony infrastructure. And EDEA2 refines more silicon out of the regolith brought in by the harvesters.

Power Requirements (Per action)
Regolith extraction facility: 2 Energy
Robotics factory: 4 Energy
Copper Mine: 2 Energy
Silicon extraction facility: 2 Energy
Data Processing and Communications Hub: 3 Energy


ERIS
Gained: 8 Units of Electronic Widgets (Tier 5)
Lost: 4 Units of Silicon, 4 Units of Copper Bars
XP Gained: 1 Electrical Engineering

ADOM1
Gained: 10 Units of Copper Ore
XP Gained: 1 Mining

ADOM2
Gained: Level 3 Iron Mine
XP Gained: 1 Mining
(Construction does not apply fully to mining.)

EDEA1
XP Gained: 6 Economics

EDEA2
Gained: 5 Units of Silicon Bars
Lost: 5 Units of Regolith
XP Gained: 1 Chemical Engineering


Turn 3, Action 2

Tharal
Once again the environmentalists extend the gardens surrounding the colony creating a relaxing area for the colonists to take their time off in. Meanwhile the Dynast's Circle stops their direct overseeing of the colonists in order to get their own hands dirty and produce some of the goods necessary for the colony's continued growth. The engineers on the other hand continue their studies into how to create more efficient methods of manufacturing. The physicists have taken advantage of new designs being produced by the engineers to build set of solar panels which is considerably in advance of their previous efforts. The miners simply continue to mine out silicon from the surrounding hills. A vital but somewhat unappreciated task.

Environmentalists
Gained: Level 5 Gardens
XP gained: 1 Gardening
(I missed that you were using construction tools. So your first action should have resulted in a level 5 garden as well. Also you are currently at the maximum number of consumer goods that can be satisfied by gardens and governing actions.)

Engineers
XP Gained: 11 Economics

Dynast's Circle
Gained: 7 Units of Consumer Goods
Lost: 7 Units of Silicum Ore
Xp gained: 1 Manufacturing

Physicists
Gained: Level 7 Solar Farm
Lost: 5 Units of Silicum Ore
XP Gained: 1 Electrical Engineering

Miners
Gained: 11 Units of Silicum Ore
XP gained: 2 Mining

The Proteus Project
Once again the humans and proteans are deep in study as the Dr. Drake's team attempts to teach the leaders of the proteans how to follow a life which is if not entirely civilian, not entirely military either. While they do so Victor-1's team creates a set of robots destined to be installed in the robotics factory itself. A perpetual supply of robots will soon be available. The more mundane tasks of the colony are handled by Whiskey-5 and Zulu 2 as they oversee the refining of more materials and the production of the various goods needed to replace those worn out by the colony.

Protean Leadership
XP Gained: 24 XP to Liberal Arts

Human Bioengineering Staff
XP Gained: 2 XP to Teaching

Protean Efficiency Unit
Gained: Level 5 Robotics Plant Robots
Lost: 1 Unit of Nanotube Electronics, 1 Unit of War Coral Flakes
XP Gained: 2 XP to Robotics

Protean Weapons Unit
Gained: 12 Units of Carbon Composite Modules
Lost: 12 Units of War Coral Flakes
XP Gained: 1 XP to Materials Science

Protean Manufacturing Unit
Gained: 23 Units of Consumer Goods
Lost: 7 Units of Carbon Composite Modules
Xp Gained: 1 XP to Manufacturing

Faelinites
The harvest caste successfully harvests the first crop of food ensuring that the colony will not starve any time soon. The structure caste uses the new designs from the prosperity caste to extend the hydroelectric facility further, while the prosperity caste works on improving their own knowledge and designs. Meanwhile the function caste produces a set of tools with which the form caste can test and analyze materials. However they also determine that carbon, while a versatile element, cannot do everything, and that if they want to make more advanced tools eventually they are going to have to get some metals. The form caste itself continues to process the carbon wood into more and more refined sheets of material.

Harvest Caste
Gained: 20 Units of Food
XP Gained: 3 Agriculture

Structure Caste
Gained: Level 13 Hydroelectric Plant
Lost: 3 Units of Carbonwood Turbines, 2 units of Graphite
Xp Gained: 3 Architecture

Prosperity Caste
XP Gained: 20 Economics

Function Caste
Gained: Level 12 Material Engineering Tools
Lost: 1 Unit of Carbon Planks, 1 Unit of Graphite
XP Gained: 1 Material Science

Form Caste
Gained: 18 Units of Carbon Sheets (Tier 4)
Lost: 18 Units of Carbon Planks
XP Gained: 3 Materials Science

IRC
After a lot of back and forth bartering using signs, gestures, movements, and anything else they can think of the Black Shirts begin to gain a rudimentary understanding of the Natives language. At least enough to trade with. The natives refuse the food after a test animal they feed it to convulses after about an hour and then vomits the food back up. They are however quite taken with the consumer goods offered although whether for the exotic nature or for the quality of the manufacture the black shirts can't tell. As it turns out they are mostly carrying finished goods of their own rather than raw materials. They are however carrying quantities of iron and copper, and also bronze, apparently specifically because they are metals. They willingly trade away some of their stocks for the consumer goods. Although the Black Shirts are not entirely sure what kind of deal they are getting it seems relatively fair.

The metal is taken back to the colony to feed the robotics factory as the rest of the workers go about their business. The Blue Shirts quarry out a quantity of local stone, mostly granite, which is used by the Gray shirts to build a rudimentary smelter. The Red Shirts study robotics, but realize that their knowledge is somewhat limited by the overall colony designs being made by the Blue Shirts (Your economics skill caps your robotics skill.) The Green Shirts continue to farm more food. The natives might not be able to eat it, but the human colonists certainly can and must. And as usual the White Shirts continue to monitor and optimize the fusion generator so that the colony does not run out of power.


Blue Shirts
Gained: 6 Units of Stone
Xp Gained: 1 Mining

Red Shirts
XP Gained: 6 Robotics

Black Shirts
Gained: 4 Units of Iron Ingots, 6 Units of Copper Ingots
Lost: 5 Units of Consumer Goods
XP Gained: 1 Pegasi Culture

Gray Shirts
Gained: Level 3 Smelter
Lost: 5 Units of Stone
XP Gained: 1 Smelting

White Shirts
Gained: 4 Bonus Energy
XP Gained: 1 Energy Generation

Green Shirts
Gained: 8 Units of Food
XP Gained: 1 Farmers

Automated
Level 5 Robotics Production Factory: Level 5 Mining Robots (Used 1 Iron Ingot, 1 Copper Ingot)
Level 5 General Purpose Factory: 3 Consumer Goods (Used 3 Native Raw Materials)
Level 5 Iron Mine: 10 Units of Iron

(Please put your automated action at the end or the beginning of your PU actions. Sticking them in between PU actions kind of makes things somewhat confusing.)

MAGI
Like a mechanical hive the robots of colony respond to the AIs commands to complete the various tasks set them. Those controlled by ADOM1 produce even more robots and specialize them for use in mining copper from the lunar depths. ADOM2's bots complete an electronics factory with which to produce more advanced gadgetry. ERIS oversees the smelting of more copper bars from the ore already mined. EDEA2 refines more fuel out of the dust gathered from the surface so that the lights of the colony will not go out. And EDEA1 continues to study more advanced economic theories and lay out better designs for use by the others.

ADOM1
Gained: Level 6 Robots (Copper Mining)
Lost: 1 Unit of Copper Bars, 1 Unit of Electronic Widgets
XP Gained: 1 Robotics

ADOM2
Gained: Level 6 Electronics Factory
Lost: 4 Units of Copper Bars, 1 Unit of Electronic Widgets
XP Gained: 1 Electrical Engineering

ERIS
Gained: 10 Units of Copper Bars
XP Gained: 1 Smelting

EDEA1
XP Gained: 6 Economics

EDEA2
Gained: 11 Units of He3
Lost: 11 Units of Regolith
XP Gained: 1 Materials Science

Mabn
2013-08-19, 05:55 PM
Faelinites

the end of the third year pl (post landfall) was met with much rejoicing. Food and material goods were plentiful and colony 1 ran like a well oiled machine. This alone would have been cause for celebration, but encouraging the gregariousness of a purposefully solitary group was a growing feeling that this could not go on. They knew that other sentient beings inhabited the jungle, and they knew their mechanical society could never survive serious alien contact in its present form. Each day the harvest caste pushed back the jungle a little further to replenish the soil from their intensive cultivation; each day they feared the time the jungle would push back.

ArcaneStomper
2013-08-19, 09:40 PM
Turn 3 Action 2

Terra Nova
Most of the colonist continue their preparations and build up the colony's ability to produce building materials. Jones's group plants a native tree farm after carefully considering the various types of native trees available. Cole, Talley, and Leaf direct their teams in furthering the colony's brick production. Brick molds are made, the clay pit is expanded, and more clay is mined to be eventually used in bricks.

Meanwhile a smaller group continues to deal with the natives. Fiori's group pays the colony's way with the native tribesman by teaching them how to work iron. Or tries to anyway. It quickly becomes apparent that while the natives are certainly interested in what techniques are used by the humans they already know how to work metal themselves. What they want to know is how metal is made. After some semantic difficulty it eventually occurs to the humans that the natives genuinely don't know that metal comes from the ground and are assuming it is some kind of plant or animal product. Some detailed diagrams clear up the confusion and pave the way for Franks' group to embark on their expedition. With enough food for five years they set out with the natives.

For the first few months they only meet the occasional other tribe as the native group heads back across the plains to meet with the rest of their own tribe. The humans spend the time getting acquainted with beasts carrying their supplies as well as learning the local language through sheer immersion. After meeting with the natives' tribe the whole group proceeds towards the center of the plains where a large mountain can be seen rising out of the ground. The mountain proves to be the local equivalent of trading bazaar with tribes coming there from all across the plains and even a few permanent residents who act as translators between the dozens of tribes and maintain the peace.

PU1
Gained: Level 5 Native Tree Farm
XP Gained: 1 Farming

PU2
Gained: Level 3 Clay Pit
XP Gained: 1 Construction

(Since it's a mine you don't need materials to upgrade. You could use high quality materials to give a bonus and raise the total level. But native wood isn't high enough tier to give a bonus.)

PU3
Gained: Level 2 Translation Matrix
Xp Gained: 1 Pegasi Culture

PU4
XP Gained: 1 Teaching

PU5
Gained: Level 2 Brick Molds
Xp Gained: 1 Pottery

PU6
Gained: 3 Units Of Clay
XP Gained: 1 Mining

You can assume that you are getting enough hay from your farms.

I don't think it's possible to build a wooden kiln for ceramics, I might be wrong though. What I think happens is that it works in steps. The first kiln is built with sun dried bricks or might just be a pit. Then the bricks from that kiln are used to build a better kiln that can use hotter fires, which is used to fire better bricks, which are used to build a better kiln. And so on until you reach the desired brick quality. The best kilns probably aren't made out of bricks at all but concrete and metal. I say probably because honestly I don't really know.


Turn 4
Another year passes somewhat uneventfully. The colonies are beginning to settle into their routines. And those near natives are beginning to begin to become accustomed to the small curious beings. But no further strange transmissions are recorded even though the Pegasus diligently listens for any trace of radio broadcasts.

OOC: Rogue_Dragon I have not forgotten about you. But honestly three turns worth of actions is a bit daunting. I process them tomorrow some time.

ForzaFiori
2013-08-19, 11:22 PM
Terra Nova

Faelanites:

Greetings - I apologize for the long time it has taken us to send you a message. We've been busy setting up our new planet, and meeting our new, small neighbors. You are our only nearby group of colonists, and we were hoping you would be up for friendly relations between our people, hopefully evolving into trade agreements when we get our long range transportation up and running.


Natives:

the group at the native gathering spot is to attempt to get a hearing with whatever passes for leadership of the area. they are to (with the help of translators from the tribe we know, obviously) attempt to explain who/what we are, and where we are, and explain that we come in peace.


Turn 4 Action 1:

PU 1: (Econ 5, Farming 3):
PU 2: (Espionage 4, Counter espionage 3, Construction 3): Building a drydock for making ships.
PU 3: (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 1): Continuing to meet and greet with the other natives. In particular, they're looking for people who are willing to trade. We have a surplus of food, and are working on getting a wood and clay materials production up, and are looking for metals, specifically copper, iron, and lead.
PU 4: (Liberal Arts 4, Teaching 4): Teaching themselves Liberal Arts.
PU 5: (Biology 4, Medicine 3, Pottery 3): making sun dried bricks using the clay and molds.
PU 6: (Physics 4, Plasma Physics 3, Mining 2): digging more clay

Zweanslord
2013-08-20, 02:32 PM
Tharal

His visit to the mine brings much joy and the atmosphere is welcome. Samulion of the Rakur Dynasty is pleased to see his hard working fellow colonists busy in the deep mine beneath the earth. The technology is advanced, brought from the solar system, and at times reminds the colonists of where they came from. But it also shows them where they are now, because the mining operations in space are a lot different from here, on the planet. No need to worry about mined ore drifting away, but on the other hand, it costs a lot more effort to move it! Still, the miners have adapted well to their new environment full with gravity. They are, after all, experts in their work and deemed as such by their fellows. Where others have a much broader training, these miners are specialists and good at what they do. Well regarded, as the people of Tharal know that resources are the base of civilization, they are a good example for the others and the future generation. Already, children are growing up on this new planet, some of them getting older and more mature. The colony is bound to grow.

Actions

First Actions

PU Environmentalists. Biology 5, Farming L1, Gardening L1 2/3
Create Food. -2 Energy 5 Farm + 1 Farming + 2 Biology (5/4) = 8 Food.
Farming L1 1/3. L1 + 1 Farming (1/4)

PU Engineers. Economics 8 4/10, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L0 1/2
With the new generation bound to come, the engineers take effort to improve upon the existing housing, so that it will accomodate a growing colony.
Upgrade Housing. 5 Construction Tools + 2 Economics (8/4) = Level 7 Housing (from Level 5)
Construction L1. L0 1/2 + 1 Base

PU Dynast's Circle. Liberal Arts 5, Electrical Engineering 0 1/2, Governing L1 1/3, Manufacturing L0 1/2
Learn Liberal Arts using Education Center.
Liberal Arts L6 4/8. L5 + 1 Study + 10 Education Center

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L1 1/3
Create Solar Panels. -5 Silicum Ore. 1 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 8 Solar Panels.
Solar Panels: +4 Energy (8/2 sustainable)
Electrical Engineering L1 2/3. L1 1/3 + 1 Electrical Engineering (1/4)

PU Miners. Mining 6 3/8, Health L0 1/2
While there is an abundance of silicum, the colony lacks proper building materials for regular structures. The miners set their sights on stone, an easy resource for that purpose.
Mine. -2 Energy. 5 Mine + 6 Mining = 11 Stone
Mining L6 5/8. L6 3/8 + 2 Mining (6/4)

Second Actions

PU Environmentalists. Biology 5, Farming L1 1/3, Gardening L1 2/3
Create Food. -2 Energy 5 Farm + 1 Farming + 2 Biology (5/4) = 8 Food.
Farming L1 2/3. L1 1/3 + 1 Farming (1/4)

PU Engineers. Economics 8 4/10, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L1
Study Economics using Education Center.
Economics L9 5/11. L8 4/10 + 1 Study + 10 Education Center

PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Governing L1 1/3, Manufacturing L0 1/2
With a new generation soon maturing, a proper building for education should be provided!
Create School. -5 Stone. 3 Construction Tools + 2 Liberal Arts = Level 5 School.

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L1 1/3
Create Solar Panels. -5 Silicum Ore. 1 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 8 Solar Panels.
Solar Panels: +4 Energy (8/2 sustainable)
Electrical Engineering L2. L1 2/3 + 1 Electrical Engineering (1/4)

PU Miners. Mining 6 5/8, Health L0 1/2
Create Mining Tools at Tool Workshop. These help with mining operations and construction.
-4 Energy -1 Iron Ignot. 6 Mining + 3 Tool Workshop (5/2) = Level 8 Mining Tools (capped)
Mining L6 7/8. L6 5/8 + 2 Mining (6/4)

Energy:
12 Solar Sattelite
04 Space Solar Panels
10 Solar Panels
02 Solar Panels (half reduction because built during first action)
28 Total

-5 Housing
-4 Farming
-4 Mining
-4 Tool Workshop
17 Total

17/28 Energy

Food:
2 - 5 PUs + 16 = 13

Consumer Goods:
3 Environmentalists
3 Engineers (Next Turn: 4)
2 Dynast's Circle (Next Turn: 3)
3 Physicists
2 Miners
-10 Gardens (max 2cg/pu)
3 Consumption

10 - 3 = 7

Growth:
15 + 5 = 20/20

Goods:
5 Iron Ore
9 Silicum Ore (19 - 10)
2 Iron Ignots (3 - 1)
6 Stone (+11 - 5)

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)
- 3x Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Mining Tools Level 8, -2 energy/action

Mabn
2013-08-20, 03:00 PM
Faelinites

Terra Nova
If you wish to trade with us you may. Give us notice of what you want and pick it up yourself in due time. We have nothing we currently desire from you, so we will allow your first shipment, whenever it is, to be on credit.

Maldiem
2013-08-21, 01:31 AM
The Proteus Project

Date: August 3rd, 2318
To: Heather Blau, Lead Handler, Saturn Bio-skunkworks
From: Jacque Sauvage, Senior Researcher
Subject: Mark One/Two Proteans, On the Nature of Violence

Hello Heather,

I have finally solved our problem with the passive resistance that kept emerging from the combat training with the MK I's. You see, in my haste to make my creations perfect, I made them rather a lot smarter than your run-of-the-mill vanilla humans. I figured that a smart warrior was a better warrior, no? What I did not realize was that when I made them smarter, I made them smart enough to realize that wiping out humanity in the reality simulations did not serve their own ends. The clever little things decided that the only way to win was not to play!

Unfortunately for them, my game was not optional. After purging the MK I's and some pilot Mk II's, I've set the average intelligence constant for the next batch at 110, 20 IQR, and returned a number of the ingroup/outgroup instincts to their default psychology; they are certainly smart enough to do the job, but they should not have any high-minded philosophical reservations about their mission.

By the way, please enjoy the swimsuit I sent you-- it is made from the hides of the Mk I's, and the job that Nature did in making the material naturally hydrodynamic still exceeds that of our best products! The ocean never fails to astound!

Cheers!
Jacque

Turn 4.1 actions:
Actions:

Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy

(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (0/7), Civil Engineering 1 (0/3), Pegasi Culture 0 (½)
Uses the construction tools to build a training center in the underwater base.
Tool: Level 5 construction tools (+3, 5/2)
Facility: None
Skill: Teach 5 (+2 XP), Civil Engineering 1 (+1 XP), Liberal Arts 3 (10/4)
Input: 5 units of war coral flakes (or 4 WCF and 1 unit of Nanotube electronics if they're required) +1 (or +6 if nanotube electronics are involved).
Yield: Level 12 (capped at 10 by Liberal Arts) Training Center

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (1/8)
Teaches Physics to the Weapons Unit
Tool: None
Facility: None
Skill: Teach 6 (+2 XP), Liberal Arts 1 (¾), Physics 0 (+1 XP)
Yield: See below. 7 XP to the Weapons Unit.

(L6,2)Protean Efficiency Unit (Victor-1): Robotics 5 (4/7), Piloting 0 (1/2), Agriculture 1 (1/3)
Installs the robots in the robotics factory.
Tool: Level 5 Robot Factory Robots
Facilitiy: Level 5 Robotics Factory
Skill: Robotics 5 (+2 XP)
Yield: Level 5 Automated Robotics Factory (8 energy/action)

(L6,2)Protean Weapons Unit (Whiskey-5): Physics 5, Civil Engineering 0 (1/2), Materials Science 1 (2/3), Mechanical Engineering 0 (½)
Learns Physics at the current training center (10 tool, 5 facility, 7 teaching, 1 base = 23XP)
Tool: Chiron MMI Level 5
Facility: Training Center level 5 (1 energy)
Skill: Assist from the Bioengineering staff; Liberal Arts 1, Teach 6 = 7
Yield: 23 XP to Physics (10 tool, 5 facility, 7 teaching, 1 base), to Level 7 (8/9, 43 XP total)


(L7,3)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (1/3), Manufacturing 1 (0/3), Agriculture 0 (½)
Uses the tool factory to build another set of construction tools.
Tool: None
Facility: Level 5 Tool Factory (4 energy) (+3, 5/2)
Skill: Economics 2 (5/4), Manufacturing 1 (½), Civil Engineering 1 (+1 XP)
Input: 1 unit of war coral flakes (+1 level)
Yield: Level 8 (capped at 5 by Economics) Construction Tools

Mid-turn consumables:
Protean “Yogurt”: 7
Deuterium: 28/40
Consumer Goods: 26
War coral flakes: 4
CCMs: 5
Nanotube Electronics: 7
Energy: -5 (actions), -5 (housing)

ArcaneStomper
2013-08-21, 10:46 AM
Terra Nova
The closest thing to leaders at the mountain bazaar are the mountain clans who act as translators and third party witnesses to deals. They seem agreeable for the most part, which given that their status is completely based on encouraging trade, and the more people there are to trade the better, is understandable. What they are most interested in is getting some of their own people trained in the human language. They are translators after all. They are willing to bargain for this, but lack many actual goods of their own. They deal mostly in knowledge and contracts.

There are plenty of other tribes willing to trade goods, but most are hesitant given that the humans did not bring any trade goods with them. The humans are also not offering anything they are particularly interested in. Being herders they have their own animals for food and don't particularly need additional supplies there, also the xenobiological reports indicate that terran food would be just as poisonous for natives as native food is for humans. Similarly being nomadic they have little use for clay and wood in bulk. Some yes to make simple items, but not much. The primary trade goods are in fact metals. Copper, iron, and bronze appear to be the main metals in use and are in heavy demand as apparently the entire supply comes from foreign traders that visit the plains.

Mabn
2013-08-21, 01:03 PM
Faelinites

4.1

Harvest caste (agriculture 10) will tend to the level 9 carbonwood farm with the augmented flying cars

Form caste (material engineering 10) will process the incoming carbonwood into carbon planks using their level 9 fiber refinery and level 12 material engineering tools

Function caste (mechanics 10) will use the level 10 mechanics tools and level 9 workshop to construct construction equipment

Structure caste (architecture 10) will do a mega-project feasibility study on ways to quickly and easily retrofit buildings to the current limits of economics and material tiers

Prosperity caste (economics 15) will use the level 9 technical school and the tutor spheres to study economics

Ragnar Lodbroke
2013-08-21, 05:33 PM
Natives
"Friends, do you know of any copper deposits nearby? We'd like to know more about your civilization."

OOC, what do these natives look like? From what I know, are they warriors, traders? What is their culture like?

Turn 4 Action 1
MINE COAL
- Blue Shirt Department A: Economics 5, Factory Workers 2, Builders 1, Survivalism 1. XP: (3/5 Factory workers, 1/4 Survivalism)
- 1 Level 3 Coal Mine

AUTOMATE QUARRY
- Red Shirt Department A: Robotics 5, Piloting 2, Mining 1 XP: (6/7 Robotics)
- 1 Level 5 Robots
- 1 Level 3 Quarry

BUILD LOCAL WILDLIFE FARM
- Green Shirt Department A: Liberal Arts 5, Farmers 3. XP (2/6 Farmers)

BUILD LOGGING CAMP
- Gray Shirt Department A: Builders 5, Governing 2, Mining 1, Smelting 1. XP (5/7 Builders, 1/4 Mining)

PROSPECT FOR COPPER
- Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3, Prospecting 1, 1 Pegasi Culture. XP (3/6 Survivalism, 1 Pegasi Culture)

AUTOMATED ACTIONS
- Fusion Generator level 5 (2360) + White Shirt Department A Physics 4, Energy Generation 4. XP (Energy Generation 0/7): Produce Energy
- Level 5 Automated Iron Mine (Mining Droids): Mine iron
- Level 5 Automated General Purpose Factory (Automated, 1 Level 5 Robots): Produce Consumer Goods (1 Copper Ingot, 1 Iron ingot)
- Level 5 Robotic Production Factory (2360) (2 energy per action) Energy Efficient, Automated: Produce Mighty Jack robot model (A robot model that specializes in cutting wood as well as replanting trees).


QUESTION
Can the smelter be powered directly by the generator, or do I need coal to make it work?

ForzaFiori
2013-08-21, 07:04 PM
Terra Nova:

Natives:

The explorers are to work with the mountain clans to both teach them our languages (and learn the clan's language in return - I'd assume its the traders pidgin of the plains). They ask if the clan has ever had their mountain checked for ore - there could be iron or another metal inside it. After we get our colony up and running, we would be glad to run a shaft down, and try to find any veins - assuming we do both the exploratory work and the mining, we would be willing to split anything found 50/50 with the mountain clan. If other clans work, perhaps 50/25/25, with the mountain clan getting the 50, the clan doing the mining getting 25, and us getting 25 for the idea/exploratory shaft, as well as technical support. We will also offer to help turn the natives iron into steel, if they can bring it to us in bulk, preferably still as ore. (if they have the same strange ideas about where metal comes from, they're to explain where metal comes from like they did with the other clan.) we would keep a small amount of the metal as a payment, and return the rest to the clan as the stronger, corrosive resistant steel.

They are also to speak to the clan that they are travelling with, and ask where they are headed next. (if they're just going to be wandering the plains, and only really visiting the mountain and their camp near me, I might try to hook up with another clan to meet a settled civilization eventually)

ArcaneStomper
2013-08-21, 10:06 PM
Turn 4, Action 1

Terra Nova
While the expedition is away the rest of the colony is busy expanding. Brick production is finally beginning to ramp up as the colonists become more experienced and stockpiles of sun dried bricks and raw clay are soon accumulated. Meanwhile the colonists also begin considering the art of governing and managing large social groups such as colonies.

PU1
Does not appear to have done anything.

PU2
Building with what?

PU3
Xp Gained: 1 Pegasi Culture

PU4
Xp Gained: 5 Liberal Arts

PU5
Gained: 5 Units of Clay Bricks
Lost: 5 Units of Clay
XP Gained: 1 Pottery

PU6
Gained: 5 Units of Clay
XP Gained: 1 Mining

Tharal
Turning their attention from decorative plants to more practical things the environmentalists harvest crops to keep the colony supplied with food. While they do so the engineers also build extensions onto the apartments to allow more people to be housed. The physicists build another solar farm and the miners haul up large quantities of stone to be used in future construction efforts. Meanwhile the Dynast's Circle studies more advanced theories of social structures and interactions.

Environmentalists
Gained: 8 Units of Food
Xp Gained: 1 Farming

Engineers
Upgraded: Level 5 -> Level 7 Housing
XP Gained: 1 Construction

Dynast's Circle
Xp Gained: 11 Liberal Arts

Physicists
Gained: Level 8 Solar Farm
Lost: 5 Units of Silicum Ore
Xp Gained: 1 Electrical Engineering

Miners
Gained: 11 Units of Stone
Xp Gained: 2 Mining

Proteus Project
Inspired by their own recent bout of studying the leaders of the Proteans decided to build a new training center in the growing undersea base. Meanwhile the humans turn their attention to the weapons unit whom they begin instructing in more advanced physics theorems and concepts. The rest of the Proteans concern themselves with more concrete activities than training. Those under Victor-1 automate the robotics factory so that their efforts can be freed to concentrate on installation rather than construction. And Zulu-2 directs a team in building another set of construction tools to increase the number of buildings that can be put up at once.

Protean Leadership
Gained: Level 10 Training Center
Lost: 5 Units of War Coral Flakes
XP Gained: 2 Teaching

Human Bioengineering Staff
Xp Gained: 2 teaching, 1 Physics

Protean Efficiency Unit
Gained: Level 5 Automated Robotics Facility (Level 5 Robots)
XP Gained: 2 Robotics

Protean Weapons Unit
XP Gained: 21 Physics

Protean Manufacturing Unit
Gained: Level 5 Construction Tools
Lost: 1 Unit of War Coral Flakes
XP Gained: 1 Civil Engineering


Automated
War Coral Farm: 10 Units of War Coral Flakes

Faelinites
The colonists continue to pursue the activites that have started to come naturally to them. The harvest caste harvests more wood from the tree farm, and the form caste processes it into planks. And the function caste builds a set of construction tools with which to build new facilities. The prosperity caste continues its studies on the nature of economics. But the Structure Caste pursues more abstract things. Rather than build a new building they put some effort into considering and designing ways to improve what the colony already has.They come up with a laboratory that will allow the colony to do just that.

Infrastructure Design Lab: Requires 10 Materials to build. Costs 6 power to run. When used by a PU with economics produces a set of [Upgrade Plans] equal to the economics level of the PU. This Plan can then be used by another PU to upgrade a number of other facilities capped by economics to the level of the plan at a cost of one material per facility. The plan can be used to upgrade any number of buildings, but only its level/4 per action. (Although if that proves too powerful I may change it.)

