Jan 2076
Turn 0 - Selections
Name: DNS Settler
Destination: Kapteyn's Star
Ark Options: Survival, Resources and Tools
Ship Choice: Deep Space Survey Vessel
Ceres Industrial Complex - Hab 41 Conference Room ADonavhan Chu looked around the room once before returning his gaze to the six other men and women. Bare grey metal walls, bare grey metal floors, a red plastic table that looked like it belonged in some low priced burger stand. Not the right place for a decision this important, if there was a right place at all.
His attention was drawn down to the tapping noise, Aren the lead medic for the mission, if a trained surgeon and infectious disease specialist could ever be called a 'medic', had started his nervous tick after sliding the data pad across the table, bloodshot eyes still staring at it.
There it is, is all that he had said.
The man was strong enough to endure this, at least the psych profile had shown, but it had clearly unnerved him anyway. Donavhan could see the same look in everyone there, a decade as the most powerful man in the most powerful company humanity had ever forged gave him the skill to see through the fronts the others put up. He reached over and pushed the data pad away from himself a few inches, a few minutes.
Thank you doctor, before we get to that we have a few more details to work out. As you know my company provided most of the materials for this Ark and I have put the resources necessary into ensuring it will reach it's destination intact and be able to provide the first mission additional materials on arrival.Selfish, shortsighted, even then you will arrive with less then nothing. We will be doing all the real work!Ah Dr Velantes, she was not one to hide her emotions. Her disgust was obvious, at him, at the real purpose of this meeting, sometimes at the whole human race for the messes we put ourselves in. Perhaps she was right, but they were committed now, in more ways then one. Donavhan sighed and looked up, scanning the first few names on the list off the data pad.
We have, at great expense in both materials and lives, brought your recommended ship to this place, despite the objections to it's colorful history.Unfounded, Superstitious, that kind of thinking will only lead to our ruin. It was built before this war broke out, with the best materials available at the time. It is the only choice!Jacky, let him finish. None of us are happy about this.She shot Aren a glance, then closed her eyes and with a deep breath, sat back down.
Continue.Because of the importance of your mission to establish an outpost, particularly This mission for My Ark, I have managed to procure an extra supply line that should allow some additional work to be completed.You have been holding out on us! Still! You slimey gre... god damn, it you don't even care, that shit eating grin, again and again. Why do we bother.After a few seconds Donavhan continued, coming close to the subject at hand.
We now need to select leadership for the Settler, we have many fine candidates to choose from, we need to at least narrow down the list right now, before the Ark starts loading.As the debate started up the first detail he noticed were the columns Aren had set up for them to divide the prospective colonists into, Ark, Outpost and Dead.
The Pre-flight phase starts in earnest now, it will consist of 4 to 6 turns where you can add modifications and modules to your ship and load cargo, all with a limited supply of resource units divided up with other missions.
There will also be events that need to be dealt with, these can have long lasting impacts on the state of your ship and crew, providing additional unique items and bonuses.
You may not be satisfied with the systems provided to you, for that you can make one research action per turn. This can be used to modify or improve existing systems or cargo, learn more about the star you will be headed to, or do fundamental research which can be used during the flight and Outpost phases. More specific directions about what you want will give results closer to what you want; for example "improve cryopods by making them cost less and hold more people" as oppose to just "improve cryopods".
While some things will be hand-waved away for the sake of fun or simplicity, the technologies available should be based on existing science, taken to logical conclusions. If you are unsure what exists just ask.
This is a list of modification, modules and cargo. Many are the result of research done during previous outpost games! It will be copied near the first post.
Expanded superstructure. Cost: 20 RU. Mass 15 units. Additional support beams are welded on to the existing superstructure. Increase available size by 30 units. Cannot be done, if >60% of ship size has already been filled with subsystems, or this improvement has been applied twice before.
Reinforced outer hull. Cost 20 RU. Mass 20 units. By applying a layer of high-quality duranium-steel armor and a layer of lead on top of the more mundane existing plating, the internal systems of the vessel become far better protected from external threats, such as micrometeorite impacts, radiation sources and possible local phenomena at target planet - as well as the likely traumatic landing.
Atmospheric flight conversion. Cost 10 RU. Mass 15 units. Size 5. While not exactly living up to a promise of flight in atmospheric conditions, the added fixed wings, enhanced thrusters, steering and landing gear do add a degree of maneuverability. The vessel will not be a fighter jet by any means, but will exceed the previous 'falling brick' levels of aerodynamics, allowing pilots far greater control over the vessel during the landing operation if doing so in an atmosphere.