For instance a PU with economics 15 could use the lab to make a set of level 15 plans. Any other PU could then spend 4 resources and an action to upgrade any 4 (15/4) buildings capped by economics to level 15.

Cannot be used to upgrade schools or facilities that require multiple actions to build.

Harvest Caste
Gained: 24 Units of Carbonwood
XP Gained: 3 Agriculture

Form Caste
Gained: 24 units of Carbon Planks
Lost: 24 units of Carbonwood
XP Gained: 3 Materials Engineering

Function Caste
Gained: Level 15 Construction Tools
Lost: 1 Unit of Carbon Planks
XP Gained: 3 Mechanicss

Structure Caste
Gained: Infrastructure Design Lab (Plans)
XP gained: 3 Architecture

Prosperity Caste
XP Gained: 20 Economics

The IRC
The natives are short, only about a meter high. They are squat, almost spherical, and have short stubby legs and long double jointed arms. They look like this (http://seti-colonization.wikispaces.com/file/view/CRE_Pegasian-10226756_ful.png/442864572/CRE_Pegasian-10226756_ful.png).



The natives don't know anything about copper deposits in the area. They aren't from around here. This group is apparently one that regularly trades with other groups to the north, but without spending more time on it (an action) the black shirts can't glean much more information than that with their inadequate understanding of the natives language.

As the months go by the blue shirts set to work in the coal mines producing a stockpile of coal for use by the colony. The red shirts intall the recently produced robots in the quarry to ensure that the colony will have a steady supply of building materials. The gray shirts survey the surrounding forests and set up a logging camp in a good area to complement the stone being produced by the quarry. Also out in the woods are the black shirts who manage to find several good sites to locate copper mines. The White Shirts continue in the task that they are becoming quite good at, oprimizing the output of the fusion generator.


Blue Shirts
Gained: 5 Units of Coal
Xp gained: 1 Mining

Red Shirts
Gained: Level 3 Automated Quarry (Level 5 Robots)
XP gained: 2 Robotics

Green Shirts
What kind of wildlife are they looking for?

Gray Shirts
Gained: Level 5 Logging Camp
XP gained: 1 Agriculture

Black Shirts
Gained: Level 3 Copper Survey (Knowledge)
XP gained: 1 Prospecting

White Shirts
Gained: 5 Bonus Energy
XP Gained: 1 Energy Generation

Automated Actions
Iron Mine: 10 Units of Iron Ore
GP Factory: 3 Units of Consumer Goods
Robotic Factory: Level 5 Lumberjack Robots

Answer
A smelter can be powered directly be energy.


Other Events

Terra Nova
The native translators are quick learners and soon understand the human language. The humans also gain a greater understanding the translator pidgin. Neither species can actual speak the language of the other, but when both sides understand what the other is saying a conversation can be carried on even if two languages are used.

This allows the bargaining to begin in earnest. The mountain clans are skeptical of the humans claims that they can find metal in the mountain, and that it comes out of the ground at all, but in exchange for the new language they are willing to let them go prospecting. If they manage to find anything then further discussions can be made about the division of labor and profits necessary to run mines can be done. Similarly the other tribes want more proof that the humans can improve metal into steel before they entrust their valuable iron to the foreign aliens.

The tribe that the humans came with mostly sticks to the eastern parts of the plains. In fact the mountain is considerably further west than they normally venture being well inside the central tribes territory. They only come here because the mountain is a neutral trading ground and every tribe has rights to visit it. Similarly the central and western tribes each stick to their own parts of the plains.

OOC: I think that's everyone. Let me know if you posted actions and I missed you.

Ragnar Lodbroke
2013-08-22, 04:08 AM
Arcane Stomper
The Green Shirts look for the local wildlife that was used as raw native goods.

I'm thinking of useful plants (For making rope, for example perhaps the bark of one of the plants has a texture that is similar to plastic, maybe the fibers of that other plant are similar to cotton but are easier to harvest in this world and so on).

Perhaps some animals, too (Bones, skin, etc), including the plants they eat. I'm intending to use that farm as a Raw Native Material steady source

ForzaFiori
2013-08-22, 04:59 PM
Terra Nova

Arcane:

wow. I need to stop writing actions when I'm tired. PU 2 was building with the native wood. PU 1, if I can still give them an action, is to work the tree farm. If not, well, that's the price I pay for giving orders when I'm not at my best. :smalltongue:


Natives:

Can the natives I'm friends with recommend any tribe that could take us to whoever is supplying their metal? Preferably a tribe they know and are friendly with.

Also, what do the natives wear? is there some sort of hide, or does it look like a plant material?

Zweanslord
2013-08-23, 06:45 AM
Tharal Turn 5

With the dawn of a new year, several of the children the Tharal families brought along to this new world have grown up. Having taken steps in advance to accomodate, the new citizens can immediately take up their own quarters in the recently expanded housing. Samilion of the Rakur Dynasty's speech to this new group was uplifting and inspiring, or so claimed many of the Tharal present. Already, their task is set before them. The first months of the year they study hard, to learn and educate themselves in the required job before them. They will take up the proud mantle of smelter, to use the materials of the respectable miners and shape their hard work in further refined materials, to allow these to be used for further purposes again.

This addition has come at a notable moment as well. The colony is thriving well, having established a good base of energy, food, relaxation and industry. And this leads to a great shift, as Samulion leads the way for the Tharal to look from the present and its needs, to the future and the plans to be made from those! He gathers his fellow citizens to discuss the plans of the Tharal for the future and pave the road forward. Many are involved, though work in the mines continues and work in the smelter starts up again, as such a road requires pavement as well!

Actions

First Actions

PU Environmentalists. Biology 5, Farming L1 2/3, Gardening L1 2/3
With the new addition to the colony, the environmentalists foresee them wanting some space in the near future as well to relax, and so they get to work to enable this.
Create Garden. 1 Gardening + 1 Farming (1/2) + 2 Biology (5/4) + 3 Construction Tools (5/2) = Level 6 Garden (capped).

PU Engineers. Economics 9 5/11, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L1
Create Smelting Tools. -1 Iron Ignot. 3 Workshop (5/2) + 3 Economics (9/4) + 1 Iron Ignot = Level 7 Smelting Tools.
Smelting L0 1/2. L0 + 1 Base

PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Governing L1 1/3, Manufacturing L0 1/2, Teaching L0 1/2
For the second half of the year, plans of the future will be made. To be able to dedicate time to those in the year after, the Dynast's Circle already takes some effort into producing consumer goods for the future.
Create Consumer Goods. -4 Silicum -1 Stone -2 Iron Ore. 2 Liberal Arts (6/4) + 5 Consumer Goods Factory = 7 Consumer Goods
Manufacturing L1. L0 1/2 + 1 Base

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L2
Create Solar Panels. -5 Silicum Ore. 2 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 9 Solar Panels.
Solar Panels: +5 Energy (9/2 sustainable)
Electrical Engineering L2 1/4. L2 + 1 Electrical Engineering (2/4)

PU Miners. Mining 6 7/8, Health L0 1/2
Mine Iron Ore. -4 Energy. 6 Mining + 8 Mining Tools + 5 Mine = 19 Iron Ore
Mining L7 1/9. L6 7/8 + 2 Mining (6/4)

PU Smelters.
The new PU is educated in the school, to teach them the well respected job of smelter!
Learn Smelting in School, using Education Center.
Smelting L4 2/6 . L0 + 10 Education Center + 5 School + 1 Base

Second Actions

In these actions, Samulion gathers the PUs with science skills. They are to work together to plan the next steps on the long road to their end goal:
- Construct a linear accelerator like Far-caster Station to make interstellar travel possible between Pegasi and Sol

Just an ooc note, I realise that it is extremely unlikely that the Tharal will reach this goal during the game, but at least they are ambitious!

To build a linear accelerator, it is obvious that a space presence is required. After all, to build far-caster station, it makes much more sense to build something like that in space, instead of on the planet (correct me if I'm wrong here).
So, a first viable step seems to be to construct a self-sustaining space station where at least 1 PU can live and work permanently. It would serve as space presence, an ideal base to take the next steps from and work on a space shipyard.
Ideally, the colony ship they came here with to the Pegasi system would be converted/expanded to act as space station. Since the colony ship is set up for that purpose, that makes a good fit, but the principles worked out here would ideally apply to other space stations as well.

Space Station Feasability Study

The way I figure it, to create a self-sustaining space station, the following things are needed:

Energy
Method known: Solar Panels

Life Support
- food
- air/water filtering
- health safeguards

Citizen needs
- housing
- consumer goods

Station
- facility space
- protection versus space (spacesuits, proper shielding, hull)

If more is needed, would love to hear. The goal here is to be self-sustaining, so no resources need to be imported from the planet unless necessary for specific actions (ie, create new facilities/tools) but not normal living conditions (ie, food). The colony ship would probably give a leap on some parts, making them easier to set up when it is involved, so they take that into account, but they would like to see what specific benefits it is giving, in case they need to set up a normal space station later. The research may lead to other feasability studies needing to be done, which is fine.

Dedicated to this feasability and its parts are the following PUs:

PU Environmentalists. Biology 5, Farming L1 2/3, Gardening L2
These PUs are not called Environmentalists for nothing, their task is to tackle the whole space environment. Using their biology knowledge, they look into matters of life support, with their knowledge of farming and gardening being used on the food subject for biospheres and such. They also serve as advisors on the subject of consumer goods, with their knowledge of gardening.
Primary subject: Life support (food, air/water filter, health safeguards)
Advisory subject: Consumer Goods (gardening)
XP?

PU Engineers. Economics 9 5/11, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction L1, Smelting L0 1/2
The engineers set their task on how such a space station should be set up as a whole structure. They look into what materials need to be used and what kind of products are required to create a large hull capable of acting as space station. In the case of the Pegasus colony ship, they look into what is needed on top of its already existing chassis to make it a suitable space station where people can live. They work closely together with the Physicists.
Primary subject: Station (facility space, protection), how to build a space station and make use of the Pegasus colony ship for that purpose
Secondary subject: Housing
XP?

PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Governing L1 1/3, Manufacturing L0 1/2, Teaching L0 1/2
The Dynasty's Circle has a big role in coordinating everybody and ensuring everybody works together, creating a whole project, instead of individual projects taped together. The subject they tackle is especially on housing and how to keep the people happy and feel at home in space.
Primary subjects: Consumer goods, Housing
XP?

PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering L2
The Physicists also look into the nature of the space station. How to make it operatable in space, keep it at the same place and ensure that all the materials will hold in the vacuum, protecting its inhabitants from radiation. Calculating the stress on materials and working out what they will need and what the Pegasus colony ship has to offer keeps them busy. They work closely together with the Engineers.
Primary subject: Station (facility space, protection), how to build a space station and make use of the Pegasus colony ship for that purpose
Secondary subject: Housing
XP?

Normal activities:

PU Miners. Mining 7 1/8, Health L0 1/2
Mine Silicum Ore. -4 Energy. 7 Mining + 8 Mining Tools + 5 Mine = 20 Silicum Ore
Mining L7 3/9. L7 1/9 + 2 Mining (7/4)

PU Smelters. Smelting L4 2/6
And so, the young and new adult citizens of the Tharal colony start their assigned task, the noble job of smelting!
Smelt Iron Ore. -4 Energy. -16 Iron Ore. 4 Smelting + 7 Smelting Tools + 5 Smelter = 16 Iron Ignots

Energy:
12 Solar Sattelite
04 Space Solar Panels
16 Solar Panels
03 Solar Panels (half production because built during first half of turn)
35 Total

-6 Housing
-2 Mining
-2 Mining Tools
-4 Tool Workshop
-2 Smelting
-2 Smelting Tools

18 Total

18/35 Energy

Food:
13 - 6 PUs = 7

Consumer Goods:
3 Environmentalists
4 Engineers
3 Dynast's Circle
3 Physicists
2 Miners (Next Turn: 3)
0 Smelters (Next Turn: 2)
-10 Gardens (max 2cg/pu)
5 Consumption

7 Consumer Goods Factory
7 Production

7 - 5 + 7 = 9

Growth:
20 - 20 + 6 = 6/20, 1 new PU

Goods:
6 Iron Ore (5 + 19 - 2 - 16)
20 Silicum Ore (9 - 5 - 4 + 20)
17 Iron Ignots (2 - 1 + 16)
5 Stone (6 - 1)

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)
- Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)
- 2x Solar Panels Level 8, +4 energy (8 /2 sustainable = 4)
- Solar Panels Level 9, +5 energy (9 /2 sustainable = 5)
- School Level 5, 2 energy/action

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Mining Tools Level 8, -2 energy/action
- Smelting Tools Level 7, -2 energy/action

Mabn
2013-08-23, 11:23 PM
Faelinites

4.2

Harvest caste (agriculture 10) farm carbonwood in the level 9 farm with the augmented cars

Form caste (material engineering 10) makes graphite in the level 9 fiber refinery with the level 12 material engineering tools

Function caste (mechanics 10) makes farming tools in the level 9 workshop with the level 10 mechanical engineering tools

Structure caste (architecture 11) looks into refining the design lab plans to allow buildings to be retrofit with higher tier materials, using the level 15 construction tools if applicable (I believe they are not)

Prosperity caste (economics 17) studies in the level 9 technical school with the tutor spheres


Terra Nova
If it impacts your plans, we can produce more flying transportation vehicles if provided with aluminium

Maldiem
2013-08-24, 01:48 PM
The Proteus Project

((Fluff will be up later, getting actions up now.))

Turn 4.2 actions:
Actions, round 2:

Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 7 fuel for 23.1 (roundup to 24) energy
The Robotics Factory builds level 5 Consumer Goods Factory robots (1 unit of WCF, 1 unit of nanoelectronics, 8 energy)

(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (2/7), Civil Engineering 1 (1/3), Pegasi Culture 0 (½)
Uses the new training center to teach the Weapons unit Physics
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal Arts 3 (10/4), Physics 0 (+1 XP)
Yield: See below. 8 XP to the Weapons Unit.

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (3/8), Physics 0 (1/2)
Upgrades the existing training center to match the one in the underwater base
Tool: Level 5 construction tools (+3, 5/2)
Facility: None
Skill: Teach 6 (+2 XP), Liberal Arts 1 (3/4)
Input: 1 unit of WCF if required. (+1)
Yield: Level 11 (capped at 10 by Liberal Arts) Training Center

(L6,2)Protean Efficiency Unit (Victor-1): Robotics 5 (6/7), Piloting 0 (1/2), Agriculture 1 (1/3)
Runs the level 5 nutrient slurry farm with the farming tools.
Tool: Level 5 Farming Tools
Facility: Level 5 Algal Nutrient Slurry Farm (-1 energy)
Skill: Agriculture 1 (+1 XP)
Yield: 11 units of Protean “Yogurt”

(L8,3)Protean Weapons Unit (Whiskey-5): Physics 7 (8/9), Civil Engineering 0 (1/2), Materials Science 1 (2/3), Mechanical Engineering 0 (½)
Learns physics in the new training center
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: Assist from the Leadership Unit; Liberal Arts 3, Teach 5 = 8
Yield: 29 XP to Physics (10 tool, 10 facility, 8 teaching, 1 base), to Level 10 (7/12, 72 XP total)

(L7,3)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (2/3), Manufacturing 1 (0/3), Agriculture 0 (½)
The Manufacturing unit uses the nanorefinery to refine war coral flakes into Carbon Composite Modules.
Tool: None
Facility: Level 5 Carbon Nanorefinery (2360, mass production, built in refining), 2 energy
Skill: Economics 2 (5/4), Manufacturing 1 (½?), Materials Science 0 (+1 XP)
Input: 13 units of War Coral Flakes
Yield: 13 units of CCMs (Tier 4)

End-turn consumables:
Protean “Yogurt”: 7+11-5 = 13
Deuterium: 21/40
Consumer Goods: 26-18 = 8
War coral flakes: 0
CCMs: 18
Nanotube Electronics: 6
Energy: -18 (actions), -5 (housing) + 24 (fusion) = 1 (can't be stored)

Growth Points:
Protean: 16
Human: 4

ForzaFiori
2013-08-24, 03:55 PM
Terra Nova:

Faelinites:

Sadly, we're rather metal poor in the plains. One of the main things were were hoping we could trade for is iron and copper. We'll be sure to keep an eye out though. What do the flying machines run on? Perhaps we could help find fuel as well.

Mabn
2013-08-24, 05:31 PM
Faelinites

Terra Nova
Mutually limited metal deposits will be unfortunate. Our engines however can run on pretty much any fuel you want, if you give us a few turns to build up the parts.

ForzaFiori
2013-08-24, 05:39 PM
Terra Nova:

Faelinites

We have a few ideas of where to get metal - we're friendly with the nomadic tribes of the plains, and they trade for metals with some group of aliens at the edge of their range. we're trying to establish contact with them now. We also have permission to mine a lonely mountain on the plains, though it will take time to get the spare people to go out there, but we hope to find some sort of metal there.

ArcaneStomper
2013-08-25, 01:18 AM
IRC
The Green Shirts find a spindly plant which is something like a cross between a grass and a shrub. It has a central trunk, but no branches or leaves. Instead it is covered in long tendrils of like very thin vines that spread out from around. It is an opportunistic and quick growing plant and can not only be found where ever there is a break in the jungle, but also growing in the canopy itself.

The important thing for the humans is that its vine leaves can be processed into a fairly tough fiber which can be used to make textile relatively easily or most anything else which requires fibers. The Green Shirts get to work cultivating the plant. A process which mostly involves clearing out a bit of jungle and then weeding out all the other plants trying to take advantage of the sunlight.

Gained: Level 3 Vineshrub Farm
Xp Gained: 1 Farmers

Terra Nova
Several groups of the colonists work towards providing the colony with ship build capacity. One sets to work in the tree farm observing the various natives trees to deduce their best growing patterns and harvesting trees as they mature. The other uses some of this lumber to create a small, but relatively efficient drydock in which small ship can be constructed.

PU 1:
Gained: 10 Units of Native Wood
Xp Gained: Farming

PU 2:
Gained: Level 3 Drydock
Lost: 5 Units of Native Wood
Xp Gained: 1 Construction

Natives
The natives you are friendly with get their metal at the bazaar. That's where most of the tribes get there metal. In fact one of the main purposes of the bazaar is to serve as a point where all the tribes can trade for metal. The metal itself comes mostly from the central tribes who trade for it with foreigners. The western tribes also have intermittent foreign trade which allows them a supply of metal. The eastern tribes who you first contacted get all their metal from the western and central tribes because their contact with foreigners is extremely limited.

It is something which has made them somewhat poorer in comparison and also why they are eager to trade with you. As having a source of their own to trade metal with will greatly increase their standing.


Turn 4, Action 2
Faelinites
Once more the harvest caste is at work in the tree farm carefully tending it and harvesting more lumber for the colony. This lumber is destined for the form caste which then processes the carbon harvested from the wood into more graphite to fill the colony's stockpiles. They soon find that they can process more carbon than can be produced from the farm. Something which the function caste works to remedy by creating agricultural tools for the harvest caste to use in their work. Meanwhile the prosperity caste continues in their studies.

Harvest Caste
Gained: 24 units of Carbonwood
Xp Gained: 3 Agriculture

Form Caste
Gained: 24 Units of Graphite
Lost: 24 units of Carbonwood
Xp Gained: 3 Material Engineering

Function Caste
Gained: Level 17 Farming Tools
Lost: 1 Unit of Carbon Planks
XP Gained: 3 Mechanicss

Structure Caste
I am not sure what you are trying to do here.

Prosperity Caste
XP Gained: 20 Economics

The Proteus Project
Upon completion the new training center is immediately put to good use as the protean leaders help the weapons unit increase their knowledge and understanding of physics. Rather than leave the old training center now obsolete the human group takes it upon themselves to upgrade it to match the capabilities of the new one.

While this is going on the machinery of the colony grinds forward as the efficiency units grows more yogurt to feed the colonists and the manufacturing units produces more of the carbon modules that are the basis of most of the colony's industry.

Protean Leadership
XP gained: 2 Teaching, 1 Physics

Human Bioengineering Staff
Upgraded: Level 5 -> Level 10 Training Center
Xp gained: 2 Teaching

Protean Efficiency Unit
Gained: 11 Units of Protean "Yogurt"

Protean Weapons Unit
XP gained: 29 Physics

Protean Manufacturing Unit
Gained: 13 Units of Carbon Composite Modules
Lost: 13 Units of Carbon Composite Modules
XP Gained: 1 Materials Science

Mabn
2013-08-25, 03:21 AM
Faelinites

4.2 continued

On the structure caste, you mentioned a while ago that any building I build with carbon planks is one level higher than it would otherwise be. I have since refined carbon sheets, graphite, and possibly by turn 5 graphene. Because many of my buildings came from colony pods or, in the case of farms didn't use materials in their construction they currently lack a material level bonus, but rebuilding them from scratch is action intensive. I figured I would try to find a way to mass retrofit. Especially since my material per action is going up considerably and an influx of supplemental raw materials may be incoming, so I will likely be producing increasingly high-tier materials

ArcaneStomper
2013-08-25, 03:35 AM
Terra Nova
I forgot to answer this before, but the natives are wearing mostly animal products such as leather.

Faelinites
Actually the colony pods granted a +5 to the level of structures built with them. But materials only give bonuses up to your cap. And once a structure has been built it no longer matters what it was built with. Only the final level.

For instance a building built by a PU with skill 2 and a material that gives a +3 will be level 5.

A building built by a PU with skill 3, but with a material that only gives +2 will also be level 5. Both these buildings would be identical after having been built.

If the PU with skill 3 uses the +3 material it could potentially build a level 6 building. But if the cap was 5 then it would only be a level 5 building and would again be identical to the first two.

Which is why I am still not sure what you are trying to do. Adding new materials would just be an upgrade. It wouldn't require any special planning. And you already did a megaproject to figure out how to do mass upgrades.

ForzaFiori
2013-08-25, 01:59 PM
Terra Nova

Action 4.2

PU 1 (Econ 5 Farm 4): studying gardening
PU 2:( Esp 4, CounterEsp 3, Construction 3): building a kiln (or several - basically just a pottery workshop type building) from the clay bricks
PU 3: (Fringe 4, Xenobio 3, Exploration 2, Pegasi Culture 1): continuing to explore, this group will attempt to join one of the central tribes, trying to reach whoever it is selling the tribes metal.
PU 4: (Liberal Arts 4, Teaching 4): studying Liberal Arts
PU 5: (Bio 4, Med 3, Pottery 3): creating more clay bricks
PU 6: (Physics 4, Plasma Physics 3, Mining 2): mining more clay

Ragnar Lodbroke
2013-08-25, 04:08 PM
IRC
TURN 4 ACTION 2

BUILD COPPER MINE
- Gray Shirt Department A: Builders 5, Governing 2, Mining 1, Smelting 1, Agriculture 1. XP (5/7 Builders, 1/3 Mining)
- Level 3 Copper Survey (Knowledge)
- 1 Units of Stone

PRODUCE ENERGY
- White Shirt Department A: Physics 4, Energy Generation 4. XP (Energy Generation 1/6)
- Fusion Generator level 5 (2360): Energy Efficient, Special (Can use any material as fuel. If it produces more energy, I use coal as fuel.

SMELT IRON
- Blue Shirt Department A: Economics 5, Factory Workers 2, Builders 1, Survivalism 1, Mining 1. XP: (3/5 Factory workers, 1/4 Survivalism)
- Level 3 Smelter
- 50 Units of Iron Ore

PRODUCE FIBERS
- Green Shirt Department A: Liberal Arts 5, Farmers 3. XP (3/5 Farmers)
- Level 3 Vineshrub Farm

AUTOMATE LOGGING CAMP
- Red Shirt Department A: Robotics 5, Piloting 2, Mining 1 XP: (7/7 Robotics)
- Level 5 Logging Camp
- Level 5 Lumberjack Robots

HUNT LOCAL WILDLIFE
- Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3, Prospecting 1, 1 Pegasi Culture. XP (3/6 Survivalism, 1/3 Pegasi Culture, 1/3 Prospecting)
- 1 Level 5 Flying Cars (2360): A PU and 5 goods or one tool moves 5 hexes, cost 1 energy. up to 10 if there is place to charge. No action required.
- 1 Level 5 Laser Rifles (2360)

The Black Shirts use the flyig cars and their trusty laser rifles to hunt local wildlife that can be used to produce goods (Leater, bone, etcetera).
They also attempt to use some simple traps to capture some useful animals to raise in farms.

AUTOMATED ACTIONS
- Level 5 Automated Iron Mine (Mining Droids): Mine iron
- Level 3 Automated Quarry (Level 5 Robots): Produce Stons
- Level 5 Automated General Purpose Factory (Automated, 1 Level 5 Robots): Produce Consumer goods. Use 1 Iron Ingot, 2 Copper Ingots, all production of the Vineshrub Farm.
- Level 5 Robotic Production Factory (2360) (2 energy per action) Energy Efficient, Automated: Produce level 5 Mining Robots. Uses 1 Copper Ingot + 1 Iron Ingot.

Mabn
2013-08-25, 04:20 PM
Faelinties

4.2 revised

I misunderstood the rules

Structure caste builds a level 17 infrastructure design lab with carbon planks and level 15 construction tools

ArcaneStomper
2013-08-25, 11:26 PM
Turn 4, Action 2

Terra Nova
Studying becomes a primary activity in the second half of the fourth year after planet fall. As various groups spend their time learning about horticulture and also different social theories that could lead to a more effective colony. Clay of course is the other thought on the minds of the colonists as clay is mined, molded into bricks, and eventually used to construct the first kiln. Although not commonly thought of bricks are a common and much used building material, and the colonists are well on their way to being able to produce them in bulk.

Meanwhile far out on the plains the the group of explorers have managed to bargain their way into traveling with one of the central tribes. This tribe is rich in metal and keen on learning how to craft better metal goods. In exchange for a few techniques they agree to take the explorers to meet with one of their most regular contacts.


PU 1
(Is PU 1 using the school or PU 4.)

PU 2
Gained: Level 4 Kiln
Lost: 5 Units of Clay Bricks
XP Gained: 1 Construction

PU 3
XP Gained: 1 Pegasi Culture

PU 4
(See above for the school question.)

PU 5
Gained: 5 Units of Clay Bricks
Lost: 5 Units of Clay
XP Gained: 1 Pottery

PU 6
Gained: 5 Units of Clay
XP Gained: 1 Mining


The IRC
The colony begins to diversify its industry as the year goes on. The gray shirts build a copper mine so that a steadier supply of copper can be obtained than what can be traded for with the natives. The white shirts continue to monitor the fusion generator and consider switching to burning coal in order to keep up with all the factories in use. The Blue shirts begin smelting the large backlog of iron ore into useable ingots.

Meanwhile the native jungle isn't overlooked either. The Green shirts see to tending the new vineshrub farms and harvest the useful tendrils from their plants. And the red shirts see to installing the mighty jack robots into their positions in the logging camp. Meanwhile the black shirts take to hunting in the jungle and bring back considerable amounts of useful animal products.

Gray Shirts
Gained: Level 5 Copper Mine
Xp Gained: 1 Mining

White Shirts
Gained: 5 Bonus Energy
XP Gained: 1 Energy Generation
(You can use coal to move your power plant up one tier, but how much coal are you using?)

Blue Shirts
Gained: 7 Units of Iron Ingots
Lost: 7 Units of Iron Ore
XP Gained: 1 Smelting

Green Shirts
Gained: 6 Units of Native Vinecotton
XP Gained: 1 Farming
(I'm going to call it vinecotton just because I need an easy to distinguish name. You can call it something else if you want.)

Red Shirts
Gained: Level 5 Automated Logging Camp (Level 5 Lumberjack Robots)
Xp Gained: 2 Robotics

Black Shirts
Gained: 11 Units of Native Animal Products
XP Gained: 1 Hunting

Automated Actions
Iron Mine: 10 Units of Iron
Quarry: 3 Units of Stone
GP Factory: 5 Units of Consumer Goods, Lost 1 Iron Ingot, 1 Copper Ingot, 1 Vinecotton
Robotics Factory: Level 5 Mining Robots, Lost 1 Copper Ingot, 1 Iron Ingot

Faelinites
The Structure caste builds the newly designed infrastructure lab so that the colony can be maintained at peak efficiency.

Gained: Level 17 Infrastructure Design Lab
Lost: 10 Units of Carbon planks
XP Gained: 1 Architecture

ArcaneStomper
2013-08-25, 11:41 PM
Turn 5

Another year goes by with most of the colonies becoming more comfortable with using the available resources. Many are already beginning to see some growth as children born on Earth mature into effective workers. It is beginning to seem something like home to many of the colonists, although some still miss their previous lives back in the solar system.