Planned deconstruction. Cost 5 RU. Mass 2 units. Size 2 units. The plan has always been for the Outpost vessels to be deconstructed at the destination. However, due to the time and size limitations at hand before departure from Sol must begin, to save time the vessels have not been purpose-built as default with systems and designs to make this particularly easy. Executing this modification ensures the outer shell, all subsystems and even controls and cabling are easy to remove and repurpose at the destination, without compromising structural integrity of the completed vessel for the journey.
Rugged construction. Cost 15 RU. Mass 5 units. Size 5 units. While the outpost ships are of course constructed with all possible care, on a spaceship which must remain so long in-flight will inevitably suffer from damage or other problems. By increasing the tolerances of stressed systems and structures, installing backups and safeties where space allows, and ensuring good design for crew action and systemic reliability, the chance of accidents can be significantly reduced, and their control made easier if they do occur.
[/b]Suggest one![/b] I will determine the cost, size, and mass, but anything within reason can be either built on or researched and then built, if you think of it.
Provides Command And Control:
Command centre (electronic central computer) 10 RU. Size 2, Mass 1. Electricity 0.5 MW. Basic ship command. Requires 5 persons awake at all times.
Command centre (optronic central computer) 20 RU. Size 1, Mass 1. Electricity 1 MW. Improved processing speed, durability and hard drive storage capacity over electronic command, as well as improved automatic systems, make for a smaller, more autonomous, and more reliable command centre. Requires 3 persons awake at all times. Advanced Technology; takes 3 months to construct.
Smart Command centre (optronic central computer /w Expert Systems) 30 RU. Size 2, Mass 2. Electricity 3 MW. An optical-electronic computer connected to a series of high-tech expert systems for increased automation, navigation, self-optimization, software debugging and crisis management. Requires 1 person awake at all times. Warning! Advanced technology: major components not in storage. Time to build functional unit: 6 months.
Provides Thrust:
Electrostatic Ion Engine. 15 RU. Size 3. Mass 5. Electricity 15 MW. Thrust 30. Does not require fuel.
VSI Magnetoplasma Rocket. 10 RU. Size 10, Mass 15. Electricity 1 MW. Thrust 40. Requires 0.75 fuel/year. Note: Rugged technology, unlikely to malfunction.
Fusion Plasma Torch. 5 RU. Size 12. Mass 5. Thrust 50. Electricity: + 10 MW (net producer) : Uses 1 fuel/year. Note: Rugged technology, unlikely to malfunction.
Magnetoplasmadynamic Thruster. 10 RU. Size 4, Mass 10. Electricity 5 MW. Thrust 60. Uses .75 fuel/year. Requires any fuel tank. Warning! Advanced technology: major components not in storage. Time to build functional unit: 12 months.
Provides Power:
Radioisotope thermoelectric battery. 1 RU Size 1. Mass 1. Generates 2 MW for 50 years. Note: Simple technology, fast and easy to install, can be installed in any quantity after intitial build order. Extremely unlikely to malfunction. Cannot be refuelled.
He-3 Inertial Fusion generator /w external radiators. 20/50/100 RU. Size 5/15/35. Mass 5/12/25. Generates 50 / 100 / 200 MW. Uses 1/1.25/1.5 fuel/year. Note: Rugged technology, unlikely to malfunction. Reactor design maintenance-friendly. Can run at anywhere from 50% output/fuel-use to the listed levels.
He-3 MCF Fusion generator /w external radiators. 10 / 30 RU. Size 5 / 20. Mass 3 / 12. Generates 75 / 150 MW. Uses 0.75/1.25 Fuel/year. Warning! Advanced technology, major components not in storage. Time to build functional unit: 6 / 9 months. Can run at anywhere from 50% output/fuel-use to the listed levels.
He-3 MCF Fusion generator /w external radiators Mk.2. 15 / 40 RU. Size 8 / 25. Mass 5 / 15. Generates 75 / 150 MW. Uses 0.75/1.25 Fuel/year. Redundant Safety Systems. Warning! Advanced technology, major components not in storage. Time to build functional unit: 6 / 9 months. Can run at anywhere from 50% output/fuel-use to the listed levels.
Provides Life Support:
Biodome /w hydroponics. 5 RU. Size 20. Mass 2. Provides near-indefinite life support for 10 awake persons / 50 cryosleepers. Note: Meditative atmosphere and living plants help stave off psychological issues. Vulnerable to external damage.