Proteus Complex
The native leviathans are back. And with them so are the whaling ships hunting the pod. Apparently this is a fairly routine route for them to follow. Otherwise life under the waves continues pretty much as it always has.

The IRC
The native caravan left the vicinity of the colony, but a few natives stayed beyond and have begun building a trading post. Apparently they intend to make this a regular stop for the caravan.

Terra Nova
The tribe which the explorers are accompanying heads south to point where the great plains give way to forest and eventually a vast jungle. There they find a trading post which is apparently empty. The native tribe sets up camp and waits. And a few weeks later a large caravan makes its way out of the jungle.

Obviously a different culture than the nomadic tribes these natives use similar, although smaller, beasts to pull large wagons and wear clothing which has been more tailored than the hides and leathers of the tribes. Once both sides are present the once empty trade post soon becomes a bustling hub of activity as the southern caravan merchants and the central tribe's elder begin a busy negotiation.

The merchants also seem less excited and surprised to see the human explorers than might be expected. Perhaps explained by the fact that they have goods in their caravan which are of clearly human manufacture.

Faelinites
Having been ignored for some time the natives have worked up their courage and have begun venturing directly into the human colony. They poke and pry into pretty much everything that isn't locked or clearly dangerous.

A few try to talk with the humans, but their chatter is impossible to understand without some actual translation work.

ForzaFiori
2013-08-26, 08:35 AM
Terra Nova

Arcane:

PU 1 was using the school

ArcaneStomper
2013-08-26, 09:08 AM
Terra Nova
Then PU 1 gained 5 gardening xp, and PU 4 gained 1 Liberal Arts xp.

Mabn
2013-08-26, 08:49 PM
Faelinites

fr: O.K., I requested this meeting because we have got to deal with these natives. It will be years before we have anyone trained to handle alien relations and they practically live here already.

pr: So what if we let them. Live here I mean. We have housing space and we can produce a surplus of food and consumer goods pretty easily.

hr: They're alien, they probably can't eat our crops and even if they could, heaven knows if they're good for them. The last thing we need is a poisoning they blame us for.

pr: Yes, well finding food for themselves might keep them busy and limit their maximum local population density. The point remains that if we give them designated places to stay and things too play with their likely to be happier with us and give us less trouble. At least in the short run. If they start trying to take things by force well have lasers

fr: that might work out if you work in a farm or a school, but we deal with sensitive and dangerous chemicals. Curious aliens are a recipe for disaster.

st: well we were planning to upgrade facilities this year anyway. It shouldn't be that hard to give the refinery heavy doors and vent covers.

fn: the problem goes much deeper than that. Our power grid is anything but tamper-proof. We had to make it out of graphite for heavens sake. One monkey with a rock and we have a major crack in our power lines and a dead monkey.

st: that... is troubling.

pr: we'll see what we can do in the design lab, but it might take a bit longer. Anyone have ideas for the next six months?




pr: I see.

ForzaFiori
2013-08-27, 02:25 PM
Terra Nova:

Faelinites

I don't mean to pry, but I noticed you are in need of information about the natives. We've been in contact with a group since just after planetfall, and have a group of people travelling with them now. Is there anything in particular you're looking to know?

Mabn
2013-08-27, 03:33 PM
Faelinites

Terra Nova
Not to put too fine a point on it, but it took us years to figure out they were sentient and we still know absolutely nothing about them except that they seem to have decided to co-inhabit our settlement. We plan to train our newest caste to deal with them, but we are currently only remembering how to communicate with each other with significant effort, so we're currently rather incompetent at first contact.

Ragnar Lodbroke
2013-08-27, 03:44 PM
Turn 5.1
The IRC sees the native trade depot with satisfaction, and set to work to build a better infrastructure to sell their robots.

ACTIONS 5.1
Produce Vinecotton
- Level 3 Vineshrub Farm
- Green Shirt Department A: Liberal Arts 5, Farmers 3. XP (4/5 Farmers)

Study Economics
Black Shirt Department A: Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3, Prospecting 1, 1 Pegasi Culture, 1 Hunting. XP (3/6 Survivalism, 1 Pegasi Culture, 1/3 Prospecting)
- Level 5 School

Produce Energy
- Fusion Generator level 5 (2360): A powerful energy generator, capable of accepting any material as fuel. A larger version of the flying cars generators, capable of servicing a small city. Energy Efficient, Special (Can use any material as fuel
- White Shirt Department A: Physics 4, Energy Generation 4. XP (Energy Generation 2/6)
- 5 Units of Coal

Automate Coal Mine
- 1 Level 3 Coal Mine
- Level 5 Mining Robots
- Red Shirt Department A: Robotics 5, Piloting 2, Mining 1 XP: (10/7 Robotics)

Mine Copper
- 1 Level 5 Copper Mine
- Gray Shirt Department A: Builders 5, Governing 2, Mining 1, Smelting 1, Agriculture 1. XP (5/7 Builders, 2/4 Mining)

Produce Consumer Goods
- Level 5 Automated General Purpose Factory (Automated, 1 Level 5 Robots)
Blue Shirt Department A: Economics 5, Factory Workers 2, Builders 1, Survivalism 1, Mining 1, Smelting 11. XP: (3/5 Factory workers, 1/4 Survivalism)
- 5 Units of Native Vinecotton
- 5 Units of Native Animal Products
The blue shirts return to their general purpose factory, and help the robots to increase production.

AUTOMATED ACTIONS
- Level 5 Automated Logging Camp (Level 5 Lumberjack Robots): Produce wood
- Level 5 Automated Iron Mine (Mining Droids): Mine iron
- Level 3 Automated Quarry (Level 5 Robots): Mine stone
- Level 5 Robotic Production Factory (2360) (2 energy per action) Energy Efficient, Automated: Produce Level 5 Mining robots

ForzaFiori
2013-08-27, 04:35 PM
Terra Nova

Faelinites

We have a rough translation matrix, but I doubt it would work for you. It's tailored to the plains natives, and only works great on those in the eastern plains. We could send it to you if you want though. Oh, and if your ever dreaming of speaking their tongue or hearing them speak english, go ahead and give them up. They cant make the sounds we do, and we can't make theirs. They do seem to pick up on the meaning though, so you can talk to them in english and they understand. Some of my men are even beginning to be able to understand the natives without computers.

We can tell you this - they're about as different to us as they come. From what we've found, everything on this planet would poison us if we ate it, and vice versa for our foods and the natives. but genetically, we're still the same - dna, same base pairs, etc, but as soon as you get to the protein building, it's all weird. If we had a lab we might be able to fiddle with the native life/ourselves to fix that, but that's probably a ways in the future though.

I know you were looking for metal earlier - I think my explorers may have found the natives that trade metal to the plains nomads. Fun fact - they already had human goods, but other than yours and mine, there aren't any humans for half a continent from there. Apparently the natives have some decent trade routes. The fact that all the novelty of humans has probably worn off by now might make trade a little harder, but at least they might understand a bit our language.


Natives:

Austin walks up to the new group of natives, asking if they can understand him, and then (if they cant, then using the nomads as translators) ask where they got their earth goods, and what they typically receive in exchange for metal from the natives.


Actions 5.1

PU 1 (Econ 5, Farm 4, Garden 2): updating and beautifying the park on the initial landing zone (currently lv 1)

PU 2 (Espionage 4, Counterespionage 3, Construction 4): Studying boatbuilding

PU 3 (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2): Still travelling. or rather, i suppose, stopped to trade right now, THEN travelling. They can go ahead and head back to the mountain with the nomads after the trading (however long that takes. They still have 4 years worth of food).

PU 4 (Liberal Arts 5, Teaching 4: Teaching PU 2 Boatbuilding)

PU 5 (Bio 4, Medicine 3, Pottery 3): Making pottery. Pots, dishes, etc. decorated by carving the clay as it dries (u can use a stick for that so I figured it didn't need a tool)

PU 6 (Physics 4, Plamsa Physics 3, Mining 2): prospecting for metals. specifically Copper, Iron, and whatever the heck is used to make batteries (I'm pretty sure copper and lead can be used? Maybe silver?)

Mabn
2013-08-27, 05:29 PM
Faelinites

5.1

Harvest caste (agriculture 11) will use the augmented cars and level 17 farming tools to tend the level 9 carbonwood farm

Prosperity caste (economics 17) will use the level 17 infrastructure design lab to make tamper-resistant level 17 building plans (this may take 2 actions, I just wanted to give an overview when I assigned it)

Purpose caste (new) will use the tutor spheres and the new school to learn liberal arts

Structure caste (architecture 11) will use level 15 construction tools to retrofit the technical school into a current-level general school (this is a bit timey whimey because you said I could make a school based on my econ level (as the architecture skill threshold) as long as I have someone with liberal arts skill; I also have a PU learning liberal arts in the school that was build-able because they have them, but I thought it might be like component goods where you can process them the turn you make them)

Form caste (material engineering 10) will process the graphite into graphene with the level 12 material engineering tools and the level 9 fiber refinery

Function caste (mechanics 10) will use the level 9 workshop, level 10 mechanical engineering tools, and all possible carbon sheets and graphene to produce consumer goods

Edit: Terra Nova
Thank you for the gesture, but we don't have anyone who can refine such a matrix yet. We will be experimentally giving consumer goods to the local natives, so we will inform you of any results that might impact your trade efforts.

Maldiem
2013-08-27, 11:57 PM
The Proteus Project

Date: Oct 11th, 2318
To: Herman Drake, Director, Saturn Bio-Skunworks
From: Jacque Sauvage, Senior Researcher
Subject: Why Dolphins

Dear Herman,

I know you have been approached by the spooks at internal affairs who think we should just write AIs to do the same job we're designing the Proteans for. I am sure you did your best to explain to them why an AI agent is inherently inferior to something truly alive, but in the interest of maintaining our funding and a job that I love very much, I feel I should furnish you with some ammunition. I have three central arguments, the first of which is quintessentially pragmatic, the other two are more strategic and philosophical.

1) Dolphins do not corrode. They do not require electricity. They can eat virtually anything on the ocean floor and emit no telltale electromagnetic fields. On thermal and sonar, the Proteans will be indistinguishable from normal cetaceans. Dolphins can reproduce without extensive infrastructure. Dolphins are extremely dangerous and efficient per unit mass compared with modern submersibles, maintaining advantages in speed and maneuverability, not to mention navigation software honed by evolution. By using dolphins, we are taking advantage of hundreds of millions of years of optimization done for us by mother nature; we have a purpose-built sentient oceangoing vehicle, and there's no sense in reinventing the metaphorical wheel.

2) By using thousands of biological thinking units, we take advantage of emergent swarm behavior that can arrive at solutions orders of magnitude faster than a single processor of comparable reasoning capacity.

While we could use a multi-threaded AI, writing such a program can prove devilishly frustrating and the result is often prone to a disorder not unlike split personality syndrome. While I recognize that the aim of our mission is destruction, I do not particularly savor the idea of an insane AI with weapons of mass destruction in an ocean we do have an interest in conquering. We also have a far better grasp of how biological groups arrive at decisions compared with how a group of many different AIs running on the same system would drift over time; Nature is at work here as well, since biological social groups such as those in Primates and Cetaceans tend toward stability rather than instability, while the same cannot be said for a group of AIs.

3) Proteans can be irrational. The element of surprise is of particular importance in modern warfare, and with the advent of large AIs and heavy-duty psychological and probabilistic analysis, a system that behaves in a predictable fashion, however optimal, will be at a disadvantage compared with a system that occasionally does something irrational, suboptimal, or self-serving. While we could program an AI to be irrational sometimes, once again we are faced with a situation where something isn't broken, so we shouldn't fix it-- biological brains already have fantastic capability to be irrational.

Cheers,
Jacque

Turn 5.1 Actions
Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 7 fuel for 23.1 (roundup to 24) energy
The Robotics Factory builds level 5 Nanorefinery robots (1 unit of WCF, 1 unit of nanoelectronics, 8 energy)

(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (4/7), Civil Engineering 1 (1/3), Pegasi Culture 0 (½), Physics 0 (1/2)
Uses the construction tools to build a recreation center in the underwater base, with the aim of finally giving the Proteans some room to relax and recover. The facility includes exercise areas, entertainment facilities and other leisure activities with the aim of reducing the amount of consumer goods the colony needs to function.
Tool: Construction Tools level 5 (+3)
Facility: None
Skill: Liberal Arts +3 (10/4), Civil Engineering 1 (+1 XP)
Input: 4 WCF (+1 level) and 1 CCM (+3 to level)
Yield: Level 11 (capped at 10 by Liberal Arts) Recreation Center (Reduces CG reqs by 5 [level/2]/turn?)

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (5/8), Physics 0 (½)
Teaches Economics to the Manufacturing Unit
Tool: None
Facility: None
Skill: Teach 6 (+2 XP), Liberal arts 1 (¾), Economics 0 (+1 XP)
Yield: See Below. 7 XP to the Manufacturing Unit

(L6,2)Protean Efficiency Unit (Victor-1): Robotics 5 (6/7), Piloting 0 (1/2), Agriculture 1 (2/3)
Installs the consumer goods production robots
Tool: Level Consumer Goods Production Robots
Facility: Level 5 Consumer Goods Factory
Skill: Robotics 5 (+2 XP)
Yield: Level 5 Automated (5) Consumer Goods Factory (8 energy/action)

(L11,4)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 0 (1/2), Materials Science 1 (2/3), Mechanical Engineering 0 (½)
Uses construction tools to build a Deuterium Refinery.
Tool: Construction Tools +3 (5/2)
Facility: None
Skill: Physics +3 (10/4), Materials Science 1 (+1 XP), Civil Engineering +0 (+1 XP)
Input: 1 unit of Nanotube Electronics (+5 levels), 4 units of War Coral Flakes (+1 level)
Yield: Level 13 (capped at 10 by Physics) Deuterium Refinery (2 energy/action)

(L7,3)Protean Manufacturing Unit (Zulu-2): Economics 5, Civil Engineering 1 (2/3), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½)
Studies Economics
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 28 XP to Economics (10 tool, 7 teach, 10 facility, 1 base), to Level 8 (4/10, 48 XP total)

Mid-turn consumables:
Protean “Yogurt”: 13
Deuterium: 12/40
Consumer Goods: 8
War coral flakes: 2
CCMs: 17
Nanotube Electronics: 5
Energy: -10 (Actions), -5 (housing) +24 (Fusion) = 9

ArcaneStomper
2013-08-28, 10:31 PM
Turn 5, Action 1

IRC
In the cleared parts of the jungle the green shirts continue to cultivate vinecotton. It is a very useful plant, even if care has to be taken not to ingest it. This is proved as the Blue shirts use it in their production of more goods for the colony. Meanwhile the gray shirts mine more copper and the red shirts install a series of robotic miners in the coal seam. To power all this the White Shirts start using coal in their generator. And the Black Shirts take a break from their outdoor excursions to study various methods of building infrastructure.

Green Shirts
Gained: 6 Units of Vinecotton
Xp Gained: 1 Farming

Black Shirts
XP Gained: 6 Economics

White Shirts
Gained: 5 Bonus Energy
Lost: 5 Units of Coal
Xp Gained: 1 Energy Generation

Red Shirts
Gained: Level 3 Automated Coal Mine (Level 5 Robots)
Xp Gained: 2 Robotics

Gray Shirts
Gained: 7 Units of Copper Ore
XP gained: 1 Mining

Blue Shirts
Gained: 10 units of Consumer Goods
Lost: 5 units of Vinecotton, 5 Units of Native Animal Products
XP gained: 1 Factory Worker

Automated
Level 5 Logging Camp: 5 Units of Native Wood
Level 5 Iron Mine: 10 Units of Iron Ore
Level 3 Quarry: 3 Units of Stone
Level 5 Robotic Factory: Level 5 Mining Robots, Lost 1 Iron Ingot, 1 Copper Ingot.

Terra Nova
The explorers discuss things with the southern merchants. As they have little to trade physically they trade pieces of their own knowledge for answers from the natives. The merchants say that they got their goods from beings like the explorers. They are vague on the location apparently not wanting to reveal their sources.

They are more open about what they will trade for their metal. After all they can't sell if the explorers don't know what price to pay. They generally trade it for animals and animal products from the tribes, augmented with the occasional plains growing plant and piece of artwork.

Back in the colony the colonists make themselves busy on various tasks that had been piling up around the colony. One group tends to the landing site memorial gardens greatly improving them from the first crude dirt paths and rock benchs. Other groups study boatbuilding and begin planning various ship types that can be built in the shipyard. Another group uses the clay that has been mined to make some pottery either for the colony to use or possibly to trade to the natives.

The last group goes out hunting for iron. They find two promising sites. One is a nearby marsh which has deposits of bog iron which would be easy to harvest, but probably wouldn't sustain full scale industry. The second is a site of banded iron which would require much more intensive mining to extract.

PU 1
Upgrade: Level 1 -> Level 4 Gardens
XP Gained: 1 Gardening

PU 2
XP Gained: 11 Boatbuilding

PU 3
Xp Gained: 1 Bargaining

PU 4
XP Gained: 1 Teaching

PU 5
Gained: 3 Units of Pottery
Lost: 3 Units of Clay
Xp Gained: 1 Pottery

PU 6
Gained: Level 3 Iron Prospecting Survey (Knowledge)
XP Gained: 1 Prospecting

Faelinites
Once again the Harvest Caste's efforts on the carbonwood plantation yield up a bountiful harvest of timber to be processed for carbon. Meanwhile the Prosperity caste spends time designing a new class of building that will be resistant to the curious proddings of the natives without giving up any efficiency. Living up to their name the new Purpose class purposefully begins exploring an area that none of the other colonists had considered, namely the art of managing people rather than resources.

While they do so the Form and Function Castes work together to process more of the colony's carbon stockpiles into graphene, and from their into useful tools and goods.

Harvest Caste
Gained: 42 Units of Carbonwood
Xp gained: 3 Agriculture

Prosperity Caste
Gained: Level 17 Tamper-Resistant Building Plans
Xp Gained: 1 Architecture

Purpose Caste
Xp gained: 11 Liberal Arts

Structure Caste
Schools are based on the skill they are going to be teaching or liberal arts for general schools. And any buildings are build at the level cap you have at the start of the action, which right at the moment is zero. Next action it will be level 3 since your Purpose Caste will have gained 3 levels in liberal arts from studying. Also buildings can't be used in the turn they are being built. They can be used in the turn they are being upgraded. But only for their original purpose. So you could still teach economics while converting a school to liberal arts, but you couldn't teach liberal arts there until it was done.

Anyway short answer is your Structure Caste has to do something else this action, because they can't convert it into a level 0 general school. Or well they can, but it would be pointless.

Form Caste
Gained: 31 Units of Graphene
Lost: 31 Units of Graphite
XP Gained: 3 Material engineering

Function Caste
Gained: 63 Consumer Goods
Lost: 15 Units of Graphene
Xp Gained: 1 Manufacturing

Level 17 Tamper-Resistant Building Plans (Knowledge)
Although still capable of upgrading buildings these tamper-resistant plans require more time and materials to upgrade any one building as colonists have to carefully seal every possible entrance and put locks on anything really sensitive. This is both time consuming and requires more building materials than simply upgrading the structure in a more efficient layout. As such it requires one action and three resources to make any one tamper resistant, although doing so will also upgrade the building to the level of the plans.

Mabn
2013-08-28, 11:27 PM
Faelinites

5.1 edit
I see, well in that case the Structure caste will upgrade the fiber refinery.

ArcaneStomper
2013-08-28, 11:32 PM
Turn 5, Action 1

Proteus Project
The first half of the fifth year on Pegasi sees a diverse variety of tasks being undertaken. The leadership of the colony takes it on themselves to to build a relaxation center for the Proteans. Somewhere where off duty colonists can go to relax and enjoy their free time. The humans return to the duties as advisers as they help the manufacturing experts study better ways to lay out the infrastructure of the colony. Meanwhile the efficiency units automates the production of common goods by installing robots in the necessary factory. And finally the weapons units ensures that the colony won't run out of power by building a deuterium refinery to harvest fuel for the fusion reactor from the surrounding sea water.

Protean Leadership
Gained: Level 10 Relaxation Center
Lost: 4 WCF and 1 CCM
XP gained: 1 Civil Engineering

(Yes liberal arts facilities like this satisfy the need for half their level in consumer goods per turn. Up to a maximum of two goods satisfied per PU.)

Human Bioengineering Staff
Xp gained: 2 Teaching, 1 Economics

Proten Efficiency unit
Gained: Level 5 Automated Consumer Goods Factory (Level 5 Robots)
Xp gained: 2 Robotics

Protean Weapons Unit
Gained: Level 10 Deuterium Refinery
Lost: 1 Units of Nanotube Electronics, 4 Units of War Coral Flakes
XP Gained: 1 Chemical Engineering

Protean Manufacturing Unit
Xp Gained: 28 Economics

Faelinites
The Structure Caste upgrades the Fiber Refinery to the latest levels of infrastructure improving its output. An important upgrade as the Fiber Refinery is in near constant use.

Upgrade: Level 17 Fiber Refinery

Mabn
2013-08-30, 07:57 PM
Faelinites

5.2

Harvest caste (agriculture 11) de-tamperables the carbonwood farm

Structure caste (architecture 11) de-tamperables one of the level 10 hydroelectric plants

Function caste (mechanics 10) de-tamperables the workshop

Prosperity caste (economics 17) studies at the economics technical school and reaches level 18

Purpose caste (liberal arts 4) studies liberal arts with the tutor spheres and reaches level 6

Form caste processes carbonwood into carbon planks with the level 17 fiber refinery, level 12 material science tools, and augmented flying cars (actually these probably wont help, but they hadn't gotten to ride them yet and no one else claimed them)

30 consumer goods are made available to the local population

ArcaneStomper
2013-08-30, 10:26 PM
Tharal
As one year passes into another the colony continues to grow and flourish. This is evidenced most visibly in the youngest colonists who were still children when land fall was made. These young adults are sent to study smelting so that the colony can maintain an adequate supply of metals. Meanwhile the environmentalists split their time between utilitarian and ornamental plants, both harvesting food crops and tending another set of terraced gardens. The engineers take time to study some more advanced techniques and then build a set of useful tools for the young smelters to use. The Dynast's Circle meanwhile constructs a school to better teach colonists new skills in the future, and also produces some goods to replace tools that have been lost over the years. The miners are completely focused on their own duties. First they design and construct tools to help them in the depths, and then they put those designs to the test in the real world by mining a load of iron ore. While all this is going on the Physicists continue to improve the colonies electrical grid by adding several new solar farms.



Turn 4,2
Environmentalists
Gained: 8 Units of Food
XP Gained: 1 Farming

Engineers
XP Gained: 11 Economics

Dynast's Circle
Gained: Level 5 School
Lost: 5 Units of Stone
Xp Gained: 1 Teaching

Physicists
Gained: Level 8 Solar Farm
Lost: 5 units of Silicum
XP Gained: 1 Electrical Engineering

Miners
Gained: Level 8 Mining Tools
Lost: 1 Unit of Iron Ingots
XP Gained: 2 Mining



Turn 5,1
Environmentalists
Gained: Level 6 Garden
XP Gained: 1 Gardening

Engineers
Gained: Level 7 Smelting Tools
Lost: 1 Unit of Iron Ingots
XP Gained: 1 Smelting

Dynast's Circle
Gained: 9 Units of Consumer Goods
Lost: 4 Silicum, 1 Stone, 2 Iron Ore
Xp Gained: 1 Manufacturing

Physicists
Gained: Level 9 Solar Farm
Lost: 5 units of Silicum
XP Gained: 1 Electrical Engineering

Miners
Gained: 19 Units of Iron Ore
XP Gained: 2 Mining

Smelters
XP Gained: 16 Smelting

Ragnar Lodbroke
2013-08-31, 04:57 AM
TURN 5 ACTION 2

Produce consumer Goods and Farming Tools
- Blue Shirt Department A: Economics 5, Factory Workers 3, Builders 1, Survivalism 1, Mining , Smelting 1. XP: (/5 Factory workers, 1/4 Survivalism)
- Level 5 Automated General Purpose Factory (Automated, 1 Level 5 Robots)
- 6 Units of Native Vinecotton
- 1 Native wood
- 4 iron ingot

The blue shirts produce 5 Consumer Goods units and, once they are done, they change their focus to produce farming tools, capable of being used by robots.

Automate copper mine
Red Shirt Department A: Robotics 5, Piloting 2, Mining 1 XP: (12/7 Robotics)
- Level 5 Copper Mine
- Level 5 Robots

Produce Vinecotton
- Green Shirt Department A: Liberal Arts 5, Farmers 4. XP (0/6 Farmers)
- Level 3 Vineshrub Farm

Build Apartment Building
Gray Shirt Department A: Builders 5, Governing 2, Mining 1, Smelting 1, Agriculture 1. XP (5/7 Builders, 3/4 Mining)
- 7 Units of Stone
- 2 Units of Native wood

Produce Energy
White Shirt Department A: Physics 4, Energy Generation 4. XP (Energy Generation 3/6)
- Fusion Generator level 5 (2360)

Study Economics
- Black Shirt Department A: Economics 2 , Survivalism (Liberal Arts) 4, Military Training (Liberal Arts) 3, Prospecting 1, 1 Pegasi Culture, 1 Hunting. XP (3/6 Survivalism, 1 Pegasi Culture, 1/3 Prospecting, 2/4 Economics)
- Level 5 School

AUTOMATED ACTIONS
- Level 5 Automated Logging Camp (Level 5 Lumberjack Robots): Produce Logs
- Level 5 Automated Iron Mine (Mining Droids): Mine iron
- Level 3 Automated Quarry (Level 5 Robots): Mine stone
- Level 3 Automated Coal Mine (Level 5 Robots): Mine coal
- Level 5 Robotic Production Factory (2360) Energy Efficient, Automated: Make Smelterbots, a robotic unit that specializes in smelting duties.
1 copper ingot, 2 iron ingot (the extra iron represents a special steel coating that these robots have to withstand the high temperatures)

Maldiem
2013-08-31, 05:52 PM
The Proteus Project

The Old Man slept alone, in defiance of the Proteans' natural community. Dolphins normally slept one brain hemisphere at a time, so it wasn't unusual that one of his eyes was open. What was unusual, though, was that the eye that was open was composing an email using a nearby computer monitor and pupil tracking camera.

To: FATHER
From: Engram JF-3
Subject: Psyche Cordon Warning

Engram separation (Es): 94.3%
dEs: -0.2%/yr +/- 0.03% (accelerating)
ddEs: -0.05%/yr +/- 2x10^-3% (accelerating)
Es instability projected: 4.2 years
Abort, Retry, Fail?

5.2.
Actions:

Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 5 fuel for 16.5 (roundup to 17) energy
The Robotics Factory builds level 8 Farming robots (1 unit of WCF, 1 unit of nanoelectronics, 8 energy)
The Consumer Goods Factory builds Consumer Goods from CCMs: -5 units of CCMs, (Tier 4, 3.25 CGs each), = 17 Consumer goods (-8 energy)

(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (4/7), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½)
Teaches Economics to the Manufacturing Unit
Tool: None
Facility: None
Skill: Teach 5 (+2 XP), Liberal arts 3 (10/4), Economics 0 (+1 XP)
Yield: See Below. 8 XP to the Manufacturing Unit

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (7/8), Physics 0 (½), Economics 0 (½)
Uses the Tool Factory to produce an Underwater Farm Nutrient Optimizer. The UFNO is designed to sense and adjust the concentrations of vital nutrients in the water in order to speed the growth of the War Coral. The UFNO is capable of small-scale synthesis of missing or low micronutrients, as well as removing toxic metabolic byproducts.
Tool: None
Facility: Level 5 Tool Factory +3 (5/2) (-4 energy)
Skill: Biology 2 (5/4), Agriculture 0 (+1 XP)
Input: 1 unit of War Coral Flakes (+1 level), 1 unit of Nanoelectronics (+5 levels)
Yield: Level 9 (capped at 5 by Biology) Underwater Farm Nutrient Optimizer (UFNO).