Oxygen scrubbers & water recyclers. 5 RU. Size 1. Mass 3. Electricity 2 MW. Provides life support for 20 awake persons / 100 cryosleepers. Note: Does not provide food. Crew requires food stores. Requires 1 additional person awake.
Closed Loop Life Support /w hydroponics. 20 / 40 RU. Size 4 / 8. Mass 3 / 5. Electricity 6 / 10 MW. Provides near-indefinite life support for 15 / 30 awake persons or 75 / 150 cryosleepers. Requires 1 additional person awake.
Composite Biomedical Support Facility (CBSF). 50 RU. Size 16. Mass 22. Electricity 17 MW. A basic medbay, a closed-loop Life-support system, and 40 compact crypods packed into one module. Provides life support to 24 awake or 120 cryosleepers, stores 40 cryopods, and provides basic medical facilities. Note: High maintenance; more likely to fail in-flight and to .
Other subsystems:
He-3 Fuel Tank. Cost 2 / 4 / 6 / 8 RU. Size 2 / 4 / 6 / 8. Mass 3 / 6 / 9 / 12 (including fuel). Holds 4/8/12/16 fuel. Pressurized tank of He-3, to act as all-purpose fuel for a large variety of fusion based systems.
Multipurpose Care- and Habitation Bay. Cost 18 RU. Size 12. Mass 12. Electricity 8 MW. A modular bay containing little space for additional cryo pods (15 of them), as well as a standard emergency care medical bay and machine shop with damage control equipment. This bay can be installed as a single unit, but weights slightly more than the individual parts put together. Additionally, it is slightly larger than the cargo bay it was based on.
Cargo bay /w industrial cargo handling system. S / M / L. Cost 1 / 2 / 4 RU. Size 11 / 22 / 43. Mass 0.5 / 1 / 2. Allows the Outpost vessel to carry greater amount of cargo, adding 9 / 20 / 40 units of cargo space.
Cryogenic pods Mk II (20 persons). Cost 12 RU, Size 5 units, Mass 8 units. Electricity 5 MW. Additional crew for the Outpost mission, this unit allows the vessel to carry a larger complement of human workforce than a standard cryo pod module.
Ark Cryopods. (25 Persons) Cost 15 RU Size: 5 units, Mass 10 units. Electricity : 5 MW. Additional crew for the Outpost mission. This unit is more compact than other Cryogenic systems, but relies on centralized life support systems and deep hibernation cycles.
Automated Satellite Launcher. Cost 5 RU. Size 2. Mass 8. This system is connected to the cargo bays with loading rails, allowing a simple program from the command centre to load, prepare and launch into desired trajectory a stored satellite, prior to landing on target planet. Without it, any satellites will have to be dumped out the airlock and attempt to get into a stable orbit with attitude-control jets.
Damage Control & machine shop. Cost 3 RU. Size 4. Mass 2. Electricity 1 MW. Series of metalworking machines, cutting equipment and tools, and diagnosis computers intended to give minor manufacturing and modification capability to a ship. A large help in repairing broken systems, and can even be used for small construction projects. Note: Hands-on types of the crew will find it relaxing, to be able to unleash their imaginations into something concrete.
Interstellar Communications Laser. Cost 20 RU. Size 0. Mass 1. Electricity 15 MW. Previously a theoretical concept only, this massive mirror and modulated laser should be able to communicate with e-mail type messages, still images and very short small-resolution videos at short interstellar distances – up to 25 light years. Of course, you need someone with similar equipment on the receiving end for this system to be any real benefit. Note: The system is by necessity exposed to space – micrometeors might cause damage. Reliability unknown. Ability to communicate to outside the vessel might help, or cause, psychological issues.
Medical Bay. Cost 3 RU. Size 2. Mass 1. Electricity 1 MW. Tightly packed, this subsystem provides small scale medical support to a handful of persons. Reference libraries, small drug stores and basic equipment for anything up to and including basic emergency surgery allows for treatment of most common illnesses and mundane injuries.
Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. Electricity 1 MW. A small bay for a VR pod, electronic library, a mini-gym, and soundproofed room for "communal relaxation" with appropriate supplies. Provides for basic human recreational comforts, if there is spare time available.
Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW. A more focused long-range sensor system than basic sensors. While it requires not insubstantial amounts of power to use, sensor resolution has been improved by 200% and can take long-range measurements and readings of planets from great distances.
Resources: Containers of resources, in the form of raw material or finished parts, to be used for repairs in-flight or for use once the ship has landed. All resources come in Size-1 containers. Available types:
Common Materials. Cost 1, mass 2. Refined metals and ceramics, used as material for most production and making Basic Parts.