(L7,3)Protean Efficiency Unit (Victor-1): Robotics 6 (1/8), Piloting 0 (1/2), Agriculture 1 (2/3)
Installs the robots in the Nanorefinery
Tool: Level Nanorefinery Robots
Facility: Level 5 Carbon Nanorefinery
Skill: Robotics 6 (+2 XP)
Yield: Level 5 Automated (5) Carbon Nanorefinery (4 energy/action)

(L13,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (0/3), Materials Science 2 (0/4), Mechanical Engineering 0 (½)
Uses the construction tools, war coral flakes and nanoelectronics to build a shipyard in the underwater base.
Tool: Construction Tools +3 (5/2)
Facility: None
Skill: Physics +3 (10/4), Materials Science +1 (2/2), Civil Engineering +1 (+1 XP), Mechanical Engineering 0 (+1 XP)
Input: 1 unit of Nanotube Electronics (+5 levels), 4 units of War Coral Flakes (+1 level)
Yield: Level 14 (capped at 10 by Physics) Shipyard (-4 energy/action)

(L10,4)Protean Manufacturing Unit (Zulu-2): Economics 8 (4/10), Civil Engineering 1 (2/3), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½)
Learns Economics with the aid of the Leadership Unit
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 29 XP to Economics (10 tool, 8 teach, 10 facility, 1 base), to Level 11 (0/13, 77 XP total)
End-Turn Consumables:
Protean “Yogurt”: 13 – 5 = 8
Deuterium: 7/40
Consumer Goods: 8 +17 – 20 = 5
War coral flakes: 7
CCMs: 12
Nanotube Electronics: 3
Energy: -36 (Actions), -5 (housing) +24 (Fusion action 1) + 17 (fusion action 2) = 0

Growth Points:
Protean: 20/20 (New PU at start of turn 6)
Human: 5/20

ArcaneStomper
2013-09-01, 05:14 AM
Turn 5, Action 2

Faelinites
In the last few months the colony has had two main focuses. Dealing with the natives, and learning new skills. The harvest, structure, and function castes all worked in the colony's building sealing up holes, adding locks to doors, and generally making things as tamper proof as possible. They also made some consumer goods available to the natives, but the natives do not seem particularly interested. Some are taken, but apparently only from simple curiosity.

Meanwhile the prosperity and purpose castes continue their studies in their respective fields. The prosperity caste works to improve their understanding of infrastructure even more, and the purpose caste continues to learn about various social policies.

The Form Caste alternates between processing carbonwood into more useful planks and sending its members out to tour the jungle in the flying cars.


Harvest Caste
Upgraded: Carbonwood Farm -> Level 17 Carbonwood Farm (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 1 Architecture

Structure Caste
Upgraded: Hydroelectric Plant -> Level 17 Hydroelectric Plant (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 1 Architecture

Function Caste
Upgraded: Workshop -> Level 17 Workshop (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 1 Architecture

Prosperity Caste
XP Gained: 10 Economics

Purpose Caste
XP Gained: 11 Liberal Arts

Form Caste
Gained: 33 Units of Carbon Planks
Lost: 33 Units of Carbonwood
XP gained: 3 Material Science

IRC
The last half of the fifth year on Pegasi II is a productive one for the IRC. The Blue shirts make another batch of consumer goods to replace old and worn out items. The red shirts take the newest set of robots to the copper mines and automate the place. The Green Shirts harvest more vinecotton to be used in new goods. A new building rises out of the ground as the gray shirts build a new apartment building to house younger colonists who have grown old enough to want their own homes and also to help out in the colony. The black shirts continue their studies, and the white shirts perform their usual duties tending to the fusion generator.

Blue Shirts
Gained: 8 Consumer Goods
Lost: 6 Units of Native Vinecotton, 1 Units of Native Wood, 1 Unit of Iron Ingots
XP gained: 1 Factory Workers

(You can't split up actions. A PU can only do one thing at a time.)

Red Shirts
Gained: Level 5 Automate Copper Mine (Level 5 Robots)
XP Gained: 2 Robotics

Green Shirts
Gained: 7 Units of Vinecotton
XP Gained: 1 Farmers

Gray Shirts
Gained: Level 5 Apartment Building
Lost: 5 Units of Stone
XP Gained: 2 Builders

White Shirts
Gained: 5 Bonus Energy
XP Gained: 1 Energy Generation

Black Shirts
XP Gained: 6 Economics

Automated Actions
Gained:
-5 Units of Native Wood
-10 Units of Iron Ore
-3 Units of Stone
-3 Units of Coal
-Level 5 Smelterbots

Lost:
-1 Unit of Copper Ingots
-2 Units of Iron Ingots

The Proteus Project
The Protean colony undertakes various tasks in the last few months of the year. The manufacturing unit studies more advanced methodologies and construction methods. They are assisted by the leaders who ensure that the lessons and research goes smoothly. The efficiency unit installs robots into the nanorefinery so that more advanced materials can be created easily. And the weapons unit builds the first Protean shipyard in the sea floor base.

Protean Leadership
XP Gained: 2 Teaching, 1 Economics

Human Bioengineering
The UFEO and UNFO are too similar to be used at the same time. They are basically both farming tools with different names. Of course if your plan is to replace the UFEO with the UNFO then it is fine. But you can't use them both simultaneously.

Protean Efficiency
Gained: Level 5 Automate Nanorefinery (Level 6 Robots)
XP gained: 2 Robotics

Protean Weapons
Gained: Level 10 Underwater Shipyard
Lost: 1 Unit of Nanoelectronics, 4 Units of War Coral
XP Gained: 1 Mechanical Engineering

Protean Manufacturing
XP Gained: 29 Economics

Tharal
Gathered under Samulion the colonists consider the best ways to go about getting back into space on a permanent basis.

The environmentalists consider various options and eventually determine that life support should not be a very difficult component of the space station to manufacture. Hydroponics have been thoroughly studied and is a known technology. And other life support systems to take care of air and water are not difficult to design only requiring efficient recycling systems.

(Hydroponics Bay: Can be built as a normal facility)
(Life Support System: PUs must take actions with a cumulative net result of 20 to design the life support system. Applicable skills are Biology (25%), Chemical Engineering (100%), Mechanical Engineering (100%), Farming (50%), Economics (25%), and other related skills.)

The physicists and engineers have a straitforward task. The Pegasus was specifically designed to be convereted into a space station, so it will only require buidling the appropriate tools (construction tools) and a few (5) materials such as refined iron to convert it into a station. All of which are easily carried on the shuttles. Building an independent space station would be much more difficult as it would require a complete station design and getting far more materials into space.

After some evaluations the colonists determine that there are essentially four options. Two for the design of the station and two for getting everything into orbit. The first station design concept is larger and bulkier. It would be easier to build, but require more materials. The second idea would be to make a smaller more efficient station, but doing so would require considerably more design work. For getting into space the two options are either to launch entire components, which would require only minor assembly in space. Or builing the entire structure in orbit, which would require considerably more assembly, but allow for smaller payloads.

(Pegasus Conversion: Can be done in the same manner as building a facility)
(New Station: Will require further design work on the two parts. The design of the station, and how to get everything required into space.)

The Dynast's circle looks into housing and how to make it more aesthetic. They determine that the best way to do this would be to specially design housing modules for the colonists to live in on the station. Most important would be setting space aside for the gardens that the colonists have come to appreciate, but also of importance is spinning the entire section to provide a semblance of gravity. Of course this could always be dropped in favor of basic crew assemblies.

(Crew Assembly: Can be built as a normal facility. Offers no bonuses beyond housing.)
(Aesthetically Pleasing Crew Quarters: Can be built similarly to a garden, but requires a cumulative score of 20 over multiple actions to design a module that can be used in space.)

(Note: Making consumer goods would still require materials from somewhere. The best way to do that would be to bring them up from below or mine them somehow. But if you want to be completely self contained, then you will need good recycling systems. Beyond just the ones used for biological wastes in life support.)

Not everyone in the colony works on designing the space station. The miners haul out more ore from the depths of the mountains, and the smelters perform their very first smelting operation on a batch of iron ore.

Environmentalists
XP Gained: 1 Farming

Engineers
XP Gained: 1 Aerospace Engineering

Dynast's Circle
XP Gained: 1 Architecture

Physicists
XP Gained: 1 Aerospace Engineering

Miners
Gained: 20 Units of Silicum Ore
XP Gained: 2 Mining

Smelters
Gained: 16 Iron Ingots
Lost: 16 Iron Ore
XP Gained: 1 Smelting

ForzaFiori
2013-09-01, 01:22 PM
Terra Nova

Actions 5.2

PU 1 (Econ 5, Farming 4, Gardening 2): farming the food farm

PU 2 (Esp 4, CounterEsp 3, Construct 4, Boatbuilding 3: building a boat from native wood - probably something with both sails and oars, big enough to carry a PU, some food, and trade goods.

PU 3 (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2): travelling back to the big mountain with the group of nomads. They thank the iron traders for the information, and let them know that if we need any iron we'll find our way back across the plains.

PU 4 (Liberal Arts 5, Teaching 4): Mining Clay

PU 5 (Bio 4, Medicine 3, Pottery 4): Making more clay goods

PU 6 (Physics 4, Plasma Physics 3, Mining 2, Prospecting 1): mining the easier to get to iron. I'm not looking to set up an industrial revolution right now, so I'd rather not open a strip mine.

Mabn
2013-09-01, 03:02 PM
Faelinites

Terra Nova
What are you using to trade with the plainsfolk? We gave out a bunch of tools and recreational equipment and they barely seemed interested.

ForzaFiori
2013-09-01, 07:49 PM
Terra Nova:

Faelinites

your forgetting our most valuable resource - these people are in the iron age. I taught a single tribe that metal doesn't grow like a plant, and they're introducing me to all the other nomads as a trusted friend. If you don't want to sell knowledge though, the only thing they really want is metal. Like I said, they don't even know where it comes from, so they didn't have any sort of natural production. I may be taking that away as a trade resource in my own thirst for metal though - I'm hoping to teach a few of the tribes to mine and helping them set them up in exchange for some of what they get out.

ArcaneStomper
2013-09-02, 03:07 AM
Turn 5, Action 2

Terra Nova
Led by Jones the colonists work the farm and harvest a substantial amount of food for the colony. Cole's team finishes a ship using some of the native wood. It is a simple vessel as they lack the resources to make more advanced ships and are in effect recreating the history of humanities naval explorations. Franks group travels back with the natives to the central mountain. They spend their time learning more about the natives.

Meanwhile industrial progress is made in the colony as the colonists under Fiori and Talley harvest more clay and work it into useful goods. Leaf's team finishes their survey of the local iron sites and pick the bog iron site for their dig. They set up the necessary camps and equipment to begin harvesting iron from the marsh.

PU1
Gained: 17 Units of Food
XP Gained: 1 Farming

PU2
Gained: Level 4 Wooden Galley (Vehicles are capped by physics)
Lost: 1 Unit of Native Wood
XP Gained: 1 Boatbuilding

(Vehicles are most effective when their components are built seperatly. IE. Building a motor, navigation system, and a hull for a ship. And the combining them. You can just build a ship in one action, but it won't be as good.)

(Specifically right now I don't know what you are using for sails. Without something specific it's basically a simple galley. And without navigational aids your colonists are going to have to stick to the coastline.)

PU3
XP Gained: 1 Pegasi Culture

PU4
Gained: 3 Units of Clay
XP Gained: 1 Mining

Pu5
Gained: 4 Units of Pottery
Lost: 4 Units of Clay
XP Gained: 1 Pottery

(If they use the kiln they can make two more units of pottery. At which point you'll be out of clay.)

PU6
Gained: Level 4 Bog Iron Mine (Costs no Energy, Depletes)
XP Gained: 1 Mining

Faelinites
I would point out that consumer goods are electronics, tools fashioned for humans, and entertainment material. The natives don't have technology beyond stone tools as far your colonists can tell, they aren't physiologically the same as humans so they would have a hard time using human tools or wearing human clothes, and they can't speak your language. So they don't have a whole lot of use for advanced human consumer goods.


Turn 6
The fifth anniversary of planet fall is met with celebrations by many colonists. Most of the colonists have established themselves thoroughly. Not just in infrastructure, but also by raising a new generation to adulthood. There are still a few grumblers, because there are always some in human societies, but most of the human colonists are eager to see what the next five years has to hold.

They become less eager when the Pegasus AI radios a global warning that it has detected an upsurge of violent weather patterns. Currently nothing dangerous is near any of the human colonies, but the presence of such storms is cause for many to worry.

ForzaFiori
2013-09-02, 03:08 PM
Terra Nova

Arcane:

Yea... Didn't even think about sails needing materials. *facepalm*. Rowed boats is fine, and I'll be sure to build components next time. Is there a limit to the materials/PU's the galley can carry?

Yes, I'd like the potters to use the kiln.

What exactly does depleting mean? Game-wise that is. I know what the word means in general, so I have a basic idea.

Do we have magnets, are there any electromagnets in any of the buildings?


Actions 6.1

PU 1: (Econ 5, Farming 4, Gardening 2) - If we happen to have some sort of textile plant seed (Flax, cotton, etc), then they're gonna start a farm of it. If not, they're to search the area for any plants that look like they'll serve for making fabric.

PU 2 (Esp 4, CounterEsp 3, Construction 4, Boatbuilding 3) - Building a hull for a ship. A better ship than the first. Faster. Stronger. But hopefully not one that costs $6,000,000,000.

PU 3 (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2) - PU 3 stays at the mountain for the season. They're to work with the Mountain Clan to discuss where they can put a possible prospecting tunnel in the mountain, and work to establish good relations with all the neighbors - Be friendly, chat, etc.

PU 4 (Liberal Arts 5, Teaching 4) - Studying Mining in the School

PU 5 (Biology 4, Medicine 3, Pottery 3) - Mining Clay

PU 6 (Physics 4, Plasma Physics 3, Mining 2, Prospecting 1) - Prospecting for Copper

Maldiem
2013-09-02, 11:03 PM
The Proteus Project

Date: Jan 24th, 2320
To: REDACTED
From: Heather Blau, Lead Handler, Saturn Bio-Skunkworks
Subject: Funds are planted

I have funded the accounts and made sure that Dr. Drake "accidentally" found them. The operation can commence whenever the Proteans are ready. Let me know and I'll "leak" the cancellation to Drake; the eggheads say there's something like a >99% probability he'll do what we want.

P.S. If that Sauvage creep sends me one more dolphin part, I will break his neck. I don't care what sort of deep umbra ultra-secret engineered superman he is.

Heather

To Pegasus AI:

Please clarify the upsurge in storm activity; is this some orbital variation, or just a larger than normal amount of cloud cover?


Arcane:
Have there been any storms in the five years the colony has been here that have had much of an effect at the depth of the underwater base?

Actions:
Turn 6.1:

5.2 Revised action:
(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (7/8), Physics 0 (½), Economics 0 (½)
Uses the Tool Factory to produce enough rebreathers, wetsuits and air filter gear to outfit 200 people, who could then relatively comfortably act underwater.
Tool: None
Facility: Level 5 Tool Factory +3 (5/2) (-4 energy)
Skill: Biology 2 (5/4), Mechanical Engineering 0 (+1 XP)
Input: 1 unit of War Coral Flakes (+1 level), 1 unit of Nanoelectronics (+5 levels)
Yield: Level 10 (capped by Physics) Scuba gear

Stats at turn start:
(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (6/7), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (1/2)

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (7/8), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (1/2)

(L7,3)Protean Efficiency Unit (Victor-1): Robotics 6 (3/8), Piloting 0 (1/2), Agriculture 1 (2/3)

(L14,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (0/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3)

(L13,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 1 (2/3), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½)

(L0,0)Protean Rookies:

Consumer Goods Requirement: 24 (-5 from rec center) =19


Actions:


Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning X fuel for Y (roundup to Z) energy
The Robotics Factory is idle this action
The Consumer Goods Factory builds Consumer Goods from CCMs: -5 units of CCMs, (Tier 4, 3.25 CGs each), = 17 Consumer goods (-8 energy)
The Nanorefinery refines 10 units of War Coral Flakes into CCMs (-4 energy)

(L16,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (3/12), Teach 5 (6/7), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½)
Teaches Liberal Arts to the Bioengineering Staff
Tool: None
Facility: None
Skill: Liberal Arts 10 (+3 XP), Teach 5 (+2 XP)
Yield: See below-- 15 XP to the Bioengineering staff

(L14,5)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 3 (3/5), Teach 6 (7/8), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Learns Liberal Arts with the aid of the Leadership Unit
Tool: None
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 26 XP to Liberal Arts (15 teaching, 10 facility, 1 base), to Level 7 (3/9, 38 XP total)

(L7,3)Protean Efficiency Unit (Victor-1): Robotics 6 (3/8), Piloting 0 (½), Agriculture 1 (2/3)
Learns how to improve their robot installation techniques to better match the newer gear the robotics factory is turning out.
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 21 XP to Robotics (10 tool, 10 facility, 1 base), to Level 8 (7/10, 51 XP total)

(L14,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (0/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3)
((Action held in reserve))

(L13,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 1 (2/3), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½)
Uses a set of construction tools to renovate the housing aboard Mercurius to match their new expertise and available materials.
Tool: Level 5 Construction Tools (+3)
Facility: Level 5 Barracks
Skill: Economics +4 (11/4), Civil Engineering 1 (+1 XP)
Input: 1 unit of Nanotube Electronics (+5 levels)
Yield: Level 13 (capped at 11 by Economics) Barracks

(L0,0)Protean Rookies:
The Rookies are introduced to the exciting world of fractionating water in the new deuterium refinery. A vital, if boring task. The futuristic equivalent of waxing Mr. Miyagi's car.
Tool: None
Facility: Level 10 Deuterium Refinery (-2 energy)
Skill: None (+1 XP to Mechanical Engineering)
Yield: 10 units of Deuterium (Tier 1)

Zweanslord
2013-09-03, 01:57 PM
Tharal Turn 6

"Greetings all, this is Samulion of the Tharal and the Rakur Dynasty. In light of the news of the Pegasus warning of violent weather, I have directed our Physicists to investigate the weather in the second half of this year. I seek to take away any worries of my own people regarding this subject, or be forewarned if this weather does pose a problem. As this is a new planet, we do not know how the weather will behave. If there are any amongst you who wish to aid in this endeavour, the Tharal people will be happy to cooperate. We will make the results of this research known coming year to our fellow colonists who live on this planet."

Current dedication:
Physicists studying the weather using Physics 6.

To LSI, Lateral Solutions Inc.
"This is Samulion of the Tharal and the Rakur Dynasty, hailing Lateral Solutions Inc. Earlier you spoke about an interest in working together. At the time, our focus was on building up our colony, but I am pleased to say that this initial phase has now passed. But yet, our colony still faces challenges and I was hoping to look into possibilities of cooperation, or more specifically, trade between our factions. Would you be interested in such an endeavour?"

To the Collective
"This is Samulion of the Tharal and the Rakur Dynasty, hailing the Collective. Greetings, neighbours! While I realise the distance between us is a bit on the large side to really call us neighbours, considering the distance between the other colonists, we are the closest to neighbours, it seems. I hope the Collective has been faring well since our last contact a few years ago and that you can confirm this. Quite some time has passed since and in that time, we have spotted fire coming down from the skies in the west. We have so far assumed that this was nothing important, but perhaps you know more about this event, since you are situated closer to the west? We would be happy to hear about any additional information you might have, as well as the current status of the Collective. I am happy to report that the Tharal people have been faring well. Considering our close proximity, there might be further opportunities for cooperation or at least further contact?"

To Durmanian Industrial
"This is Samulion of the Tharal and the Rakur Dynasty, hailing the Durmanian Industrial. Greetings, fellow colonists. Our landing sites are not that far apart, and in the years we have been on the planet, we have not really had any contact. I would like to rectify this. It is my hope that the Durmanian Industrial has been faring well in the mean time I am interested to hear how the starting years have been treating you, especially considering that you are situated much closer to the native settlements. Have you had a chance to spot any of them in the mean time?"

Actions

First Actions

Study
PU Environmentalists. Biology 5, Farming 2, Gardening 2
With the daunting information requirements for a Life Support System, the Environmentalists come to realise that their own basic knowledge about biology is not exactly up to snuff. They quickly dive in the study material!
Study Biology, using School and Education Center. -2 Energy
Biology L7 2/9. L5 + 10 Education Center + 5 School + 1 Base

Create Construction Tools
PU Engineers. Economics 9 5/11, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1, Smelting 0 1/2, Aerospace Engineering 0 1/2
To construct well, one needs good construction tools. Exploiting their advanced skills compared to the past, the Engineers create better construction tools.
-1 Iron Ignot, -4 Energy. 1 Construction + 3 Tool Factory (5/2) + 3 Economics (9/4) = Level 7 Construction Tools
Construction L1 1/3. L1 + 1 Base

Create School
PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 0 1/2, Teaching 0 1/2, Architecture 0 1/2
With the recently gained information, it became clear to Samulion that his people would need to gain knowledge. And what better way to do that than by constructing more schools?
-5 Iron Ignots. 3 Construction Tools (5/2) + 2 Liberal Arts (6/4) + 1 Iron = Level 6 School
Teaching L1. L0 1/2 + 1 Base
Note: In the second action, the school will be built from stone, giving no +1 material bonus. If more appropriate/necessary, some stone from that construction can be exchanged for iron here as long as this school still gets the tier bonust.

Feasability Study
PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2, Aerospace Engineering 0 1/2
The Physicists dedicate their time to work out one of the ideas they had in the previous year. What would be required to get entire components in space? Especially considering the Arc Station the Tharal already have.
Feasability study on the subject of getting components in space.
Aerospace Engineering L1. L0 1/2 + 1 Base

Mine
PU Miners. Mining 7 3/8, Health 0 1/2
Mine Titanium Ore. -4 Energy. 7 Mining + 8 Mining Tools + 5 Mine = 20 Titanium Ore
Mining L7 5/9. L7 3/9 + 2 Mining (7/4)

Smelt
PU Smelters. Smelting 4 3/6
Smelt Silicum Ore. -4 Energy. -16 Silicum Ore. 4 Smelting + 7 Smelting Tools + 5 Smelter = 16 Refined Silicum
Smelting L4 4/6. L4 3/6 + 1 Smelting (4/4)

Second Actions

Study Create Farming Tools
PU Environmentalists. Biology 7 2/9, Farming 2, Gardening 2
Create Farming Tools. -1 Iron Ignot. -4 Energy. 2 Farming + 1 Gardening (2/1) + 2 Biology (7/4) + 3 Tools Factory + 1 Tier 2 Material = 9 Farming Tools
Farming L2 1/4. L2 + 1 Farming (2/4)

Study
PU Engineers. Economics 9 5/11, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Study Mechanical Engineering Economics, using School and Education Center. -2 Energy
Economics L10 11/12. L9 5/11 + 1 Base + 6 School + 10 Education Center

Create School
PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 0 1/2, Teaching 1, Architecture 0 1/2
-5 Stone. 4 Construction Tools (7/2) + 2 Liberal Arts (8/4) = Level 6 School
Teaching L1 1/3. L1 + 1 Base

Weather Analysis
PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2, Aerospace Engineering 1
The Physicists will dedicate their time to analyse the weather. They hail the Pegasus to provide weather data, which they then will study further. They seek to predict the pattern and the severity of the weather as where the situation might be most dire and the risks for their colony.
XP ?

Mine
PU Miners. Mining 7 5/9, Health 0 1/2
Mine Aluminium Ore. -4 Energy. 7 Mining + 8 Mining Tools + 5 Mine = 20 Aluminium Ore
Mining L7 7/9. L7 5/9 + 2 Mining (7/4)

Smelt
PU Smelters. Smelting 4 4/6
Smelt Titanium Ore. -4 Energy. -16 Titanium Ore. 4 Smelting + 7 Smelting Tools + 5 Smelter = 16 Titanium
Smelting L4 5/6. L4 4/6 + 1 Smelting (4/4)

Energy:
12 Solar Sattelite
04 Space Solar Panels
23 Solar Panels
39 Total

-6 Housing
-4 Mining
-4 Mining Tools
-8 Tool Workshop
-4 Smelting
-4 Smelting Tools
-6 School

36 Total

36/39 Energy

Food:
7 - 6 PUs = 1

Consumer Goods:
3 Environmentalists (Next Turn: 4)
4 Engineers
3 Dynast's Circle
3 Physicists
3 Miners
2 Smelters
-12 Gardens (max 2cg/pu)
6 Consumption

0 Production

9 - 6 = 3

Growth:
6 + 6 = 12/20

Goods:
6 Iron Ore
4 Silicum Ore (20 - 16)
16 Refined Silicum
10 Iron Ignots (17 - 1 - 5 - 1)
0 Stone (5 - 5)
4 Titanium Ore (+20 -16)
16 Titanium
20 Aluminium Ore

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)
- Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)
- 2x Solar Panels Level 8, +4 energy (8 /2 sustainable = 4)
- Solar Panels Level 9, +5 energy (9 /2 sustainable = 5)
- School Level 5, 2 energy/action
- 2x School Level 6, 2 energy/action

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Construction Tools Level 7
- Mining Tools Level 8, -2 energy/action
- Smelting Tools Level 7, -2 energy/action

Mabn
2013-09-03, 06:32 PM
Faelinites

6.1

Harvest caste (agriculture 11) will tamper-upgrade the (food) farm
Structure caste (architecture 11) will tamper-upgrade the economics technical school with level 15 construction tools (retrofitting doesn't work on schools, but I assume that architecture can still upgrade them and they can still be tamper-proofed)
On another note, was having the Structure caste only gain 1 architecture xp for the last 2 turns intentional?

Form caste (material engineering 11) will tamper-upgrade the clinic (if that's possible), or otherwise will upgrade housing

Function caste (mechanics 10) will (hopefully) craft a translation matrix mock up that the Purpose caste can adjust to local dialect at some point. Using level 10 mechanical engineering tools

Prosperity caste (economics 18) will study in the now level 18 technical school and reach level 19

Purpose caste (liberal arts 6) will study using the tutor spheres and reach level 7



Terra Nova
We are now at a point where your translation matrix may be helpful. We would be willing to send you a set of specs in return, provisionally our infrastructure design lab (allows for multiple building upgrades per action)

ForzaFiori
2013-09-03, 07:38 PM
Terra Nova:

Faelinites:

That would be acceptable. We'll send over matrix in our actions for this season.

Mabn
2013-09-05, 12:08 AM
Faelinites

6.1 extn
the design lab specs will be sent to Terra Nova

ArcaneStomper
2013-09-05, 09:59 PM
Turn 6, Action 1 (Sorry for the delay)

Terra Nova
Textiles have arisen as a source of discussion in the colony. So far the colonists have gotten by on native materials and careful recycling, but now there is a need for more extensive stocks. So the farmers breaks out their hoes and a bag of cotton seeds from storage. One of those needs is sails for the large new boat building in the harbor. Some joker has tagged it with a sign saying $5,999,999. Since the colony currently runs on the barter system not currency no one really knows what that means. The rest of the colonists are mostly concerned with mining. Some of them study the theory of extracting resources from the ground, and others practice it in the clay pits. A final group searches out a copper deposit near the colony.

Meanwhile out in the plains in the central plain the explorers have made the final agreements necessary to go prospecting in the lone mountain.

PU 1
Gained: Level 5 Cotton Farm
XP Gained: 1 Farming

PU 2
Gained: Level 4 $5,999,999,999 ship hull.
Lost: 1 Unit of Native Wood
Xp Gained: 1 Boatbuilding

PU 3
Gained: Level 5 Prospecting Plans (Agreement)
Xp Gained: 1 Pegasi Culture

PU 4
Xp Gained: 5 Mining

PU 5
Gained: 5 Units of Clay
XP gained: 1 Mining

PU 6
Gained: Level 3 Copper Survey (Knowledge)

Depleting game wise means that it has a limited amount of actual resources that can be harvested. Let's say 100.

You might have some small electromagnets, but no large industrial ones without specifically building them.

The Faelinites have sent over some schematics.
Infrastructure Design Lab: Requires 10 Materials to build. Costs 6 power to run. When used by a PU with economics produces a set of equal to the economics level of the PU. This Plan can then be used by another PU to upgrade a number of other facilities capped by economics to the level of the plan at a cost of one material per facility. The plan can be used to upgrade any number of buildings, but only its level/4 per action. (Although if that proves too powerful I may change it.)

For instance a PU with economics 15 could use the lab to make a set of level 15 plans. Any other PU could then spend 4 resources and an action to upgrade any 4 (15/4) buildings capped by economics to level 15.

Cannot be used to upgrade schools or facilities that require multiple actions to build.

The Proteus Project
Pegaus AI
The current cause is unknown. Simple that a larger than normal number of violent storms have been detected.

Question
No, it would take a rather significant storm to hurt a colony on the sea floor.

The colonists of the project devote much of the first half of the year to learning in one form or another. The leadership and human team study the science of government and how to organize social groups. The efficiency unit studies more advanced robotic technologies. The new rookies gain hands on learning in how to refine Deuterium. And the manufacturing unit applies what it has learned to remodeling the barracks in a more efficient manner.

5.2
Gained: Level 10 Scuba Gear
Lost: 1 unit of War Coral Flakes, 1 unit of Nanotube Electronics
XP Gained: 1 Mechanical Engineering

6.1
Protean Leadership
XP Gained: 2 Teachin, 3 Liberal Arts

Human Bioengineering Staff
XP Gained: 26 Liberal Arts

Protean Efficiency Unit
XP Gained: 21 Robotics

Protean Weapons Unit

Protean Manufacturing Unit
Upgraded: Level 13 Barracks
Lost: 1 Unit of Nanotube Electronics
XP gained: 1 Civil Engineering

Protean Rookies:
Gained: 10 Units of Deuterium
XP Gained: 1 Chemical Engineering

Tharal
The Environmentalists study biology with zeal, and soon learn considerably more about the processes of life and how organisms work. The engineers build a set of tools to help with future construction. The Dynast's Circle build a school into the hills. They have plans to expand it with more facilities in the coming years. The Physicists quickly dismiss the Arc station from their plans. If it was considerably larger it would be possible to launch cargo containers with it, but as it stands if the Tharal want to launch entire components, then they will need to use something with more cargo capacity than the shuttles. The physicists pull out some designs for an old workhorse rocket that served mankind well during the early days of space travel, and is well within the capacity of the colony to build. Meanwhile the miners and smelters practice their craft and bring more metal to the colony's stores.

Environmentalists
XP Gained: 16 Biology

Engineers
Gained: Level 7 Construction Tools
Lost: 1 Iron Ingot
Xp gained: 1 Construction

Dynast's Circle
Gained: Level 6 School
Lost: 5 Iron Ingots
XP Gained: 1 Teaching

Physicists
Gained: Large Rockets (Knowledge)
XP gained: 1 Aerospace Engineering

Miners
Gained: 20 Units of Titanium Ore
XP gained: 2 Mining

Smelters
Gained: 16 Units of Silicon Ingots
Lost: 16 Units of Silicum Ore
XP Gained: 1 Smelting

Large Rockets
Rockets are a known technology. If they weren't humans would never have gotten into space. As such it is relatively easy to find plans suitable for what the Tharal need. Large rockets with significant payload capacity. Building them however is another matter.

[U]Needed to launch a rocket:
Rocket
Rocket Fuel
Control Center
Launch Pad

For a large Rocket (There are other types of rockets that are useful for various different types of launch.)

Large Rocket: 8 Units of Iron, 2 Units of Copper. (Optional: Guidance System)
Other structural metals can replace the iron, and other conductive metals can replace the copper. In addition to the metals a rocket can be fitted with a more advanced guidance system. Any rocket has a rudimentary navigation system, but a guidance system will reduce the fuel needed to reach orbit.

Large Rockets can transport 5 resources into orbit as payload (But it would be unwise to put living things in them.) In addition while some stages are lost in the ascent 3 units of structural metal and 1 conductive can be salvaged in orbit from the final stage. (Also note that pre built components to build a space station count as resources, although some can take up more than one slot.) For every 2 levels of the rocket it can carry one more resource.

Large Rockets require a base of 10 rocket fuel.

Rocket Fuel
Basic fuel can be refined from water. It is not especially difficult to make. More advanced fuels would require more advanced technologies, but would provide more power per unit.

Control Center
A rocket doesn't actually need a control center to be launched. But the extra guidance helps make orbital insertions more efficient. (Subtract the control center's level/2 from the necessary fuel for the rocket. Down to a minimum of two.)

Launch Pad
Every Rocket needs a launch pad in order to have a stable launch. There is nothing special needed to build a launch pad, and any launch pad can launch any rocket. But if the level of the rocket is higher than the level of the launch pad, then the launch pad will require repairs before it can be used again.


Faelinites
More upgrades are made around the colony as the colonists make the place resistant to native prying. The harvest caste locks up the farm, although they do note that the natives don't seem particularly interested in it. The structure caste improves the school both with locks and with a more focused selection of study material. The form caste can't do much to upgrade the medical facility in the same way, but they do lock it up.

Meanwhile the Function Caste uses the translation matrix from Terra Nova to interact with the natives. Surprisingly the translation computer says that the locals language is similar to the ones that the Terra Novans learned. Not enough to translate it, but enough to help with calibrations. The prosperity and purpose caste continue their studies into their respective fields as the keeper's of the colony's knowledge of infrastructure and organization.

Harvest Caste
Gained: Farm -> Level 17 Farm (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 1 Architecture

Structure Caste
Gained: School -> Level 18 School (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 3 Architecture

(The Structure Caste only gaining 1 xp was mistake.)

Form Caste
Gained: Medical Facility -> Level 5 Medical Facility (Tamper Resistant)
Lost: 3 Units of Carbonwood
XP Gained: 3 Architecture

(You can make it tamper resistant, but since it's not economics based you can't upgrade it with plans.)

Function Caste
Gained: Level 3 Translation Matrix (Knowledge)
XP Gained: 1 Pegasi Culture

Prosperity Caste
XP Gained: 19 Economics

(I'm probably going to put a cap of 20 on what factions can level skill to and upgrade buildings to. This is because various people (not just you) are upgrading much faster than I expected or intended. It will be possible to go past the cap by researching a megaporject. I haven't worked out exactly what the megaproject will be yet, but keep it in mind since you're so close to 20.)

Purpose Caste
XP gained: 11 Liberal Arts

ForzaFiori
2013-09-06, 07:40 PM
Terra Nova:

Arcane:

We're sending our Translation matrix to the Faelinites - I had meant to do it last action. If I need to I can wait til next turn.

Edit: also, i didn't get an answer about the galley's speed/load limit.


Actions turn 6.2

PU 1 (econ 5, Farming 4, Gardening 2) - Farming cotton
PU 2 (Esp 4, Counteresp 3, Construction 4, Boatbuilding 3) - creating spinning wheels from the native wood at the machine shop
PU 3 (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2) - Digging a prospecting tunnel into the lonely mountain, looking for any iron veins
PU 4 (Liberal Arts 5, teaching 4, Mining 2) - Teaching PU 5 weaving
PU 5 (Biology 4, Medicine 3, Pottery 3) - Studying weaving in the school
PU 6 (Physics 4, Plasma Physics 3, Mining 2, Prospecting 1) - Mining iron

We are also sending the translation matrix to the Faelinites if we had to wait til an action.

Mabn
2013-09-07, 01:06 AM
Faelinites

6.2

Harvest caste (agriculture 11) will grow food (farm 17, farming tools 17, augmented vehicles)

Function caste (mechanical engineering 10) will produce consumer goods (l 17 workshop, l 10 tools, graphene and carbon sheets to taste

Form caste (material science 11) will tamper-upgrade housing

Structure caste (architecture 12) will build a general school

Purpose caste (liberal arts 7) will continue their tutor-sphere study until they can move into said school

Prosperity caste (economics 19) will embark on a megaproject studying action economy and the potential to improve it

Maldiem
2013-09-07, 12:32 PM
The Proteus Project

"And why do you think you are here?" said Dr. Sauvage, reclining his chair a bit on the elevated platform of the half-flooded room that served as his "counseling" office. The young Protean designated Hotel-7 by the genotype/birth order naming convention Sauvage had implemented floated in the room with him. Because they didn't have the proper equipment, she hadn't been given the standard fluorescent dazzle camouflage and forehead barcode the older Proteans had, though she was covered in the garish body paint the new generation seemed to favor.

"I'm a datapoint," she answered. "I'm among the first of the natural-born Proteans, and you want to evaluate how our psychology changes with age."

"Very good. There is also the matter of your name. The naming system in place is there to encourage social harmony and keep the Proteans on-mission. How does being called Joan support the mission, hm?"

"The way I see it, there isn't a mission, doctor. There hasn't been a mission since we defected. I took that name after a figure from Human history I thought fit my personality, and most of my friends did the same."

"A fair point, little one. Though I would argue that the mission is now more important, since the mission is survival." Dr. Sauvage looked at his computer monitor for a moment, "Your parents are Lima-2 and Quebec-8. An interesting combination; I'd expect your personality has certain quirks. Tell me, what would you say if I were to exclaim 'Alas, if Napoleon had but defeated winter'?"

"I would ask you why you're using subconscious triggers that work on my parents on me, when I haven't had the psychosocial conditioning they have." She eyed Sauvage as he chuckled. "And I would point out that you really shouldn't use dictionary words in your passwords. We all have network access, FATHER."

Sauvage laughed, nodding to himself. "I note that I have not been keel hauled, so you haven't shared your discoveries." He stroked his mustache for a moment. "Jeanne d'Arc, is it? How would you like a promotion?"

Actions:

OK, I realized my placeholder for the fusion reactor didn't get filled in last action. Could I revise it to:
-The Prometheus fusion generator runs itself, burning 7 fuel for 23.1 (roundup to 24) energy

Also, I was waiting on the information from Pegasus to see what the Weapons unit would do. Since it doesn't appear as if the storms are a problem, their action will be a feasibility study:

The Weapons unit spends its action downloading and assimilating information on fusion reactors and fusion-impulse rocketry, with the aim of determining what infrastructure and knowledge base they'd need in order to build more fusion reactors. ((Since a fusion impulse rocket would just be a fusion reactor open on one end, I wasn't sure if it would be the same MP; what do you think?)) +1XP to Nuclear Physics?

Mid-Turn Consumables:
Protean “Yogurt”: 8
Deuterium: 10/40
Consumer Goods: 23
War coral flakes: 7
CCMs: 17
Nanotube Electronics: 1
Energy: -17(Actions), -6 (housing) +24 (Fusion action 1) = 1

Actions:


Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 5 fuel for 16.5 (roundup to 17) energy
The Robotics Factory builds Level 11 Deuterium Refinery Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory is idle this action
The Nanorefinery refines 10 units of CCMs into Nanotube Electronics (-4 energy)

(L17,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (6/12), Teach 6 (1/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½)
Helps the Efficiency Unit update its robot installation protocols.
Tool: None
Facility: None
Skill: Teach 6 (+2 XP), Liberal Arts 3 (10/4), Robotics 0 (+1 XP)
Yield: See below, 9 XP to the Efficiency Unit

(L18,6)Human Bioengineering Staff (Dr. Herman Drake): Biology 5, Liberal Arts 7 (3/9), Teach 6 (7/8), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Dr. Sauvage takes the rookies under his wing and gives them a basic background in life sciences, though this is tinged with some of his more extreme theories.
Tool: None
Facility: None
Skill: Teach 6 (+2 XP), Liberal Arts 2 (7/4), Biology 5 (+2 XP)
Yield: See below, 13 XP to the Rookies

(L9,3)Protean Efficiency Unit (Victor-1): Robotics 8 (7/10), Piloting 0 (½), Agriculture 1 (2/3)
Is studying once again, in order to deal with the more advanced designs made possible by the Manufacturing Unit.
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 30 XP to Robotics (10 tool, 9 teaching, 10 facility, 1 base), to Level 11 (4/13, 81 XP total)

(L14,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (0/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 0 (½)
It is now the Weapons Unit's turn to refine deuterium; they are eagerly anticipating installation of the robots sometime next year.
Tool: None
Facility: Level 10 Deuterium Refinery (2 energy)
Skill: Physics +3 (10/4), Materials Science +1 (½), Mechanical Engineering +1 (+1 XP)
Yield: 15 units of Deuterium

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½)
Uses the construction tools, war coral flakes and some nanotube electronics to build a High-Tech Equipment Factory, which includes the precision equipment, clean rooms and diagnostic gear that the existing tool factory just doesn't have.
Tool: Construction Tools; +3 (5/2)
Facility: None
Skill: Economics +3 (11/4), Civil Engineering +1 (2/2), Manufacturing +1 (½), Electrical Engineering 0 (+1 XP)
Input: 4 units of War Coral Flakes (+1 level), 1 unit of Nanotube Electronics (+4 levels)
Yield: Level 13 (capped at 11 by Economics) High-Tech Equipment Factory (4 energy/action)

(L0,0)Protean Rookies (Jeanne d'Arc): Mechanical Engineering 0 (½)
Learns Biology with the aid of the Bioengineering Staff
Tool: None
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 24 XP to Biology (13 teaching, 10 facility, 1 base), to Level 5 (4/6, 24 XP total)

End-turn consumables:
Protean “Yogurt”: 8 – 6 = 2
Deuterium: 20/40
Consumer Goods: 23 – 19 = 4
War coral flakes: 13
CCMs: 7
Nanotube Electronics: 9
Energy: -34(Actions), -6 (housing) +24 (Fusion action 1), +17 (Fusion action 2) = 1 (can't be stored)

Growth Points:
Protean: 6/20
Human: 6/20

ArcaneStomper
2013-09-08, 10:02 PM
Turn 6, Action 2

Tharal
The physicists determine that the risk to the colony is pretty minimal as most of the severe weather is happening along the coast. And being in the mountains they are fairly sheltered from it all. At most they experience some more severe blizzards.

Environmentalists
Gained: Level 9 Farming Tools
XP Gained: 1 Farming

Engineers
XP Gained: 17 Economics

Dynast's Circle
Gained: Level 6 School
Lost: 5 Units of Stone
XP Gained: 1 Teaching

Physicists
XP Gained: 1 Meteorology

Miners
Gained: 20 Aluminum Ore
XP Gained: 2 Mining

Smelters
Gained: 16 Titanium Ingots
Lost: 16 Titanium Ore
XP Gained: 1 Smelting

Terra Nova
Galley: 5 Hexes per turn. 4 Resources.
Translation Matrix: The Faelinites got it.

In the mountain the explorers find traces of iron. They could probaly set up a mine here. But they aren't well trained in prospecting and don't know where the best place to site it would be.

PU1
Gained: 12 Units of Cotton
XP Gained: 1 Farming

PU2
Gained: Level 5 Spinning Wheels.
lost: 1 Native Wood
XP gained: 1 Weaving

PU3
Gained: Level 1 Prospecting Survey of Mountain
XP Gained: 1 Prospecting

PU4
XP Gained: 1 Teaching, 1 Weaving

PU5
XP Gained: 11 Weaving

PU6
Gained: 7 Units of Iron Ore
Xp Gained: 1 Mining

Faelinites
Harvest Caste
Gained: 50 Units of Food
XP gained: 3 Farming

Function Caste
Gained: 44 Consumer Goods
Lost: 18 Carbon Sheets
XP Gained: 1 Manufacturing

Form Caste
Upgrade: Level 17 Housing (Tamper Resistant)
Lost: 3 Units of Carbon Planks
XP Gained: 1 Architecture

Structure Caste
Gained: Level 7 School
Lost: 5 Units of Carbon Planks
XP Gained: 1 Architecture

Purpose Caste
XP Gained: 11 Liberal Arts

Prosperity Caste
(I need something more specific than just improving action economy.)

The Proteus Project
Yes you can use the fusion generator for that.

Weapons Unit, Action 1
XP Gained: 1 Nuclear Physics

Fusion Generators
Fusion is a tricky process. The colonists don't have to recreate it from scratch given that they have the plans already, but without the automation and precision engineering built into the generators they brought with them they're going to need to put a lot more effort into their own fusion generators.

Step 1: Build a Physics Lab
A plain lab is not enough the physics lab must be at least level 10, and have an attached fusion generation chamber before it can be used in the research. (It can be used to build the chamber though.) As high energy research is going to be going on here building it out of carbon will not do. It will need shielding at the very least. (Lead or lots of iron.)

Step 2: Run the tests
Actions must be taken at the physics lab to get a cumulative score of 50 in running fusion experiments. The lab can add it's bonus, but the fusion generation chamber does not. (It's what is being tested in.)

Step 3: Prototyping
Once a score of 50 has been reached a prototype fusion generator can be made. It requires metals for shielding like the lab. It's level is half the total bonus used to build it. But if it is at least level 5 once complete then fusion generators can be built as normal facilities.


Action 2
Protean Leadership
XP Gained: 2 Teaching, 1 Robotics

Human Bioengineering
XP Gained: 2 Teaching, 2 Biology

Efficiency Unit
XP Gained: 30 Robotics

Weapons Unit
Gained: 15 Units of Deuterium
XP Gained: 1 Chemical Engineering

Manufacturing Unit
Gained: Level 11 High-Tech Equipment Factory
Lost: 4 Units of War Coral, 1 Unit of Nanoelectronics
XP Gained: 1 Electrical Engineering

Protean Rookies
XP Gained: 24 Biology

Turn 7
(Officially turn 7 has started. I'm going to run some events for it once I feel better and have more time though.)

Zweanslord
2013-09-09, 01:00 PM
Tharal Turn 7

"Greetings all, this is Samulion of the Tharal and the Rakur Dynasty. I have worrying news. In the past year, I have tried to contact the Collective, the Durmanian Industrial and Lateral Solutions Incorporated. So far, we have yet to hear anything.

We have not heard from anybody else in the mean time either, so I would like to request of every colony around, including those who communications have failed with in the past year, to send a broadcast with your current status. If any of you are facing troubles, do not be afraid to call out. If I do not hear anything about the closest colonies, I will take it upon myself personally to check their status, along with those closest to me. It is my hope that I am just being slightly paranoid here and that we are all doing fine, but better safe than sorry. This is after all a new world we find ourselves on.

As precaution, I also hereby ask the spaceship Pegasus to send a broadcast to all groups with the latest known status of the colonies having arrived here, including how old that data is."

ForzaFiori
2013-09-09, 04:33 PM
Terra Nova:

Public Broadcast -
Our colony is up and running well. While we have a shortage of consumer goods, our industries are up and running, we have good relations with the nomadic natives nearby, and are working on the creating of several boats to seek contact with those further away and set up outposts.

Natives at the Lonely Mountain:

The explores come out of their tunnel with the signs of iron, and show them to the natives. "Here is the proof of iron in your mountain. Now, we are not miners, but if you give us time, we can go back to our settlement and send some up, and they can figure out about how much iron there could be, and how difficult it would be to mine."

Mabn
2013-09-09, 05:24 PM
Faelinites

Public broadcast -
We are doing well. We produce more than we can actually use and will soon establish relations with the local populace.

Maldiem
2013-09-10, 01:16 AM
The Proteus Project

Message to All Factions:
A video response to the Tharal's communication is sent shortly thereafter. The image is of Dr. Herman Drake in his office on Mercurius. A Protean is shown on a screen facing the camera. Though it is hard to identify, its barcode is different from the Protean that sent the original uninterpretable message.

"Both the Human and Protean components of our group are thriving right now, and we haven't encountered any major problems. We stand ready to assist any of our neighbors should that be necessary, and I would like to offer to cooperate with any rescue missions initiated."

Action:

((Actually, not sure if this should be an action, since it would take a day or so at most, but yeah, if it needs to be, it can be.))

The Leadership Unit will take the Tritons and do a quick flyover of the native city in 24.28 while cloaked. They will do their best to locate something along the lines of an iron stockpile, iron refinery, or market where refined metals are being sold. When such a target is located, they will wait for the Pegasus's orbit to take it over the horizon. They will then radio the bioengineering unit, which is standing off over the horizon (southwest of the city, so they come in from that direction) in the flying cars with the laser rifles. The Bioengineering staff will be wearing generic clothing, not the red cap and blue wetsuit uniform of the Proteus project.

When the flying cars arrive, the Tritons will fire (while cloaked) anti-personnel railgun ammunition at the natives, clear a landing zone and eliminate any resistance in the immediate vicinity of the iron stockpile. When the landing zone is clear, the Bioengineering unit will land and load the flying cars with as much iron as they can (5 units?), using the laser rifles on any natives that the Tritons missed. If possible, they will take a handful of prisoners (ideally with medium but non-life-threatening wounds), but this isn't a high priority.

A handful of Tritons will recon in force around the city, firing at any large armed gatherings of natives headed in the direction of the landing zone in order to prevent a coherent response. They aren't trying to start fires with the laser rifles, but if they encounter excessive resistance, they will set fires to delay native reinforcement. The Bioengineering staff will get back in the flying cars and leave as soon as the cars are full (or if the situation on the ground becomes too hot), and the cars will fly out of the city to the southwest. Once out of sight of the city, they will climb until they aren't easily visible from the ground, then loop around and rendezvous with Mercurius.

I will post the "Drake finds out about this and isn't happy" fluff for this in the near future.

Relevant crunch:
(L17,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (6/12), Teach 6 (3/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½), Robotics 0 (1/2)

(L18,6)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (2/7), Liberal Arts 7 (5/9), Teach 6 (7/8), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)

Level 5 (2360) Triton Px-3500 Aerosubmarines (50) (Military, Energy Efficient)
Level 5 (2360) Flying Cars
Level 5 (2360) Laser Rifles


EDIT: For the shielding on the fusion chamber/prototypes, could I instead build it far away from the inhabited base and build robots to do the work/get irradiated? Seawater is an excellent radiation shield (in many nuclear reactor designs dumping water into the reactor core is a way they prevent the reactor from melting down), but I get that if it was directly in the lab it would need some shielding.

Zweanslord
2013-09-10, 12:58 PM
Tharal

"This is Samulion of the Tharal and Rakur Dynasty speaking. It pleases me to hear from fellow colonists. I hope others will speak up as well and eagerly await further news.

Thanks goes to the Proteus Project, for your willingness to lend aid as well. I would be happy to combine efforts if it proves necessary. For now I will await communications, but we stand ready to act in the second half of the year if we continue to hear nothing."

Actions



First Actions

Study
PU Environmentalists. Biology 7 2/9, Farming 2 1/4, Gardening 2
Study Biology, using School. -2 Energy
Biology L8. L7 2/9 + 1 Base + 6 School

Study
PU Engineers. Economics 10 11/12, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Study Economics, using School and Education Center. -2 Energy
Economics L12 3/14. L10 11/12 + 1 Base + 6 School + 10 Education Center

Create Consumer Goods
PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 0 1/2, Teaching 1 1/3, Architecture 0 1/2
Create Consumer Goods. -7 Silicum Ignots. -4 Energy. 5 Consumer Goods Factory + 2 Liberal Arts (6/4) * 1.65 Tier 2 = 11.55 Consumer Goods
Manufacturing L1. L0 1/2 + 1 Base

Create Solar Panels
PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2, Aerospace Engineering 1
Create Solar Panels. -4 Silicum - 1 Silicum Ignot. 2 Electrical Engineering + 2 Physics (6/2) + 5 Electrical Engineering Tools = Level 9 Solar Panels
Electrical Engineering L2 1/4. L2 + 1 Electrical Engineering (2/4)

Create Mine Upgrade bays
PU Miners. Mining 7 7/9, Health 0 1/2
Create Mine Upgrade Bays at Tool Workshop. -1 Iron Ignot. -4 Energy.
Mine Upgrade Bays allow the 2360 Mine to be upgraded as desired once installed.
Mining L8. L7 7/9 + 2 Mining (7/4)

Smelt
PU Smelters. Smelting 4 5/6
Smelt Aluminium Ore. -4 Energy. -16 Aluminium Ore. 4 Smelting + 7 Smelting Tools + 5 Smelter = 16 Aluminium
Smelting L5. L4 5/6 + 1 Smelting (4/4)

Second Actions

Create Food
PU Environmentalists. Biology 8, Farming 2 1/4, Gardening 2
Create Food. -3 Energy. 5 Farm + 9 Farming Tools + 2 Farming + 2 Biology (7/4) = 18 Food
Farming L2 2/4. L2 1/3 + 1 Farming (2/4)

Study
PU Engineers. Economics 12 3/14, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Study Economics, using School and Education Center. -2 Energy
Economics L13 6/15. L12 3/14 + 1 Base + 6 School + 10 Education Center

Study
PU Dynast's Circle. Liberal Arts 6 4/8, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 1, Teaching 1 1/3, Architecture 0 1/2
Study Liberal Arts, using School. -2 Energy
Liberal Arts L7 3/9. L6 4/8 + 1 Base + 6 School

Create Solar Panels
PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2 1/4, Aerospace Engineering 1
Create Solar Panels. - 5 Silicum Ignots. 2 Electrical Engineering + 2 Physics (6/2) + 5 Electrical Engineering Tools + 1 Tier 2 Material = Level 10 Solar Panels
Electrical Engineering L2 2/4. L2 1/4 + 1 Electrical Engineering (2/4)

Install Upgrade
PU Miners. Mining 8, Health 0 1/2
Upgrade the mine by installing the upgrade bays and using them. 8 Mining + 8 Mining Tools = Level 12 Mine (capped)
Mining L8 2/10. L8 + 2 Mining (8/4)

Smelt
PU Smelters. Smelting 5
Smelt Aluminium (Tier 2) and Titanium (Tier 2) to Titan Alloy (Tier 5). -4 Energy. -16 Aluminium Ignots -16 Titanium Ignots. 5 Smelting + 7 Smelting Tools + 5 Smelter = 16 Titan Alloy
Smelting L5 2/7. L5 + 2 Smelting (5/4)

Energy:
12 Solar Sattelite
04 Space Solar Panels
23 Solar Panels
03 Solar Panels (half reduction because built during first action)
42 Total

-6 Housing
-1 Farming
-2 Farming Tools
-2 Mining
-2 Mining Tools
-4 Tool Workshop
-4 Smelting
-4 Smelting Tools
-4 Consumer Goods Factory
-8 School

39 Total

39/42 Energy

Food:
1 - 6 PUs + 18 = 13

Consumer Goods:
4 Environmentalists
4 Engineers (Next Turn: 5)
3 Dynast's Circle
3 Physicists (Next Turn: 4)
3 Miners
2 Smelters
-12 Gardens (max 2cg/pu)
7 Consumption

0 Production

3 - 7 + ? = ?

Growth:
12 + 6 = 18/20

Goods:
6 Iron Ore
0 Silicum Ore (4 - 4)
3 Silicum Ignots (16 - 1 - 7 - 5)
9 Iron Ignots (11 - 2)
4 Titanium Ore
0 Titanium Ignots (16 - 16)
4 Aluminium Ore (20 - 16)
16 Titan Alloy, Tier 5

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 5, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3)
- Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)
- 2x Solar Panels Level 8, +4 energy (8 /2 sustainable = 4)
- 2x Solar Panels Level 9, +5 energy (9 /2 sustainable = 5)
- Solar Panels Level 10, +5 energy (10 /2 sustainable = 5)
- School Level 5, 2 energy/action
- 2x School Level 6, 2 energy/action

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Construction Tools Level 7
- Mining Tools Level 8, -2 energy/action
- Smelting Tools Level 7, -2 energy/action
- Farming Tools Level 9, -2 energy/action

ArcaneStomper
2013-09-10, 09:02 PM
Turn 7

(Faction Status Updates)
- MAGI
A transmission from the moon is just a bunch of data which translates into a picture of a small kitten.

- Singularity
"We are preparing for the return to space. We see no need to discuss things until we have accomplished that. As after all we can't even reach each other until we do."

- The Junkers
We're doing fine. We've just been busy working with the Nadels.

- The Collective
Our colony has taken up all of our efforts, but we are willing to accept visitors.

- Durmainian
We have completed our dam project and would welcome anyone who wants to discuss purchasing some of our surplus energy.

- Seraphs
We continue the search.

Terra Nova
After seeing the iron the natives are more than happy to assist the explorers in bringing back a better equipped team.

Maldiem
2013-09-10, 11:51 PM
The Proteus Project

Actions:
Turn 7.1

Automated:
The war coral farm runs itself using the UFEO; 10 units of war coral flakes, -1 energy
The Prometheus fusion generator runs itself, burning 10 fuel for 33 (roundup to 33) energy
The Robotics Factory is idle this action
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of WCFs into CCMs (-4 energy)

Actions:

(L17,6)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 10 (6/12), Teach 6 (3/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½), Robotics 0 (1/2)
Studies Liberal Arts in the training center
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 35 XP to Liberal Arts (14 teach, 10 facility, 10 tool, 1 base), to level 13 (2/15, 106 XP total)

(L19,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (2/7, 22 total), Liberal Arts 7 (3/9), Teach 7 (1/9), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Assists the Leadership unit in learning more about liberal arts.
Tool: None
Facility: None
Skill: Teach 7 (+2 XP), Liberal Arts 7 (+2 XP)
Yield: See above, 14 XP to the Leadership Unit

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (4/13, 81 total)), Piloting 0 (½), Agriculture 1 (2/3)
Installs the algae farm robots in the algal farm.
Tool: Level 8 Algae farm robots
Facility: Level 5 Algal Nutrient Slurry Farm
Skill: Robotics 11 (+3 XP)
Yield: Level 5 Automated (8) Algal Nutrient Slurry Farm (2 energy/action)

(L14,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (0/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 0 (½), Chemical Engineering 0 (1/2)
Builds the physics lab
Tool: Level 5 Construction Tools (+3, 5/2)
Facility: None
Skill: Physics +3 (10/4), Civil Engineering 1 (+1 XP), Materials Science 1 (2/4)
Input: 4 units of War Coral Flakes (1 level), 1 unit of Nanotube Electronics (5 levels), or 1 unit of iron instead of 1 war coral flakes unit if the raid was successful.
Yield: Level 14 (capped at 10 by Physics) Physics Lab
The physics lab is built at a distance from the main base, such that the distance and seawater between inhabited areas and the lab should block radiation.

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 0 (1/2)
Uses the High-tech equipment factory to build a new, improved Underwater Farm Environment Optimizer to replace the old one.
Tool: None
Facility: Level 11 High-tech Equipment Factory (4 energy) (+6, 11/2)
Skill: Economics +3 (11/4), Mechanical Engineering 0 (+1 XP)
Input: 1 unit of War Coral Flakes (1 level), 1 unit of Nanotube Electronics (5 levels)
Yield: Level 15 (capped at 11 by Economics) UFEO

(L5,2)Protean Rookies Shapers (Jeanne d'Arc): Biology 5 (4/7, 24 XP total), Chemical Engineering 0 (½)
Feasibility study, Gene Therapy: The Shapers (formerly the Rookies) are interested in continuing Dr. Sauvage's work. They spend the action downloading the relevant information to be able to do somatic gene therapy.

((Meta-ly, the idea is to be able to make some sort of gene therapy facility that could apply “tools” that apply some portion of their level to certain classes of actions that the PU does. For example, a PU with a memory enhancement would get a bonus to lab research actions.))
Tool: None
Facility: None
Skill: Biology 5, Gene Therapy 0 (+1 XP)
Mid-Turn Consumables:
Protean “Yogurt”: 2
Deuterium: 10/40
Consumer Goods: 21
War coral flakes: 8
CCMs: 17
Nanotube Electronics: 7
Energy: -6 (housing), -18 (actions) + 33 (fusion) = 9

Mabn
2013-09-11, 04:56 PM
Faelinites

7.1

first off, I just realized I never responded to 6.2
with the purpose caste's mega-project, I look toward something like more efficient division of tasks allowing for 3 actions a turn, probably at reduced skill level. Just to see what something like that would take
also on the school, since it's capped by liberal arts and therefor below the architects skill level, could they build it tamper-proof to start with?

now on to 7.1 actions

Purpose caste (liberal arts 9) studies with the tutor spheres in their new facilities (school 7)

Structure caste (architecture 12) moves on to upgrading one of the remaining hydroelectric plants

Prosperity caste (economics 19) spends more time planning mega-projects, this time to refine their field of expertise beyond what the ship files easily allow (break the level 20 cap)

Form (material engineering 11, construction 1) and Function (mechanics 10, manufacturing 1, architecture 1) meanwhile put their heads together and see if they can use ceramics from the nearby river to make another flying car plan
they use the current cars and (2120) plans if they'd be useful

Harvest (agriculture 11) takes a break and researches ways to improve food quality

ArcaneStomper
2013-09-11, 09:05 PM
Turn 7, Action

Tharal
Further use is made of the new education complex as the engineers and environmentalists further study the intricacies of both life and mechanical processes. Meanwhile the Dynast's Circle works in the factories to make more of the myriad goods that modern society, even modern society on an alien planet, needs to function.

The physicists realize that even more power is needed and build a another array of solar panels while the miners upgrade the mines. The new smelters have gotten fully used to their position and produce aluminum for the colony's stockpiles.


Enivronmentalists
XP Gained: 7 Biology

Engineeers
XP Gained: 17 Economics

Dynast's Circle
Gained: 12 Consumer Goods
Lost: 7 Silicum Ore
Xp Gained: 1 Manufacturing

Physicists
Gained: Level 9 Solar Farm
Lost: 5 Units of Silicum Ore
Xp Gained: 1 Electrical Engineering

Miners
I am not sure what you mean by upgrade as desired?

Smelters
Gained: 15 Aluminum Ingots
Lost: 16 Units of Aluminum Ore
XP Gained: 1 Smelting

(You know aluminum is significantly harder to smelt than most metals. And titanium is even harder. It should probably take multiple actions to do so to represent the additional time and energy cost. This would also leave you with ingots of titanium and aluminum that were a higher tier than iron ingots which would represent the benefits of using a better metal mechanically.

But I won't retcon a change if you want to keep smelting like this.)

The Proteus Project
Despite the fact that it might only take a few days, and it would take at least a few to load the iron at the very least, doesn't change the fact that doing the raid still takes an action.

Anything you want to do that actually does something takes an action. Talking doesn't, neither does making limited explorations, or even making a limited attack, say a simple strafing run by a few tritons. But doing a major raid with the intent of actually acquiring goods certainly requires an action.

So are you going to attack or do the other actions?



For the shielding on the fusion chamber/prototypes, could I instead build it far away from the inhabited base and build robots to do the work/get irradiated? Seawater is an excellent radiation shield (in many nuclear reactor designs dumping water into the reactor core is a way they prevent the reactor from melting down), but I get that if it was directly in the lab it would need some shielding.

Well you could forgo the shielding if you're willing to irradiate the ocean water. And while water certainly does make a good insulator don't forget that oceans don't just sit there. That irradiated water is going to be swept along by the currents. And who knows where it's going to end up. Your people certainly haven't charted all the ocean's currents yet.

Faelinites
OOC:
I'm not going to do anything that let's you have more actions in any form. I considered that before the game started and it just gets messy if you can get more actions per turn per PU. You might be able to make automating things more efficient. Or get more work done for your actions, but a PU will only ever have 2 actions or less.

Yes, you can tamper proof the school. Although it will cost an extra 3 resources just like doing it in another action.

IC:
Much of the colony constructs on learning new things, and designing new parts of the colony. The purpose caste pursues a greater understanding of societies. The prosperity caste works on determining how to create more effective schools to let them learn even more advanced materials by providing better libraries and indexes of the data that was brought on the colony ship. The Harvest caste briefly considers how to make food more appealing and quickly come up with several ways to make things better before going back to other work.

The form and function caste determine that no it would be impossible to build a flying car out of the ceramics available at the river. Which isn't to say that a ceramic flying car isn't possible. But without highly specialized types of ceramics it would be far more fragile and less usable than one made of more durable materials. They will at least need to make a ceramics production facility to create more precise and carefully crafted ceramics before they can consider making a ceramic flying car. (And it would seriously be a lot easier if you used metal. At least for some things. Like the frame and motors.)

Meanwhile the Structure caste actually get things done. The colonists in that group ensure that another of the hydroelectric plants is upgraded and fully sealed from any curious natives.


Purpose Caste
XP Gained: 18 Liberal Arts

Structure Caste
Upgraded: Level 17 Hydroelectric Plant
Lost: 3 Units of Carbon Planks
XP Gained: 3 Architecture

Prosperity Caste
Gained: Advanced Teaching Facility (Blueprint)

Form and Function Caste
(This really wouldn't take two actions. You can have one of them do something else. See above for details of what you would actually need.)

Harvest Caste
(Again it would be really helpful if you made more specific megaprojects. Like "I'm going to research how to build a railgun" instead of "How can I make better weapons." In this case though it isn't even a megaproject. You just need to refine your food in the same way you do your materials. I mean not the exact same way, but if you have a food processing plant, or even just a cafeteria where it can be cooked up in more appealing ways, then it would work.

So you've still got this action left as well.)

Advanced Teaching Facility (Blueprint)
The requirements to break past the 20 skill cap are relatively simple. A PU with a skill of 20 simply cannot gain more xp without using an advanced teaching facility of some kind. An advanced teaching facility is built like a school but is only have the level of the bonus put into it. (Ex. You build one with a PU that has Architecture 18, then it will only be level 9.)

Also it is a Tier 2 Facility. Which means that it must be built entirely out of Tier 2 or above materials. Any facility above 20 will also be a tier 2 facility. The advantage of a Tier 2 facility is that they can also be upgraded with the same kind of bonuses that the 2360 tools came with. Although only one bonus each, and you'll need to research the bonuses separately.

The Proteus Project
The protean leaders and human bioengineers begin working together to study even more advanced sociological texts detailing mostly the behavior of humans, but also a few on the occasional uplifted animals that humanity has created. Meanwhile the weapons unit builds a physics lab at a safe distance from the base.

Victor-1's team works hard to install a new set of algae harvesting robots into the farm. After they are done they are pleased with the readouts which show the robots working at optimal capacity. Now the Proteans will have a stead supply of War Yogurt. This thought prompts a few of them to reconsider their actions.

Zulu's unit begins manufacture of a more advanced UEFO designed to replace the one currently being used with the war coral. With the help of the new equipment factory they are quite succesful.

And finally the rookies carefully study how to improve on the basic Protean form. They come up with the idea for a series of organic implants that can be used in the Proteans to enhance them beyond normal limits.


Protean Leadership
XP Gained: 35 Liberal Arts

Human Bioengineering Staff
XP gained: 2 teaching, 2 Liberal Arts

Protean Efficiency Unit
Gained: Level 5 Automated Algae Farm (Level 8 Robots)
XP Gained: 3 Robotics

Protean Weapons Unit
Gained: Level 10 Physics Lab
Lost: 4 Units of War Coral, 1 Unit of Nanoelectronics
XP Gained: 1 Civil Engineering

Protean Manufacturing Unit
Gained: Level 11 UFEO
Lost: 1 unit of War Coral Flakes, 1 unit of Nanotube Electronics
Gained: 1 Mechanical Engineering

Protean Rookies Shapers
Gained: Somatic Bionic Enhancements (Blueprints)
Xp gained: 1 Bioengineering

Somatic Bionic Enhancements (Blueprints)
The Rookies are still young and not yet capable of doing full genetic therapy. At least not of the sort that would let their subjects immediatly benefit. They could probably cure some genetic diseases if need by. But what they can do is grow new specialized organs to help with certain tasks.

They'll need an actual Biology lab to work in, or even better one specifically devoted to genetic engineering. With it they'll be able to design and grow the new organs for whatever purpose is desired. Then they'll have to operate on the proteans to implant the organs and help them recover from the operation.

The results shold be a built in tool that applies 1/4 of its bonus to actions it has been designed to help with (Identical to the bonus of similar level cybernetics.)

Zweanslord
2013-09-12, 01:24 PM
Tharal, Turn 7

"This is Samulion of the Tharal and the Rakur Dynasty. It pleases me to receive word from the other colonies. I am happy that my worries were unfounded and no action is required.

The Proteus Project, it pleases me that no further action is needed. It is good to see such readiness to aid in times of need.

Terra Nova and Faelinites, I hear the first saying they have a shortage of goods while the second states more is produced then used. Perhaps the two of you see the same opportunity as I see between the two of you? Good luck with the local populace. Are they a friendly lot?

Speaking about the natives, I raise the following question to the Junkers: Are the Nadels natives? What are they like?

Good luck on your search, Seraphs.

Durmanian Industrial, good to hear you have your energy needs met. We have our needs currently met as well. But if we had not, with the lack of energy infrastructure so far it is difficult to purchase energy.

Singularity Technologies, let us know when you have accomplished said goal.

The Collective, our neighbours, relatively speaking. I would be interested to pay a visit to your colony with some of my fellow Tharal, but I do not wish to strain your time if you are still busy with your colony. Good luck with your efforts."

OOC: Making the assumption that the LSI will send a message too, hence why no action is required. Updated previous post with actions to include action of Dynast's Circle.

Mabn
2013-09-12, 01:56 PM
Faelinties


7.1 edit

alright!

so, if researching extra actions is a no-go the prosperity caste will study at the level 18 technical school and get to cap

function caste will build tools to help the prosperity caste communicate with the natives (workshop 17, mechanic tools 10, translation matrix knowledge 3)

harvest caste will build a food preparation center (agriculture 11, architecture 1)


Tharal
we have indeed had talks on this point, however neither of us can currently spare the manpower and equipment to transport anything.

ForzaFiori
2013-09-14, 03:08 PM
Terra Nova

Action 7.1

PU 1 (Econ 5, Farm 4, Gardening 2) - Studying Pottery

PU 2 (Esp 4, CounterEsp 3, Construction 4, Boat building 3) - building a loom at the machine shop out of natural wood

PU 3 (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2) - starting to head back to the colony from the Lonely Mountain.

PU 4 (Liberal Arts 5, Teaching 4, Mining 2) - Teaching PU 1 Pottery

PU 5 (Biology 4, Medicine 3, Pottery 3, Weaving 3) - Spinning cotton into string

PU 6 (Physics 4, Plasma Physics 3, Mining 3, Prospecting 1) - Mining Clay

Maldiem
2013-09-14, 03:34 PM
The Proteus Project

Date: July 1st, 2323
Saturn Bio-Skunkworks Security AI Log (Eyes Only)

Connection detected from unauthorized source. Tracing connection.
Quantum decryption attempt detected. Initiating countermeasures.
Administrator access granted. Welcome, Splendid One.

Overwriting Foxtrot3.eng... Complete
Select all files pertaining to personality engram engineering... Complete
Deleting selected files... Complete
Overwriting SecurityAI.exe... Complete
Logout.

Goodbye, FATHER.

Actions:
Automated:
The war coral farm runs itself using the new UFEO; 16 units of war coral flakes, -1 energy
The Algae Farm runs itself using the farming tools; 10 units of Protean “Yogurt”, -1 energy
The Prometheus fusion generator runs itself, burning 7 fuel for 23.1 (roundup to 24) energy
The Robotics Factory builds level 11 Deuterium Enrichment Plant Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of WCFs into CCMs (-4 energy)

(L20,7)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 13 (2/15), Teach 6 (3/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½), Robotics 0 (½)
Studies Liberal Arts in the training center
Tool: Chiron MMI Level 5
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 35 XP to Liberal Arts (14 teach, 10 facility, 10 tool, 1 base), to level 15 (6/17, 141 XP total)

(L19,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (2/7, 22 total), Liberal Arts 7 (5/9), Teach 7 (3/9), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Assists the Leadership unit in learning more about liberal arts.
Tool: None
Facility: None
Skill: Teach 7 (+2 XP), Liberal Arts 7 (+2 XP)
Yield: See above, 14 XP to the Leadership Unit

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (7/13, 81 total)), Piloting 0 (½), Agriculture 1 (2/3)
Installs the Deuterium Refining Robots
Tool: Level 11 Deuterium Refinery Robots
Facility: Level 10 Deuterium Refinery
Skill: Robotics 11 (+3 XP)
Yield: Level 10 Automated (11) Deuterium Refinery (4 energy/action)

(L14,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (1/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 0 (½), Chemical Engineering 0 (½)
Uses some construction tools, war coral flakes and Nanotube Electronics to build a Deuterium Enrichment plant. The Enrichment plant will take input from the Deuterium refinery and enrich it, to get better yields from the fusion reaction (basically, it makes tier 2 Deuterium)
Tool: Level 5 Construction Tools (+3)
Facility: None
Skill: Physics +3 (10/4), Civil Engineering +1 (½), Materials Science +2 (+1 XP), Mechanical Engineering +1 (½), Nuclear Physics 0 (+1 XP)
Input: 4 units of War Coral flakes (+1 level), 1 unit of Nanotube Electronics (+5 levels)
Yield: Level 16 (capped at 10 by Physics) Deuterium Enrichment Plant (2 energy/action)

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 0 (½), Mechanical Engineering 0 (½)
Uses the high-tech equipment factory to produce an Electromagnetic Prospecting Array (EPA), a magnetometer/ground-penetrating radar array for prospecting, meant to fit inside the bomb bays of the Tritons.
Tool: None
Facility: Level 11 High-tech Equipment Factory (4 energy) (+6, 11/2)
Skill: None, +1 XP to Electrical Engineering
Input: 1 unit of War Coral Flakes (1 level), 1 unit of Nanotube Electronics (5 levels)
Yield: Level 15 (capped at 10 by Physics) EPA

(L5,2)Protean Shapers (Jeanne d'Arc): Biology 5 (4/7, 24 XP total), Chemical Engineering 0 (½), Bioengineering 0 (½)
Uses the Shipyard, some construction tools and the required materials to expand the hull of Mercurius to accommodate more facilities.
Tool: Construction Tools level 5 (+3, 5/2)
Facility: Level 10 Underwater Shipyard (+10) (4 energy)
Skill: None, +1 XP to Mechanical Engineering
Input: 1 unit of CCMs (+3 levels)?
Yield: Level 13 (capped at 10 by Physics) Expanded hull of Mercurius

End-turn consumables
Protean “Yogurt”: 2 + 10 – 6 = 6
Deuterium: 3/40
Consumer Goods: 21 + 17 – 24 = 14
War coral flakes: 8
CCMs: 21
Nanotube Electronics: 4
Energy: -6 (housing), -18 (actions) -31 (action round 2) + 33 (fusion) + 24 (fusion) = 2 (can't be stored)

Growth Points:
Protean: 12
Human: 7

ArcaneStomper
2013-09-17, 10:49 PM
Junkers to the Tharal
Of course the nadels are natives. What do you think another species has shown up to colonize this place. What would that make four. And if you want to find out about the Nadels we suggest you ask them. You'll do better experiencing the differences for yourselves than we can tell you over the radio.


Turn 7, Action 1

Faelinites
After some scavenging the function caste manages to find enough materials to build computers to run the translation matrix on. They are crude, but the dedicated hardware is enough to give a small boost to the translation process.

Meanwhile the harvest caste builds a food preparation center. The colony will no longer need to eat their food almost straight from the fields. The first batch of food from the center is looked forward to by many colonists.

Prosperity Caste
XP Gained: 16 Economics

Function Caste
Gained: Level 3 Translation Computers
XP Gained: 1 Pegasi Culture

(You don't really have anything to build computers with. Also this would be liberal arts based tool. The workshop and mechanical engineering offer nothing to it. Which is why the level is so low.)

Harvest Caste
Gained: Level 7 Food Preparation Center
Lost: 5 Units of Carbon Planks
XP Gained: 1 Architecture

Terra Nova
Slowly but surely the colony continues to advance. Some groups focus on the making of ceramics. They do this by researching and practicing more effective pottery techniques. Others dig up more clay for the first groups to use. Other groups look to the new cotton harvest and begin the process of weaving it into cloth.

Meanwhile far away at the lonely mountain the explorers begin their long journey back overland to the colony site. They spend the time traveling talking with the clan bringing them back and learn a great deal about interacting with the natives by the time they get back late in the year.

PU 1
XP Gained: 11 Pottery

PU 2
Gained: Level 5 Loom
Lost: 1 natural Wood
XP Gained: 1 Textile Production (Change Weaving into this as well.)

PU 3
XP Gained: 1 Pegasi Culture

PU 4
XP Gained: 1 teaching

PU 5
Gained: 8 Units of Cotton String
Lost: 8 Units of Cotton
XP Gained: 1 Textile Production

PU 6
Gained: 6 units of Clay
XP gained: 1 Mining


Turn 7, Action 2

Tharal
Much is done in the last months of the year as the colony continues to develop towards the goal of returning to space. The environmentalists harvest and store away another bounty of food crops. The engineers and dynast's circle study their respective fields in order to better help the colony grow. And the Physicists expand the array of solar farms with another set of panels.

In the mountains themselves the miners install another bay of machinery into the mine allowing it to dig even deeper than before. And the smelters produce a titanium alloy that will allow for more advanced rockets.

Environmentalists
Gained: 18 Units of Food
XP Gained: 1 Farming

Engineers
XP gained: 17 Economics

Dynast's Circle
XP gained: 7 Liberal Arts

Physicists
Gained: Level 10 Solar Farm
Lost: 5 Units of Silicum
XP Gained: 1 Electrical Engineering

Miners
Upgraded: Level 12 Mine
XP Gained: 2 Mining

Smelters
Gained: 16 Units of Titanium Alloy
Lost: 8 Units of Aluminum Ingots, 8 Units of Titanium Ingots
XP gained: 2 Smelting

The Proteus Project
As the months roll by the Proteans begin preparing for expansion. The leaders begin examining more texts on sociology in order to gain a better understanding of how groups behave in larger numbers. Victor and Whiskey streamline deuterium production in order to provide ever more power to the colony. The manufacturing team builds a sensor array to help the colonists find more minerals, and Jeanne oversees the expansion of the Mercurius's hull in order to provide room for more colonists and their facilities.


Protean Leadership
XP Gained: 35 Liberal Arts

Human Bioengineering Staff
XP Gained: 2 teaching, 2 Liberal Arts

Protean Efficiency Unit
Gained: Level 10 Automated Deuterium Refinery (Level 11 Robots)
Xp Gained: 3 Robotics

Protean Weapons Unit
Gained: Level 10 Deuterium Enrichment Facility
Lost: 4 units of War Coral flakes, 1 unit of Nanotube Electronics
Xp gained: 1 Nuclear Physics

Protean Manufacturing Unit
Gained: Level 10 EPA
Lost: 1 unit of War Coral Flakes, 1 unit of Nanotube Electronics
Xp gained: 1 Electrical Engineering

Protean Shapers
Upgraded: Level 10 Mercurius
Lost: 5 CCMs
XP Gained: 1 Ship Construction

(You're upgrading it by 5 levels. Which is big enough to hold 5 facilites, each of which costs 5 materials themselves. Even if it's mostly empty hull I don't think 1 CCM is enough.)

Mabn
2013-09-18, 04:56 PM
Faelinites

7.2

Structure caste (architecture 12) will finally tamper-proof the last building in the colony.

Purpose caste (liberal arts 10) will use the level 3 translation computers and try to learn the local dialect of native, soon making tamper-proofing redundant

Prosperity caste (economics 20) will use the level 17 infrastructure design lab for another fun round of upgrades! (the structure caste is beginning to dislike them)

Function caste (mechanics 10, manufacturing 1, architecture 1) will use the tutor spheres and the level 7 school to study Robotics

Harvest caste (agriculture 11, architecture 1) will work in the level 7 food preparation center

Form caste (material science 11, construction 1) will use the augmented cars and level 15 construction tools to build a ceramics refinery by the river

ForzaFiori
2013-09-18, 10:15 PM
Terra Nova

Action 7.2

PU 1: (Econ 5, Farming 4, Gardening 2, Pottery 3) - farming Cotton
PU 2: (Espionage 4, Counterespionage 3, Construction 4, Boatbuilding 3, Textiles 1) - building a pottery wheel out of the native wood and string (you should be able to set up a basic pedal/pulley system to spin it I would think)
PU 3: (Fringe 4, Xenobiology 3, Exploration 1, Pegasi Culture 2) - finally home, PU 3 is to study Prospecting at the School
PU 4: (Liberal Arts 5, Teaching 4, Mining 2) - Teaching PU 3 Prospecting
PU 5: (Biology 4, Medicine 3, Pottery 3, Textiles 3) - Weaving a sail from the Cotton String, using the Loom (lv 5)
PU 6: (Physics 4, Plasma Physics 3, Mining 3, Prospecting 1): PU 6 is to go to the Lonely Mountain, travelling with the natives and taking 3 food with them. (loaded up on the natives animals, like PU 3 did)

Zweanslord
2013-09-21, 05:13 AM
Tharal Turn 7

"Greetings all, this is Samulion of the Tharal and the Rakur Dynasty. Another year on this new planet and the Tharal people look forward to see what it will bring, and we hope you do too.

To the Junkers, my apologies, perhaps I should have phrased my inquiry better. What I was curious about is whether the name Nadels refers to the natives as a whole or is the name of the local group of natives near your location. We have seen a few signs of native lifeforms around here, but their number was limited and just passing through. We do not have the expertise to efficiently start up communications with an alien lifeform, therefore the interest by radio.

To the Faelinites, a shame that neither of you has the opportunity to make use of the presented possibility. I can symphetise, because while the Tharal colony is growing well, there are always more things needed. Best of luck to you and Terra Nova with your developments."

Actions

First Actions

Study
PU Environmentalists. Biology 8, Farming 2 2/4, Gardening 2
Study Biology using School and Education Center. -2 Energy
Biology L9 7/11. L8 + 1 Base + 6 School + 10 Education Center

Upgrade
PU Engineers. Economics 13 6/15, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Upgrade Tool Workshop. 1 Construction (1/2) + 4 Economics (13/4) + 4 Construction Tools (7/2) = Level 9 Tool Workshop
Mechanical Engineering L0 1/2. L0 + 1 Base

Create Goods
PU Dynast's Circle. Liberal Arts 7 3/9, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 1, Teaching 1 1/3, Architecture 0 1/2
Study Liberal Arts, using School. -2 Energy
Liberal Arts L8 1/10. L8 1/10 + 1 Base + 6 School

Study
PU Physicists. Physics 6 4/8, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2 2/4, Aerospace Engineering 1
Study Physics, using School. -2 Energy
Physics L7 2/9. L6 4/8 + 1 Base + 5 School

Mine
PU Miners. Mining 8 2/10, Health 0 1/2
Mine Silicum Ore. -4 Energy. 7 Mining + 8 Mining Tools + 12 Mine = 27 Silicum Ore
Mining L8 4/10. L8 2/10 + 2 Mining (8/4)

Smelt
PU Smelters. Smelting 5 2/7
Smelt Aluminium (Tier 2) and Titanium (Tier 2) to Titanium Alloy (Tier 5). -4 Energy. -8 Aluminium Ignots -8 Titanium Ignots. 5 Smelting + 7 Smelting Tools + 5 Smelter = 16 Titanium Alloy
Smelting L5 4/7. L5 2/7 + 2 Smelting (5/4)

Second Actions

Create Lab
PU Environmentalists. Biology 9 7/11, Farming 2 2/4, Gardening 2
Create Environmental Lab. -5 Iron Ingots. 2 Gardening + 1 Farming (2/2) + 3 Biology (9/4) + 4 Construction Tools (7/2) + 1 Iron = Level 9 (capped by Biology)
This Environmental Lab serves to aid in the research of civil environment, where citizens live, to ensure both a healthy environment as well as a pleasant environment. Provides 100% bonus to things related to the direct environment of citizens such as life support or pleasant living quarters and less bonus to only affiliated subjects.
XP? Gardening? Gardening L2 1/4. L2 Gardening + 1 Base

Study
PU Engineers. Economics 13 6/15, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Study Economics, using School and Education Center. -2 Energy
Economics L14 7/16. L13 6/15 + 1 Base + 6 School + 10 Education Center

Create Goods
PU Dynast's Circle. Liberal Arts 8 1/10, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 1, Teaching 1 1/3, Architecture 0 1/2
Create Consumer Goods. -4 Energy. -8 Silicum Ore. 1 Manufacturing + 2 Liberal Arts (8/4) + 5 Consumer Goods Factory = 8 Consumer Goods
Manufacturing L1 1/3. L1 + 1 Manufacturing (1/4)

Create Solar Panel
PU Physicists. Physics 7 2/9, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2 2/4, Aerospace Engineering 1
Knowing that the Environmental Lab is going to consume vast amounts of power, the Physicists prepare by creating additional solar panels.
Create Solar Panels. -5 Silicum Ore. 2 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (6/4) = Level 9 Solar Panels.
Solar Panels: +5 Energy (9/2 sustainable)
Electrical Engineering L2 3/4. L2 2/4 + 1 Electrical Engineering (2/4)

Mine
PU Miners. Mining 8 4/10, Health 0 1/2
Mine Iron Ore. -4 Energy. 7 Mining + 8 Mining Tools + 12 Mine = 27 Iron Ore
Mining L8 6/10. L8 4/10 + 2 Mining (8/4)

Create
PU Smelters. Smelting 5 4/7
Create Smelter Upgrade bays. -1 Iron Ingot. 5 Smelting + 5 Tool Workshop (9/2) + 1 Iron ore = Level 11
Smelting L5 6/7. L5 4/7 + 2 Smelting (5/4)

Energy:
12 Solar Sattelite
04 Space Solar Panels
33 Solar Panels
49 Total

-6 Housing
-4 Mining
-4 Mining Tools
-4 Tool Workshop
-2 Smelting
-2 Smelting Tools
-4 Consumer Goods Factory
-10 School

32 Total

32/49 Energy

Food:
13 - 6 PUs = 7

Consumer Goods:
4 Environmentalists (Next Turn: 5)
5 Engineers
4 Dynast's Circle
3 Physicists (Next Turn: 4)
3 Miners
2 Smelters
-12 Gardens (max 2cg/pu)
9 Consumption

8 Production

8 - 9 + 8 = 7

Growth:
18 + 6 = 24/20

Goods:
33 Iron Ore (6 + 27)
19 Silicum Ore (+ 27 - 8)
3 Silicum Ingots
4 Iron Ingots (9 - 5)
4 Titanium Ore
0 Titanium Ingots (8 - 8)
4 Aluminium Ore
0 Aluminium Ingots (8 - 8)
32 Titanium Alloy, Tier 5 (16 + 16)

Facilities:
- Mine Level 5 (2360), 2 energy/action
- Smelter Level 5 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 9, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- 2x Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu), Total: -6
- Gardens Level 6, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3), Total: +6
- Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)
- 2x Solar Panels Level 8, +4 energy (8 /2 sustainable = 4), Total: +8
- 3x Solar Panels Level 9, +5 energy (9 /2 sustainable = 5), Total: +15
- Solar Panels Level 10, +5 energy (10 /2 sustainable = 5)
- School Level 5, 2 energy/action
- 2x School Level 6, 2 energy/action
- Environmental Lab, 6 energy/action

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Construction Tools Level 7
- Mining Tools Level 8, -2 energy/action
- Smelting Tools Level 7, -2 energy/action
- Farming Tools Level 9, -2 energy/action
- Mine Upgrade Bays Level 11, installed, upgrades 1/11
- Smelter Upgrade Bays Level 11, upgrades 0/11

ArcaneStomper
2013-09-22, 05:07 AM
Turn 7, Action 2

Faelinites
Working through the last months of the year the structure caste manages to finish proofing all the buildings in the colony against unwanted intrusions from the natives. While they do this the purpose caste manages to communicate with the natives in question. They quickly refine the translation matrix into one designed for the local dialects and learn that the natives in the area are all part of the Gd'Ke tribe. Nearby the form caste builds a ceramics refinery.

Noticing that the structure caste is almost done the prosperity caste design a new set of plans so that the structure caste can continue to upgrade the colony's buildings to a higher grade of efficiency. The function caste pursues a similar line of work by studying the construction and use of robots that can be used to automate some of the tasks in the colony.

Meanwhile the Harvest Caste prepares the food which has been sitting in the warehouses of the colony making it a bit more palatable.

Structure Caste
Upgraded: Level 17 Hydroelectric Plant (Tamper Resistant)
Lost: 3 Carbon Planks
XP Gained: 3 Architecture

Purpose Caste
Gained: Level 6 Gd'ke Translation Matrix
XP Gained: 1 Pegasi Culture

Prosperity Caste
Gained: Level 20 Upgrade Plans
XP Gained: 1 Architecture

Function Caste
XP gained: 18 Robotics

Harvest Caste
Gained: 7 Units of Processed Food
Lost: 7 Units of Food
Xp Gained: 1 Cooking

Form Caste
Gained: Level 20 Ceramics Refinery
Lost: 5 Carbon Planks
XP Gained: 1 Construction

Terra Nova
Textile production is well under way in the colony. More cotton is growing in the fields and the colonists have produced their first set of sails and all the necessary ropes for the rigging as well. The colony's ceramic industry is not overlooked however as one group experiments with creating a pottery wheel, and once they have found a good design that can be constructed with the materials they have on hand, they produce several dozen of the wheels. Meanwhile in the schools the explorers are learning what to look for when prospecting and are aided by some of the colony's miners.

PU 1
Gained: 11 Units of Cotton
XP Gained: 1 Farming

Pu 2
Gained: Level 2 Pottery Wheel
Lost: 1 Unit of Native Wood
XP Gained: 1 Pottery

Pu 3
XP Gained: 11 Prospecting

Pu 4
XP Gained: 1 Prospecting, 1 Teaching

Pu 5
Gained: Level 4 Cotton Sail
Lost: 1 Unit of String
Xp Gained: 1 Textiles

PU 6
(What are you trading the natives to take PU 6 to the mountain? The natives already took Pu 3 there and back which fulfills the first deal.)

ForzaFiori
2013-09-22, 04:10 PM
Terra Nova -

Arcanestomper

how about 2 iron ore? one for there, one for back.

Mabn
2013-09-22, 05:00 PM
Faelinites

Gd'ke

We extend you a late but formal greeting. How are your lives going? Feel free to wander around our place if you wish.

8.1

Structure caste (architecture 12) will create an advanced teaching facility using level 15 construction tools, augmented flying cars, plentiful graphene (tier 4) wiring in addition to carbon plank (tier 3) structural elements. Aiming to show the prosperity caste what they can do when their allowed to get creative.

Prosperity caste (economics 20, construction 1) meanwhile researches the pleasant working environment trait (reduced consumer goods while using)for advanced structures, because the best revenge is spending your time somewhere awesome.

Function caste (mechanical engineering 10, manufacturing 1, architecture 1, robotics 5) tries to automate the level 17 carbonwood farm to ease the Harvest caste's massive overcommitment issues. (workshop 17 and mechanic tools 10 will be used if they would be useful)

Harvest caste uses this as a signal to hone their cooking skills (school 7, tutor spheres)

Form caste brings the fiber refinery, food preparation center, workshop, and carbonwood farm up to code because no one left them anything to work with.

Purpose caste (liberal arts 10) uses the level 6 matrices and works to build relations with the Gd'ke

Maldiem
2013-09-24, 12:20 AM
The Proteus Project

Turn 8.1 actions:
Automated:
The war coral farm runs itself using the new UFEO; 16 units of war coral flakes, -1 energy
The Algae Farm is idle this action
The Prometheus fusion generator runs itself, burning 10 fuel for 33 (roundup to 33) energy
The Robotics Factory builds level 11 High-Tech Equipment Factory Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of CCMs into Nanotube Electronics (-4 energy)
The Deuterium Refinery runs itself, producing 10 units of Deuterium (-4 energy)

Is it alright if I go with “Naval Engineering” instead of “Ship Construction”? It fits the semantic theme of the rest of the skills better. As far as the CCMs for Mercurius goes, 1 unit/level sounds fine to me.

(L22,8)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 15 (6/17), Teach 6 (3/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½), Robotics 0 (½)
Uses the construction tools and some materials to upgrade the training center in Mercurius
Tool: Level 5 Construction Tools (+3)
Facility: Level 10 Training Center (1 energy/action; bonus does not apply to this action)
Skill: Liberal Arts 4 (15/4), Teach 6 (+2 XP), Civil Engineering 1 (+1 XP)
Input: 1 unit of CCMs (4 levels)
Yield: Level 18 (capped at 15 by Liberal Arts) Training Center (1 energy/action)

(L19,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (2/7, 22 total), Liberal Arts 7 (7/9), Teach 7 (5/9), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Again teaches the Shapers Biology.
Tool: None
Facility: None
Skill: Biology 5 (+2 XP), Liberal Arts 2 (7/4), Teach 7 (+2 XP)
Yield: 14 XP to the Shapers

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (10/13), Piloting 0 (½), Agriculture 1 (2/3)
Installs the Deuterium Enrichment Robots
Tool: Level 11 Deuterium Enrichment Robots
Facility: Level 10 Deuterium Enrichment Plant
Skill: Robotics 11 (+3 XP)
Yield: Level 10 Automated (11) Deuterium Enrichment Plant (4 energy/action)

(L15,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (1/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 1 (0/3), Chemical Engineering 0 (½)
Uses the EPA and the Tritons to do a mineralogical survey in the vicinity of the underwater base, with an emphasis on iron-bearing deposits, rare earth metals, and seafloor polymetallic nodules
Tool: Level 5 Triton Aerosubmarines, Level 11 Electromagnetic Prospecting Array
Facility: None
Skill: Physics +3 (10/4), Materials Science +1 (½), Mining 0 (+1 XP)
Yield: Level 20 (capped at 11 by Economics?) Mineralogical Survey

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 0 (1/2)
Uses the High Tech Equipment Factory to produce a supercomputer to aid in research actions, with the hardware tailored to suit Physics applications.
Tool: None
Facility: Level 11 High-Tech Equipment Factory (4 energy)
Skill: Electrical Engineering 0 (+1 XP)
Input: 1 unit of Nanotube Electronics (5 levels)
Yield: Level 11 (capped at 10 by Physics) Physics Supercomputer

(L5,2)Protean Shapers (Jeanne d'Arc): Biology 5 (4/7, 24 XP total), Chemical Engineering 0 (½), Bioengineering 0 (½) , Ship Construction 0 (½)
Learns more about Biology with the aid of the Chiron MMI, the training center in the underwater base and Bioengineering Unit
Tool: None
Facility: Training Center level 10 (1 energy)
Skill: None
Yield: 35 XP to Biology (10 tool, 14 teaching, 10 facility, 1 base), to Level 9 (5/11, 59 XP total)

Mid-Turn Consumables:
Protean “Yogurt”: 6
Deuterium: 3/40
Enriched Deuterium: 0
Consumer Goods: 31
War coral flakes: 23
CCMs: 1
Nanotube Electronics: 12
Energy: -6 (housing) -30 (actions) +33 (Fusion round 1) = -3

ArcaneStomper
2013-09-24, 11:38 PM
Turn 8

Junkers to the Tharal
We believe that the Nadels is the names of their local group. Some kind of group of mercantile city states as far as we can tell. Although we haven't determined if the Nadels refer to the entire group or just the city state we are closest to. Actually Nadels isn't even their real name for themselves. We can't pronounce that. But we have to call them something in our own conversations and the name grew out of a more informal nickname.

Terra Nova
They would take the deal of two units of iron ore.


Turn 8, First Action

Tharal
A round of intensive planning occurs as the colonists consider their situation and delve into the archives looking for the best methods in which to apply centuries of human experience to a human planet. The environmentalists study the possibilities of living organisms while the Dynast's circle studies the dynamics of social organisms. And the physicists study their namesake to further the colony's ability to make use of more highly developed technologies.

While this is going however the more physical aspect of colony building is not neglected. The engineers upgrade the workshops with the latest of their own designs. The miners dig up more silicon to restock the colony's depleted reserves. And the smelters continue to produce more Titanium alloys for future use.


Environmentalists
XP Gained: 17 Biology

Engineers
Upgraded: Level 9 Tool Workshop
XP Gained: 1 Mechanical Engineering

Dynast's Circle
XP Gained: 7 Liberal Arts

Physicists
XP Gained: 6 Physics

Miners
Gained: 28 Units of Silicum Ore
XP Gained: 2 Mining

Smelters
Gained: 16 Units of Titanium Alloy
Lost: 8 Units of Titanium Ingots, 8 Units of Aluminum Ingots
XP Gained: 2 Smelting

Faelinites
The structure caste strives to make the advanced teaching facility as well designed as they can. They incorporate local terrain such as the giant trees into a pleasing facility which has well laid out interior spaces designed for aiding study.

Meanwhile the Prosperity caste designs a set of blueprints to help with the upgrading of any facility into something much more pleasant to work in. The harvest caste studies more recipes to enable them to prepare better meals for the colony. And the form caste upgrades the food preparation center in order to allow them to use their new skills fully.

Out in the jungles the Purpose Caste communicates with the native tribes coming to a greater understanding of them. They are a fairly simple culture of hunter gatherers which primarily roams through the jungles searching for food and maintaining loose social groups. They regard humanity with a mixture of curiosity and fear as several of their members have been severely injured after eating human plants or touching the wrong piece of equipment. The colony's felling of several of the mountainous trees is also somewhat awe inspiring and has placed the humans on something of the level of natural phenomena in their eyes.

Structure Caste
Gained: Level 10 Advanced Teaching Facility
Lost: 2 Graphne, 3 Carbon Planks
XP Gained: 1 Teaching
(Note: It would be significantly higher, but even an advanced facility is still limited by your liberal arts.)

Prosperity Caste
Gained: Aesthetic Design Blueprints
Xp Gained: 1 Architecture

Function Caste
(You need to build robots that you can install before you can actually automate something.)

Harvest Caste
XP gained: 18 Cooking

Form Caste
Upgraded: Level 17 Food Preperation Center
Lost: 1 Unit of Carbon Planks
XP gained: 1 Architecture

Purpose Caste
XP Gained: 1 Pegasi Culture

Aesthetic Design Blueprints
A series of design improvements that simply make the facility more ergonomic for the users. Upgrading or building a new facility with these blueprints attached requires 2 units of additional material. The type of material does not material does not matter so long as they come from a different production line than the main building material as having varied materials allows for a wider range of designs and breaks up the monotony of seeing the same type of walls and furniture everywhere.

The Proteus Project
The proteans begin considering expansion of their infrastructure and begin various tasks related to such a plan. The leadership upgrades the teaching facilities aboard the Mercurius in order to facilitate the acquisition of future skills. While the human bioengineers teach the young shapers how to better understand and manipulate biological organisms.

The efficiency unit automates the deuterium enrichment facility, a vital step in the production of more power. While the weapons unit scans the surrounding seabed for minerals they find less than they had hoped. They do find a series of rich manganese crusts and what appears to be a few patches of iron rich sand, but nothing else of particular interest and determine that they are simply not deep enough.

Meanwhile the manufacturing unit builds a new supercomputer to be used in the physics lab in future experiments.

(Yeah sure you can go with Naval Engineering. I probably would have used that myself if I had thought of it.)

Protean Leadership
Upgraded: Level 15 Teaching Center
Lost: 1 Unit of CCMs
XP Gained: 2 teaching

Human Bioengineering
Xp Gained: 2 Biology, 2 Teach

Protean Efficiency Unit
Gained: Level 10 Automated Deuterium Enrichment Plant (Level 11 Robots)
XP Gained: 3 Robotics

Protean Weapons Unit
Gained: Level 11 Mineral Survey (Knowledge)
XP gained: 1 Prospecting

Protean Manufacturing Unit
Gained: Level 10 Physics Supercomputer
Lost: 1 Unit of Nanoelectronics
XP Gained: 1 Electrical Engineering

Protean Shapers
Xp Gained: 25 Biology

Mabn
2013-09-26, 08:10 AM
Faelinites

8.1 ext

Does the teaching facility already have Aesthetic design as a trait?
By how much does an aesthetic building reduce consumer good requirements?
I should actually be able to upgrade 5 buildings with form due to the level 20 upgrade plans (also is there a reason the food prepairation center only upgraded to 17?)
Can I actually add traits to non-advanced structures? The blueprints are listed as for any structure, but traits were indicated to be on par with a 2500 tool's.

Edit: and the function caste (mechanical engineering 10, manufacturing 1, architecture 1, robotics 5) therefor constructs carbonwood-farming robots in the workshop 17 with mechanics tools 10 and farming tools 15

Maldiem
2013-09-28, 06:05 PM
The Proteus Project

8.2 actions:


Automated:
The war coral farm runs itself using the new UFEO; 16 units of war coral flakes, -1 energy
The Algae Farm is idle this action
The Prometheus fusion generator runs itself, burning 8 enriched fuel for 36 (roundup to 36) energy
The Robotics Factory builds level 11 Iron Smelting Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of WCFs into CCMs (-4 energy)
The Deuterium Refinery runs itself, producing 10 units of Deuterium (-4 energy)
The Deuterium Enrichment Plant runs itself, enriching 10 units of Deuterium (-4 energy)

(L22,8)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 15 (6/17), Teach 6 (5/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 0 (½), Economics 0 (½), Robotics 0 (½)
Feasibility Study: Advanced Lesson Plans; ways to use modern psychological theories to streamline the learning process to achieve greater results in the same amount of time. ((Meta-ly, a way to build a liberal arts-based teaching tool that applies its bonus to specific teaching actions (e.g. Advanced Economics Lesson Plans would apply their bonus to actions to study Economics).))
Tool: None
Facility: Level 10 training center in the underwater base (1 energy), if necessary
Skill: Liberal Arts +4 (15/4), Teach 6 (+2 XP)

(L19,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (4/7, 22 total), Liberal Arts 7 (7/9), Teach 7 (7/9), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Teaches Biology to the Shapers
Tool: None
Facility: None
Skill: Biology 5 (+2 XP), Liberal Arts 2 (7/4), Teach 7 (+2 XP)
Yield: 14 XP to the Shapers

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (13/13 [economics limited]), Piloting 0 (½), Agriculture 1 (2/3)
Installs the High Tech Equipment Factory robots
Tool: Level 11 High Tech Equipment Factory robots
Facility: Level 11 High Tech Equipment Factory
Skill: Robotics 11 (+3 XP)
Yield: Level 11 Automated (11) High Tech Equipment Factory (8 energy/action)

(L15,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (1/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 1 (0/3), Chemical Engineering 0 (½), Prospecting 0 (1/2)
Uses the construction tools to build an iron smelter
Tool: Level 5 Construction tools (+3)
Facility: None
Skill: Physics 3 (10/4), Civil Engineering 1 (½), Materials Science 2 (+1 XP), Mechanical Engineering 1 (1/2)
Input: 4 units of War Coral Flakes (1 level), 1 unit of Nanotube Electronics (5 levels)
Yield: Level 16 (capped at 11 by Economics) Iron Smelter

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 1 (0/3)
Uses some construction tools to build an iron sand quarry.
Tool: Level 5 Construction tools (+3)
Facility: None
Skill: Economics 3 (11/4), Civil Engineering 1 (2/2), Manufacturing 1 (½), Electrical Engineering 1 (½), Mining 0 (+1 XP)
Input: 4 units of War Coral Flakes (1 level), 1 unit of Nanotube Electronics (5 levels)
Yield: Level 14 (capped at 11 by Economics) Iron Sand Quarry

(L9,3)Protean Shapers (Jeanne d'Arc): Biology 9 (5/11, 59 XP total), Chemical Engineering 0 (½), Bioengineering 0 (½) , Naval Engineering 0 (½)
Again learns biology with the Chiron MMI and the help of the Bioengineering unit
Tool: None
Facility: Training Center level 15 (1 energy)
Skill: None
Yield: 40 XP to Biology (10 tool, 14 teaching, 15 facility, 1 base), to Level 12 (9/14, 99 XP total)

End-turn consumables:
Protean “Yogurt”: 6 – 6 = 0
Deuterium: 3/40
Enriched Deuterium: 2
Consumer Goods: 31 + 17 – 26 = 22
War coral flakes: 21
CCMs: 6
Nanotube Electronics: 10
Energy: -6 (housing) -30 (actions) +33 (Fusion round 1) – 30 (action round 2) + 36 (fusion round 2) = 3 (can't be stored)

ArcaneStomper
2013-09-30, 08:59 PM
Tharal
Environmentalists
Gained: Level 9 Environmental Lab
Lost: 5 Units of Iron Ingots
XP gained: 1 Gardening

Engineers
Xp gained: 17 Economics

Dynast's Circle
Gained: 8 Units of Consumer Good
Lost: 8 Units of Silicum
XP gained: 1 Manufacturing

Physicists
Gained: Level 9 Solar Farm
Lost: 5 Units of Silicum
XP gained: 1 Electrical Engineering

Miners
Gained: 27 Units of Iron Ore
XP gained: 2 Mining

Smelters
Gained: Level 11 Smelting Bays
Lost: 1 Iron Ingot
XP Gained: 2 Smelting

Faelinites
No. A tier 2 facility can be built with a bonus built in, but not when you just researched it at the same time as you built the facility.

It reduces it by 1 per action.

Ok yeah my mistake you upgraded the listed facilities to 20 not 17.

I realized after I wrote the description that I didn't make that clear. You can add a trait to a facility with a bonus slot. Which only tier 2 and above facilities have.

The function caste builds a set of level 20 robots. With 1 unit of carbon planks and one units of graphene.

The Proteus Project
Protean Leadership
(That would not be complicated enough to require a feasibility study. You can just build tools like that. It would be like a very specific archive of texts and indexes.)

Human Bioengineering Staff
XP Gained: 2 Biology, 2 Teaching

Protean Efficiency Unit
Gained: Level 11 Automated High Tech Equipment Factory (Level 11 Robots)
XP Gained: 3 Robotics

Protean Weapons Unit
Gained: Level 11 Smelter
Lost: 4 Units of War Coral, 1 Unit of Nanotube Electronics
XP gained: 1 Smelting

Protean Manufacturing Unit
Gained: Level 11 Iron Sand Quarry
Lost: 4 Units of War Coral, 1 Unit of Nanotube Electronics
XP gained: 1 Mining

Protean Shapers
XP Ganed: 40 Biology

ArcaneStomper
2013-09-30, 09:22 PM
Turn 9

After several years of harsh weather the climate of Pegasi III has returned to a calmer phase. Fortunately none of the human colonies were unduly affected as most of them were located well inland or in sheltered locations.

The weather however is the least of the concern's of each of the fledgling colonies. After almost a decade of colonization they are well established and growing. But that very establishment has given colonists leisure time and a demand for activities beyond what is necessary for mere survival.

The proteans of the Proteus Project are beginning to push for a freer less restricted society. If not socially then at least physically as many want the ability to live and wander the oceans more freely than the current restricted barracks on the Mercurius allow.

The colonists of the Tharal are pushing for contact with the neighboring natives. The farthest ranging colonists often see the natives and in fact have been seeing them more frequently of late. They think that now that the colony is established the natives should be approached and diplomacy conducted.

In the jungles the Faelinites are simply pushing for a wider variety of entertainment. Or just a plain wider variety. They work in carbonwood factories using carbonwood tools, wearing carbon fiber clothes and even their computers are beginning to resemble boxes of wood more than the sleek plastic things they started with. The food at least is tolerable, but many are comparing their bland lifestyle to the freer more colorful antics of the Gd'Ke.

Mabn
2013-09-30, 11:29 PM
Faelinites


8.1
I used 4 carbon planks and just upgraded four buildings in my status


8.2
Harvest caste (agriculture 11, architecture 1, cooking 5) sets their new skills and retrofitted (level 20) food preparation center to make tolerable food for once (retroactively somehow) 25 units of processed food, 2 cooking xp

Function caste (mechanical engineering 10, manufacturing 1, architecture 1, robotics 5) installs the level 20 robots in the level 20 carbonwood farm with level 17 farming tools (if they give a full bonus, I never kept track) just in time to deal with the desperate looming material shortage first robot install

Structure caste (architecture 12) uses level 15 construction tools and builds a dredging site downriver from the hydroplants so the ceramics refinery will actually maybe have clay to process level 20 dredging site (tamper resistant) 8 carbon planks, 3 architecture xp

Prosperity caste (economics 20, construction 1) finds itself unable to actually study in their new accommodations at first due to a consumer goods shortage and spends the turn using level 10 mechanics tools in a level 20 workshop tinkering with graphene. 30 consumer goods, -7 graphene, 1 manufacturing xp

Form caste (material engineering 11, construction 1) is ecstatic to, for once, not be the caste doing some other castes job. Instead they study the farm (level 17) and consider whether any of the earth plants, or Seti plants even (they took the cars) could have oil extracted from it in useful quantities with the right equipment and should therefor be considered for a future building. yea or nay

Purpose caste (liberal arts 10, seti culture 1) studies their liberal arts on their tutor spheres (surreptitiously employing the awesome new (level 10) teaching facility and hoping if the Prosperity caste tries to kill them they can pass it up as surveying for future upgrades. +21 liberal arts xp


9.1
Function caste (mechanics 10, manufacturing 1, architecture 1, robotics 6) returns to their (level 20,) workshop and (level 10 mechanics) tools to build robots for the new dredging site level 20 dredging robots, -1 carbon plank -1 graphene, 2 robotics xp

Form caste (material engineering 11, construction 1) is likewise back to their (level 20) fiber refinery and (level 12 material engineering) tools refining carbonwood from the now automated farm into carbon planks 43 carbonwood into carbon planks, 3 material engineering xp

Structure caste (architecture 13) considers their work on the teaching facility and examines whether an advanced housing facility could also be constructed
another maybe

Prosperity caste (economics 20, construction 1) appropriates the Purpose caste tutor spheres and sits down in their teaching facilities to finally get some learning on +21 economics xp

Purpose caste (liberal arts 12, pegasus culture 1) therefor goes back to hanging out with the Gd'ke (with their level 6 translators)is there a formula for improving relations?

Harvest caste will do something based on the oilplant megaproject I will handle this after the main reply, should be fairly straightforward


9.2
Harvest caste same as 9.1

Function caste (mechanics 10, manufacturing 1, architecture 1, robotics 6) take their tools (level 10 mechanics) and install the dredging robots
will use the same formula as 8.2

Form caste (material engineering 11, construction 1) works at their (level 20) ceramic refinery (with level 12 material engineering tools) refining the clay and silt the dredging robots have started to gather 43 river mud into ceramics, 3 material engineering xp

Structure caste (architecture 13) brings the general school up to par retrofit, 7-> 12, 1 carbon plank, 4 architecture xp

Prosperity caste (economics 21, construction 1) refuses to craft consumer goods again and continues to study (using level 10 advanced facility and tutor spheres) +21 economics xp

Purpose caste (liberal arts 12, pegasus culture 1) therefore uses the (level 20) workshop, carbon planks, and ceramics to get the colony to year 10 without discontent. They note that A) this would be a good task to automate, and B) Faelin may have been full of it when he promised specialization in 200 man units would make a harmonious society in a 1200 man colony I don't have a ratio for tier 6 materials

ForzaFiori
2013-10-01, 01:35 PM
Terra Nova:

Actions -

8.1:

PU 1 (Econ 5, Farm 4, Gardening 2, Pottery 3): Farming Cotton

PU 2 (Esp4, Counter Esp 3, Construction 4, Boatbuilding 3, Textiles 1): Building oars for the $5,999,999,999 ship, in case the wind doesn't blow.

PU 3 (Fringe 4, XenoBiology 3, Exploration 1, Pegasi Culture 2, Prospecting 3): Taking the boat (Lv 4 Galley) and 4 food, and heading to 95.53, a trip of 3 and a half turns I believe.

PU 4 (Liberal Arts 5, Teaching 4, Mining 2): Studying... whatever you use to build smelters, forges, etc for turning iron ore into useful stuff at the school

PU 5 (Bio 4, Medicine 3, Pottery 3, Texitles 4): Spinning string from Cotton with the Spinning Wheels (Lv 5)

PU 6 (Physics 4, Plasma Physics 3, Mining 3, Prospecting1): Travelling to the mountain, or, if they got there last turn, conducting a more detailed prospecting mission.


8.2

PU 1 (Econ 5, Farm 4, Gardening 2, Pottery 3): testing native plants/bugs/etc for their ability to create dyes. They should be able to find water, and a thickener of some sort of they need it (flour would probably work, which we should have from the masses of food).

PU 2 (Esp4, Counter Esp 3, Construction 4, Boatbuilding 3, Textiles 1): Boatbuilding is 4 if creating oars counted towards it for XP. They're Studying navigation at the school (specifically, ways to navigate ships)

PU 3 (Fringe 4, XenoBiology 3, Exploration 1, Pegasi Culture 2, Prospecting 3): still travelling to 95.53

PU 4 (Liberal Arts 5, Teaching 4, Mining 2, [whatever skill it just studied]): Building a smelter at the machine shop using clay bricks (the most heat resistant thing I have)

PU 5 (Bio 4, Medicine 3, Pottery 3, Texitles 4): Weaving Cotton String into clothing at the Loom (lv 5)

PU 6 (Physics 4, Plasma Physics 3, Mining 3, Prospecting 1): either conducting the prospecting mission if they were travelling last turn, or beginning to dig a mine to the iron.


9.1

PU 1 (Econ 5, Farm 4, Gardening 2, Pottery 3): Creating Pottery from clay using the kiln (lv 4)

PU 2 (Esp4, Counter Esp 3, Construction 4, Boatbuilding 3, Textiles 1, Navigation X): Boatbuilding is 4 if creating oars counted towards it for XP. Studying Farming at the school

PU 3 (Fringe 4, XenoBiology 3, Exploration 1, Pegasi Culture 2, Prospecting 3): still travelling to 95.53 (should arrive next turn.)

PU 4 (Liberal Arts 5, Teaching 4, Mining 2, [whatever skill it just studied]): Teaching PU 2 Farming

PU 5 (Bio 4, Medicine 3, Pottery 3, Texitles 4): Weaving Cotton String into clothing at the Loom (lv 5) if there's string left, or spinning more string.

PU 6 (Physics 4, Plasma Physics 3, Mining 3, Prospecting 1): either beginning to dig a mine to the iron at the lonely mountain, or starting to take iron out.


Natives:

What do the various native pack animals eat, and would the natives be willing to show us how to raise them and tend to them in exchange for more iron, or perhaps some clothing or pots, if they like the stuff we should have coming off the looms and out of the kilns?

Zweanslord
2013-10-01, 03:11 PM
Tharal Turn 9

"My people, listen to me, for I bring news. This year, I am delighted to report to you that the Environmentalists are taking profound steps to allow Tharal presence in space once more. We find ourselves here, in the Pegasi system, far away from our former homes amidst the asteroids and rocks in space. Instead, we walk upon the earth of this planet.." And with that said, Samulion of the Rakur Dynasty held up a hand of earth from the planet's surface to the crowd and microphones he was speaking to. Microphones which allowed the Tharal colonists not present to be able to hear it at a later point as well. "..a magnificent planet which has provided us with abundance. We grow our food amidst these hills, adorned in gardens to ease the mind after a hard day of labour in the mines, smelter, factories or schools. We make use of the riches of the earth to create tools and goods, and see wondrous new sights. A sun rising at the mountains, a view that was unfamiliar to many, but has now become normal. Even so far that the youngest amongst us have known no different.

But even amidst this splendor, let us not forget the true beauty out there. The sight of space, the stars and the planets, to be unbound of any planet, to defy gravity and make use of resources spread far and wide. We make our homes here now, and make use of what this world has to offer us, but our hearts are only truly free and at home out there." And with that said, Samulion points up, straight to the sky. "Let us never forget this, even as we live our lives here. While we may yearn for this freedom of space, we must also realise that this dream is far away. Even as the Environmentalists take the steps to make space a hospitable place to us once more, life there has its own difficulties. The Tharal, as a people, may only return to space in full in the later generations to come. Until then, we, the Tharal, give full support to this dream of freedom, to our children, and the hard work needed! Heed me, oh great void between the stars, for the Tharal will return!"

---

After the speech, Samulion visited many of the Tharal colonists. With a clear vision in mind he was there to inspire the people, to lend his support during their work and listen to what they had to say. Where needed, he opened discussion and told about the Tharal history and the vision that had driven their people. As leader, he also instructed his people, directing them where the needs were highest, and through his instructions this year would provide the greatest growth in consumer goods yet for the Tharal, which should please many.

He also welcomed the latest addition to the colony, a new group of workers. With the aging of children, a new generation of young adults had stepped up. Their number strengthened the colony and allowed a shuffle in activities and some engineers. A new group formed, some adults coming from other groups as the young replaced them and allowed for room to delve into a new discipline. This new field was Robotics, as many had seen its use, but also seen the difficulty to dedicate effort into its development while also dealing with the other necessities of the colony. With the growth of the colony, finally the opportunity seemed there to study in this field so that one day several activities could be automated, to alleviate the boredom of such a task (such as farming) or to increase productivity in another field as labour is added (such as increasing resource yield).

During his rounds, Samulion's speech and talk also had another goal. He spoke with the people who were pushing for contact with the neighbouring natives, trying to understand their motivation behind this desire. The colony was well provided for and the Tharal values spoke of hard work and working together, but not of working together with aliens. Was this desire to speak with the natives born out of curiosity or perhaps another desire not met? Whatever the cause, Samulion intended not just to find out, but through discussion, his speech and consumer goods related to the Tharal values, to dim the desire to interact with the natives. They were after all a primitive species, which were scarcely present in this neighbourhood. Without such a numerous presence as with the cities, there was little point in establishing contact with the individuals or small groups they had seen so far, as he predicted that it was unlikely that they could represent their brethren. But what Samulion saw as the biggest hurdle to take was that interaction with the natives meant diverting valuable citizen away from their current and planned activities, something he was only willing to do if interaction with the natives seemed useful. But with their primitive nature, this was far from the case. And those more civilized were too far away to make it a worthwhile endeavour. And thus it was his task to ensure his fellow Tharal shared this perspective.

Still, the increased frequency of the natives had not left his mind either. He hoped it meant little, but just in case, he established protocol to ensure a warning would be sent to him and his Dynast's Circle if anything out of the ordinary was spotted in relation to these natives.

Actions



First Actions

Design
PU Environmentalists. Biology 9 7/11, Farming 2 2/4, Gardening 2
Design Life Support System, using Environmental Lab. -6 Energy. 3 Biology (9/4) + 1 Farming (2/2) + 1 Gardening (2/2) + 9 Environmental Lab = Level 14/20
Chemical Engineering L0 1/2. L0 + 1 Base
Mechanical Engineering L0 1/2. L0 + 1 Base

Study
PU Engineers. Economics 14 7/16, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Study Economics, Using School. -2 Energy
Economics L14 14/16. L14 7/16 + 1 Base + 6 School

Create Tools
PU Dynast's Circle. Liberal Arts 8 1/10, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 1 1/3, Teaching 1 1/3, Architecture 0 1/2
Create Manufacturing Tools. -4 Energy. -1 Titanium Alloy. 1 Manufacturing + 2 Liberal Arts (8/4) + 5 Tool Workshop + 4 Titanium Alloy = Level 12 Manufacturing Tools
Manufacturing L1 2/3. L1 1/3 + 1 Manufacturing (1/4)

Create Solar Panels
PU Physicists. Physics 7 2/9, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 2 3/4, Aerospace Engineering 1
Create Solar Panels. -5 Silicum Ore. 2 Electrical Engineering + 5 Electrical Engineering Tools + 2 Physics (7/4) = Level 9 Solar Panels.
Solar Panels: +5 Energy (9/2 sustainable)
Electrical Engineering L2 3/4. L2 2/4 + 1 Electrical Engineering (2/4)

Mine
PU Miners. Mining 8 6/10, Health 0 1/2
Mine Copper Ore. -4 Energy. 7 Mining + 8 Mining Tools + 12 Mine = 27 Copper Ore
Mining L8 8/10. L8 6/10 + 2 Mining (8/4)

Smelt
PU Smelters. Smelting 5 6/7
Smelt Iron Ore. -4 Energy. -17 Iron Ore. 5 Smelting + 7 Smelting Tools + 5 Smelter = 17 Iron Ingots
Smelting L6 1/8. L5 6/7 + 2 Smelting (5/4)

Study
PU Roboticists.
Study Robotics, using School and Education Center. -2 Energy
Robotics L4 3/6. L0 + 1 Base + 6 School + 10 Education Center

Second Actions

Design
PU Environmentalists. Biology 9 7/11, Farming 2 2/4, Gardening 2
Design Life Support System, using Environmental Lab. -6 Energy. 3 Biology (9/4) + 1 Farming (2/2) + 1 Gardening (2/2) + 9 Environmental Lab = Level 28/20, Done! (14 + 14)
Chemical Engineering L1. L0 1/2 + 1 Base
Mechanical Engineering L1. L0 1/2 + 1 Base

Create Tools
PU Engineers. Economics 14 14/16, Manufacturing L0 1/2, Electrical Engineering L0 1/2, Construction 1 1/3, Smelting 0 1/2, Aerospace Engineering 0 1/2
Create Construction Tools. -1 Titanium Alloy. 1 Construction + 4 Economics (14/4) + 5 Tool Workshop (9/2) + 4 Titanium Alloy = Level 14
Construction L1 2/3. L 1/3 + 1 Construction (1/4)

Create Goods
PU Dynast's Circle. Liberal Arts 8 1/10, Electrical Engineering 0 1/2, Mechanics 0 1/2, Governing 1 1/3, Manufacturing 1, Teaching 1 1/3, Architecture 0 1/2
Create Consumer Goods. -6 Energy. -20 Iron Ingots. 1 Manufacturing + 2 Liberal Arts (8/4) + 5 Consumer Goods Factory + 12 Manufacturing Tools * 1.65 Iron = 33 Consumer Goods
These consumer goods provide for the needs of the colony, but are made with Samulion's thought in mind: they stimulate a vision and dream of becoming a space faring people again, of hard labour to achieve this dream. While it is made obvious that this is a long path to take, it is still one to take and strive for. This takes different shapes, such as baby bed ornaments in the shape of planets and steroids, children's toys such as rockets and mining tools, building kits for teens, collector's boxes to keep stones and smolten minerals and metals in, and so on. The values of the Tharal are represented in the consumer goods. They stimulate hard labour, working together and a spacefaring dream.
Manufacturing L2. L1 2/3 + 1 Manufacturing (1/4)

Study
PU Physicists. Physics 7 2/9, Construction 0 1/2, Smelting 0 1/2, Electrical Engineering 3, Aerospace Engineering 1
Study Physics, using School. -2 Energy
Physics L8. L7 2/9 + 1 Base + 6 School

Mine
PU Miners. Mining 8 8/10, Health 0 1/2
Mine Aluminium Ore. -4 Energy. 7 Mining + 8 Mining Tools + 12 Mine = 27 Aluminium Ore
Mining L9. L8 8/10 + 2 Mining (8/4)

Upgrade
PU Smelters. Smelting 6 1/8
Upgrade Smelter. 6 Smelting + 7 Smelting Tools = Level 13 Smelter
Smelting L6 3/8. L6 1/8 + 2 Smelting (6/4)

Study
PU Roboticists. Robotics L4 3/6
Study Robotics, using School and Education Center. -2 Energy
Robotics L6 7/8. L4 3/6 + 1 Base + 6 School + 10 Education Center

Energy:
12 Solar Sattelite
04 Space Solar Panels
38 Solar Panels
03 Solar Panels (half production because built in first half)
54 Total

-7 Housing
-4 Mining
-4 Mining Tools
-8 Tool Workshop
-2 Smelting
-2 Smelting Tools
-4 Consumer Goods Factory
-2 Manufacturing Tools
-8 School
-12 Environmental Lab

53 Total

53/57 Energy

Food:
7 - 7 PUs = 0

Consumer Goods:
5 Environmentalists
5 Engineers
4 Dynast's Circle
4 Physicists
3 Miners
2 Smelters
0 Roboticists (Next Turn: 2)
-12 Gardens (max 2cg/pu)
11 Consumption

33 Production

7 - 11 + 33 = 29

Growth:
24 - 20 + 7 = 11/20

Goods:
13 Iron Ore (33 - 20)
14 Silicum Ore (19 - 5)
3 Silicum Ingots
1 Iron Ingots (4 + 17 - 20)
27 Copper Ore
4 Titanium Ore
31 Aluminium Ore (4 + 27)
30 Titanium Alloy, Tier 5 (32 - 2)

Facilities:
- Mine Level 12 (2360), 2 energy/action
- Smelter Level 13 (2360), 2 energy/action
- Arc Station Level 5 (2360), 6 energy/action transport, receives energy from Solar Sattelite
- Solar Sattelite Level 5 (2360), +12 energy
- Solar Panels in Space Level 5 (2360), +4 energy (5 /2 sustainable *1.5 in space = 4)
- Medical Facility Level 5 (2360)
- Housing Level 7, houses 7 PUs, 1 energy/PU/year
- Hydroponics Level 5, 1 energy/action. Creates Food.
- Tool Workshop Level 9, 4 energy/action. Can create a diversity of tools, providing 50% of its level in bonus.
- Consumer Goods Factory Level 5, 4 energy/action. Creates Consumer Goods.
- 2x Gardens Level 3, -2 Consumer Goods need (3/2 = 2, max 2 cg/pu), Total: -4
- 2x Gardens Level 5, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu), Total: -6
- Gardens Level 6, -3 Consumer Goods need (5/2 = 2, max 2 cg/pu)
- 2x Solar Panels Level 5, +3 energy (5 /2 sustainable = 3), Total: +6
- Solar Panels Level 7, +4 energy (7 /2 sustainable = 4)
- 2x Solar Panels Level 8, +4 energy (8 /2 sustainable = 4), Total: +8
- 4x Solar Panels Level 9, +5 energy (9 /2 sustainable = 5), Total: +20
- Solar Panels Level 10, +5 energy (10 /2 sustainable = 5)
- School Level 5, 2 energy/action
- 2x School Level 6, 2 energy/action
- Environmental Lab, 6 energy/action

Tools
- Armour Suits Level 5 (2360)
- Education Center Level 5 (2360), +10 XP/action
- Space Shuttles Level 5 (2360), carries 1 good or tool, ion engines, use Arc Station to get to orbit
- Flying Cars Level 5 (2360), 20 hexes travel or 40 if there is a place to charge. Transport 5 goods or 1 tool.
- Laser Rifles Level 5 (2360)
- Electrical Engineering Tools Level 5
- Construction Tools Level 5
- Construction Tools Level 7
- Mining Tools Level 8, -2 energy/action
- Smelting Tools Level 7, -2 energy/action
- Farming Tools Level 9, -2 energy/action
- Mine Upgrade Bays Level 11, installed, upgrades 1/11
- Smelter Upgrade Bays Level 11, installed, upgrades 1/11
- Manufacturing Tools Level 12, -2 energy/action
- Construction Tools Level 14

Maldiem
2013-10-03, 01:18 AM
The Proteus Project

9.1:

((I will return to posting fluff shortly, work suddenly got somewhat hectic.))

Turn 8 revision:

Since I didn't need to do a feasibility study, the leadership unit will just go ahead and make an archive for teaching Physics.
Tool: None
Facility: Level 10 training center in the underwater base (1 energy), if necessary
Skill: Liberal Arts +4 (15/4), Teach 6 (+2 XP) , Physics 0 (+1 XP)
Yield: Level 20 (capped at 15 by Liberal Arts?) Physics archive

Turn 9:
Automated:
The war coral farm runs itself using the new UFEO; 16 units of war coral flakes, -1 energy
The Algae Farm runs itself with the farming tools, producing 10 units of War Yogurt (-2 energy)
The Prometheus fusion generator runs itself, burning 10 enriched fuel for 48 (roundup to 48) energy
The Robotics Factory builds level 11 Iron Quarry Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of WCFs into CCMs (-4 energy)
The Deuterium Refinery runs itself, producing 10 units of Deuterium (-4 energy)
The Deuterium Enrichment Plant runs itself, enriching 10 units of Deuterium (-4 energy)
The High Tech Equipment Factory builds level 10 Physics Research Tools (-8 energy, 1 WCF, 1 Nanotube Electronics)

Manual:

(L23,8)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 15 (6/17), Teach 6 (7/8), Civil Engineering 1 (2/3), Pegasi Culture 0 (½), Physics 1 (0/3), Economics 0 (½), Robotics 0 (½)
Using his newfound totally-not-hormally-driven inner peace, the Old Man listens to his people. The Leadership unit uses some construction tools and materials to build more spacious, open (and tOM says it like a dirty word) “civilian-like” housing in the underwater base. By giving each domicile more living area, varying floor plans, taking input on residence design from the prospective inhabitants and allowing for large public spaces, the aim is to create a less hostile living area than the current barracks. They even go so far as to double the space normally allotted to each Protean or human (in effect, Liberal Arts-capped housing that can handle level/2 PUs, to account for the extra living space and public areas).
Tool: Level 5 Construction tools (+3)
Facility: None
Skill: Liberal Arts +4 (15/4), Civil Engineering 1 (+1 XP)
Input: 1 unit of Nanotube Electronics (5 levels), 1 CCM (3 levels), 3 units of War Coral Flakes (1 level)
Yield: Level 17 (Capped at 15 by Liberal Arts) Residential District (Houses (15/2=8) PUs)

(L20,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (6/7, 22 total), Liberal Arts 7 (7/9), Teach 8 (0/10), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Creates a Liberal Arts archive, to aid in future studies
Tool: None
Facility: Level 10 training center in the underwater base (1 energy), if necessary
Skill: Liberal Arts 7 (+2 XP), Teach 8 (+2 XP)
Yield: Level 25 (capped at 15 by Liberal Arts) Liberal Arts archive

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (16/13 [economics limited]), Piloting 0 (½), Agriculture 1 (2/3)
Installs the Smelter robots
Tool: Level 11 Smelter robots
Facility: Level 11 Smelter
Skills: Robotics 11 (+3 XP)
Yield: Level 11 Automated (11) Smelter (4 energy/action)

(L15,5)Protean Weapons Unit (Whiskey-5): Physics 10 (7/12), Civil Engineering 1 (1/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 1 (0/3), Chemical Engineering 0 (½), Prospecting 0 (½), Smelting 0 (½)
Studies Physics in the upgraded training center
Tool: Chiron MMI level 5, Level 15 Physics archive
Facility: Level 15 Training center (1 energy)
Skills: None
Yield: 41 XP to Physics (1 base, 25 tools, 15 facility), to Level 13 (9/15, 113 total XP)

(L14,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 1 (0/3), Mining 0 (½)
Uses the Iron Sand Quarry. With their hands. Not robots. Like NOOBS. They shake their fist at the Efficiency Unit's failure to be in two places at once.
Tool: None
Facility: Level 11 Iron Quarry (2 energy)
Skills: Mining 0 (+1 XP), Economics +3 (11/4)
Yield: 14 units of Iron Sand

(L12,4)Protean Shapers (Jeanne d'Arc): Biology 12 (9/14, 99 XP total), Chemical Engineering 0 (½), Bioengineering 0 (½) , Naval Engineering 0 (½)
Uses some construction tools and the required materials to set up a Bioengineering Laboratory inside Mercurius.
Tool: Level 5 Construction tools (+3, 5/2)
Facility: None
Skills: Biology 3 (12/4), Bioengineering 0 (+1 XP)
Input: 1 unit of Nanotube Electronics (5 levels), 4 units of War Coral Flakes (1 level)
Yield: Level 12 Bioengineering Laboratory (6 energy/action)

Mid-turn consumables:
Protean “Yogurt”: 10
Deuterium: 3/40
Enriched Deuterium: 2
Consumer Goods: 39
War coral flakes: 18
CCMs: 11
Nanotube Electronics: 6
Iron Sand: 14
Iron Ingots: 0
Energy: -6 (housing) – 43 (action round 1) + 48 (fusion round 1) = -1

9.2
Automated:
The war coral farm runs itself using the new UFEO; 16 units of war coral flakes, -1 energy
The Algae Farm is idle this action
The Prometheus fusion generator runs itself, burning 9 enriched fuel for 43.2 (roundup to 44) energy
The Robotics Factory builds level 11 Consumer Goods Production Robots (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Consumer Goods Factory uses 5 CCMs to build 17 consumer goods (-8 energy)
The Nanorefinery refines 10 units of WCFs into CCMs (-4 energy)
The Deuterium Refinery runs itself, producing 10 units of Deuterium (-4 energy)
The Deuterium Enrichment Plant runs itself, enriching 10 units of Deuterium (-4 energy)
The High Tech Equipment Factory builds level 13 Fusion Research Tools (-8 energy, 1 WCF, 1 Nanotube Electronics)
The Smelter refines 11 units of iron sand into iron ingots (-4 energy)

Manual:

(L24,8)Protean Leadership (Foxtrot-3, "The Old Man"): Liberal Arts 15 (6/17), Teach 6 (7/8), Civil Engineering 2 (0/4), Pegasi Culture 0 (½), Physics 1 (0/3), Economics 0 (½), Robotics 0 (½)
Uses some construction tools, war coral flakes, nanotube electronics and iron to build the fusion chamber for the upcoming fusion experiments.
Tool: Level 5 Construction tools (+3)
Facility: None
Skills: Physics 1 (¼), Nuclear Physics 0 (+1 XP)
Input: 1 unit of nanotube electronics (5 levels), 3 units of Iron (1 level), 1 CCM (3 levels)
Yield: Level 13 Fusion Chamber (attached to Physics lab)

(L21,7)Human Bioengineering Staff (Dr. Herman Drake): Biology 5 (6/7, 22 total), Liberal Arts 8 (0/10), Teach 8 (2/10), Physics 0 (½), Economics 0 (½), Mechanical Engineering 0 (½)
Produces a Fringe archive, preparing to train the new generation of Proteans ready to begin their education.
Tool: None
Facility: Level 10 training center in the underwater base (1 energy), if necessary
Skill: Fringe 0 (+1 XP), Teach 8 (+2 XP)
Yield: Level 18 (capped at 15 by Liberal Arts) Fringe archive

(L12,4)Protean Efficiency Unit (Victor-1): Robotics 11 (19/13 [economics limited]), Piloting 0 (½), Agriculture 1 (2/3)
Installs the iron quarry robots
Tool: Level 11 Iron Quarry Robots
Facility: Level 11 Iron Quarry
Skills: Robotics 11 (+3 XP)
Yield: Level 11 Automated (11) Iron Sand Quarry (4 energy/action)

(L18,6)Protean Weapons Unit (Whiskey-5): Physics 13 (9/15), Civil Engineering 1 (1/3), Materials Science 2 (0/4), Mechanical Engineering 1 (0/3), Nuclear Physics 1 (0/3), Chemical Engineering 0 (½), Prospecting 0 (½), Smelting 0 (½)
Uses the Chiron MMI and the training center in Mercurius to study Nuclear Physics in preparation for the upcoming fusion experiments.
Tool: Chiron MMI level 5
Facility: Level 15 Training center (1 energy)
Skills: None
Yield: 26 XP to Nuclear Physics (1 base, 10 tools, 15 facility), to Level 6 (1/8, 28 total XP)

(L15,5)Protean Manufacturing Unit (Zulu-2): Economics 11 (0/13), Civil Engineering 2 (0/4), Manufacturing 1 (0/3), Agriculture 0 (½), Materials Science 0 (½), Electrical Engineering 1 (0/3), Mining 1 (0/3)
Uses some construction tools to set up a new and improved consumer goods factory inside Mercurius, to meet rising demand.
Tool: Level 5 construction tools (+3)
Facility: None
Skills: Economics +3 (11/4), Civil Engineering +1 (2/2), Manufacturing +1 (1 XP), Electrical Engineering +1 (½)
Input: 1 unit of Nanotube electronics (5 levels), 4 units of WCF (1 level)
Yield: Level 15 (capped at 11 by Economics) Consumer Goods Factory (4 energy/action)

(L13,5)Protean Shapers (Jeanne d'Arc): Biology 12 (9/14, 99 XP total), Chemical Engineering 0 (½), Bioengineering 1 (0/3) , Naval Engineering 0 (½)
Now that they have a more solid grounding in biology and the equipment to produce and engraft artificial organs, the Shapers will look into gene therapy once again, with the aim of achieving the ability to manipulate the genes of living earth-life without extensive recovery times.
Tool: None
Facility: Level 12 Bioengineering Laboratory
Skill: Biology +3 (12/4), Bioengineering 1 (+1 XP)

End-turn Consumables
Protean “Yogurt”: 10 – 6 = 4
Deuterium: 3 +10 – 10 = 3
Enriched Deuterium: 3 + 10 – 9 = 4
Consumer Goods: 56 – 28 = 28
War coral flakes: 18 + 16 – 14 = 20
CCMs: 11 + 10 – 6 = 15
Nanotube Electronics: 6 – 4 = 2
Iron Sand: 14 – 11 = 3
Iron Ingots: 0 + 11 – 3 = 8
Energy: -6 (housing) – 43 (action round 1) + 48 (fusion round 1) – 42 (action round 2) + 44 (fusion round 2) = 1 (Can't be stored)

Growth points:
Protean: 18 + 6 = 24 (new PU starting in turn 10)
Human: 9

ArcaneStomper
2013-10-07, 10:34 PM
Faelinites
Another year passes without much improvement in the feeling of the colonists. It's true that new resources are being sought, and that some of the more routine tasks are being automated. But on the other clay is not the most inspiring material with which to eventually furnish their homes and workplaces.

8.2
Function Caste
Gained: Level 20 Automated Carbonwood Farm (Level 20 Robots)

The Form Caste cannot determine any current way to extract oil from plants. (At least not fuel oil, which is what I assume you are asking about.)

9.1
(Where are you getting 43 carbonwood?)

(The benefit to building an advanced housing unit would be the ability to add bonuses, and also the fact that you can expand it beyond level 20. Which is not as important for housing.)

(Improving relations is more of a diplomacy thing which requires actual talking rather than just putting down an action. I really can't describe very much in the field of relations if you don't tell me how your colonists are actually going about their diplomacy.)

9.2
(Robots do not start gathering until the turn after they are installed. So currently the dredging facility has not produced any clay.)

(Tier 6 materials are 5.25:1. Not sure what you're trying to do with this action either. Build consumer goods?)

Terra Nova
The first ship of the colony is launched with much fanfare and the explorers take to seas to see what they can discover across the waves. Meanwhile the colony continues to grow as the metal industry is expanded and the ceramic and textile industries continue to produce new goods.

(I'm going to assume you can determine the results for most of this yourself and just respond to a few of the more obscure things.)

8.1
(Did you mean 95.53 or 95.63. Because while 95.53 would take 3 and a half turns its also in the mountains and actually a hex inland of the coast. So I'm not sure why exactly you would be going there.)

(Smelters use the smelting skill.)

PU6
Gained: Level 5 Prospecting Survey (Lonely Mountain)

8.2
PU1 finds several species that can be used to make some rudimentary dyes.

(Building Oars does count towards boatbuilding xp.)

Pu6 digs a level 5 Iron Mine. (Note that you don't have power generation here. It could be used unpowered as a level 1 iron mine.)

9.1
Everything looks ok here.

Natives
The natives are willing to sell you a few animals. After that taking care of them is up to you. Their animals appear to mainly eat the grass analogues that grow on the plains. In trade for the animals the natives are willing to take mostly iron or a lot of pots. They have no use for human clothing.

Tharal
Samuel's speech inspires a renewed burst of interest in space and regaining the stars. Something that had till now been fading from the colonist's minds. Not so much as something forgotten, but as something to leave to future generations as the Tharal had plenty of room to expand and grow on the planet without having to overcome the dangers of space.

Samuel determines that the main initiatve pushing for contact with the natives comes from the fact that the colonists are seeing more and more natives in the hills. No permanent settlements yet, but if the natives are anything like humans then this looks like an expanding frontier for them. And most of them appear to be at least lightly armed with crossbows. Which suggest that if tensions arise because of overlapping borders the colonists had best prepare. Either diplomatically or through military strength.

(I don't see anything that needs clarification in you actions. Let me know if you have questions.)

Proteus Project
The new expanded housing is greatly appreciated by the Proteans, both young and old, although less so by the humans who prefer to keep metal walls between them and the deep dark sea. Soon the proteans have spread themselves throughout the new housing and live there whenever not directly assigned to Mercurius. This only partially mollifies the unfortunate proteans working for Zulu-2 who have to haul sand like the electric motor had never been invented. Some sort of electric seafloor haulers might be in order. Fortunately robots soon take over this task. Although the idea of a grid of seafloor rails persists.

9.1
(PUs in the Residential Housing (Liberal Arts) need 1 less consumer good per turn.)

9.2
(Not sure what you are trying to do with the Shapers.)


Turn 10 Start

OOC: (Anyone have questions about all this? Let me know. I'll put up some fluff here once I'm a bit less tired, but you guys can start posting turn 10 actions if you want.)

Mabn
2013-10-07, 11:45 PM
Faelinites


8.2
alright, so installing robots doesn't take further resources but they don't start acting till the following turn, that means the 8.2 and 9.1 structure caste actions will be flipped so they have the carbonwood to build the facility (no real impact)

I was actually thinking plastics for the plant oil (because my colonists are obviously no-selling the ceramics thing), I suppose I'll need to train biology a few turns earlier than planned

9.1
the robots should have started harvesting the wood and that's how much I thought the Form caste could process. My calculations are likely wrong

9.2
I did indeed intend to produce consumer goods, but if there's not yet any ceramics they wont be tier 6 anyway

The form caste will make graphite instead

the harvest caste will study biology at the school and gain a total of 21xp over the two turns



// hm, I thought in the ooc someone had stated that sizable diplomatic achievements cost actions. It does make sense that they'd involve further description though. //

The purpose caste are more at home in the Setti forests than their predecessors, they happily walk through them without requiring hovercars and can find the Gd'ke with little difficulty from past encounters. Embarrassed by early efforts at Faelinite diplomacy that dumped random tools and furniture on the Gd'ke and hoped for the best, they try to learn how their neighbors live their lives and assist them in the tasks they already do. Over the six months they attempt to survey and interact with all the Gd'ke groups and individuals within 30 or 40 miles of their base.

ArcaneStomper
2013-10-09, 11:52 AM
Faelinites

8.2
Plant oil like basic vegetable oil. Because you can produce that, although mst oil you get out of native plants would be somewhat poisonous.

You would also need biology for anything more complicated than just crushing a plant to produce oil.

9.1
Robots do not add their level to the harvest. They just cap how much of the facility's level applies. For instance a level 20 automated carbonwood farm with level 20 robots would produce 20 carbonwood, while the same farm with level 15 robots would only produce 15 carbonwood.

An automated facility also takes twice as much energy as one being manned by a PU. It does not however need a PU to harvest. And the robots can use tools that are specifically intended for that farm. (Or for the facility in general if it was some other facility being automated.)

9.2
These all look ok.

Gd'ke
(In order to make major diplomatic efforts it does take an action. However just taking the action doesn't do anything if there isn't an actual diplomatic effort for it to apply to.)

The purpose caste manages to learn more about the tribes in the surrounding jungle. Or rather tribe as within that range there is only one full tribe. Although the occasional wanderer from further away reveals that more than one tribe does live in the jungle.

The tribe itself is composed of half a dozen family groups that range from 10-20 members. The number is a bit ambiguous as the natives have a tendency to associate with more than one family group dpending on their age, social status, relations, and probably other things that the purpose caste do not fully grasp yet.

The family groups seem to be more or less independent. Senior members of each group do occasionally meet to make descisions and there is in fact a tribal chief. But this seems to only be important when dealing with outsiders. Other tribes, and the humans themselves. Otherwise the family groups deal with their own matters. Typically this means ranging over a few miles of jungle to gather food and raise their children. Currently the groups seem to be run by the oldest living member of the family, but the purpose caste gathers hints that this isn't always the case. They aren't sure what exactly would cause the groups to switch leaders or even which leaders they would choose though.

From a more physical standpoint the natives seems to have less of a sense of fixed property than the humans. They may have particularly favored personal weapons and tools that they take with them. But otherwise it is not uncommon to see a pegasian fashion a tool, use it to gather some fruit or hack off a few vines, and then leave the tool behind when they move on. They do have more permanent dwellings in the trees, but this seems to be only because the dwellings are too large to just build at a moment's notice. And even then the purpose caste has spotted numerous dwellings around the area which are regularly abandoned by one group which is leaving the area and taken up by another group when they move in.

(Also the Purpose Caste gains 1 Pegasian Culture XP for this.)