Rare Materials. Cost 2, mass 2. Ingots of uncommon or hard-to-produce materials, used for production of optronics, superconductors, fancy sensors, and the like. Also used to make Advanced Parts.
Basic Parts. Cost 2, mass 1. Used for easier production of mechanical and electronic machinery, and provides a bonus to appropriate production or maintenance tasks.
Advanced parts. Cost 3, mass 1. Needed for production of Advanced technology, and some repairs; provides a bonus to maintenance on Advanced technology if they are not required.
Water. Cost 1, mass 2. Water is vital to most life, and the only so much can be conserved by even the best closed systems. This provides a source of water, for easy use, or in case there is none available at the destination.
Air. Cost 1, mass 1. Air is an important part of any Outpost, and it is often difficult to get more useable air from the environment. This contains tanks of pressurized air, usable for pressurizing the ship, the base, or anything else that needs it.
Food. 0.5 RU, Size 1, Mass 3. Compressed protein and vitamin bars, carbohydrate sludge and other such forms of slightly distasteful if highly nutritious examples of deep space food. Minimal quality, but sufficient for a healthy diet, for 10 awake persons for 5 year.
Advanced Medical Supplies: 2 RUs, size 1, mass 1. A truck-container's worth of advanced medicines, drugs, and miniature medical equipment. Requires medical facilities to use. Can be used to quickly heal injured crew or replace damaged medical equipment.
Air tanks & vac suits. 1 RU, Size 1, Mass 1. For some strange reason, people who routinely travel in space feel better if emergency vacuum suits and pressurized air tanks are available for those rare hull-breaches or life-support failures, for someone to have a chance at fixing them. Provides 5 suits and 24h per suit of breathable air.
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Orbital Survey Satellite. Cost 10 RU, Size 3, Mass 3. Highly developed satellite intended to be launched in to stable orbit over a planet or a moon. Using a variety of technologies, it slowly if steadily scans the body below it for mineral deposits and transmits the data regarding location, depth, materials and size of deposits to a ship or a ground installation using radio. A single satellite can fully scan an Earth-like planet in 10 years.
Weather Satellite. Cost 10 RU, Size 3, Mass 3. A combination of passive and active technologies, this satellite is intended to gather information of atmospheric conditions. Moisture-analyzers, high-atmosphere wind speed measures, cloud radar, lightning bolt detectors, particle density optometers and other technologies make this satellite an effective orbital weather- and atmospheric analysis laboratory. Unfortunately, the design cannot incorporate the complex and power-hungry Expert Systems to collate and analyze the data for an on-the-spot prediction of weather conditions. This satellite can only provide a remote user with all the necessary information. In addition, a single satellite can only observe a limited area at a time – the size of central Europe, for reference.
Communications Satellite. Cost 10 RU, Size 4, Mass 3. A relatively simple satellite which should allow communications to be bounced across the horizon with great accuracy. Just point any strong radio transmission at it, starting with a set of target coordinates, and it will beam it down to anywhere within range. However, that range is theoretically limited to a quarter of a planet's surface, even assuming it were a perfect sphere; also, the further from the center of that range the sender or receiver is, the worse the signal will be. Any atmospheric conditions which interfere with radio transmissions on the ground will have double the effect on transmissions passed through this satellite.
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Habitation Dome S / M / L. Cost 4 / 6 / 8. Size 1 / 2 / 3, Mass 0.5 / 1 / 1.5 An inflatable, fairly durable, vacuum rated plastic habitation dome with aluminum/titanium supports. Provides near-instant, basic empty space for equipment, living space or other such purposes. Simply find a flat piece of ground, assemble the supports, and inflate with air.
Armored Habitation Dome S / M / L. Cost 6 / 10 / 14, Size 2 / 4 / 6. Mass 2.5 / 5 / 7.5. With a core of basic Habitation Dome, this upgraded version includes a rigid outer shell of military-grade composite armor. It naturally weights quite a bit more and takes longer to fully assemble. However it provides solid protection from aggressive weather phenomena or micro-meteors, nearly guaranteeing the physical integrity of the Dome even in the most hazardous environments. Small dome is 300, medium 600 and largest 1000 square meters, with top height ranging from 5m to 20m.
Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2. A pair of advanced, 2.5m tall constructor units. Forget searching for the right tool, waiting for a crane to swing over or even most common hazards. Simply get into one of these, and you're a single-man hybrid of a constructor team and a cargo loader. The variants being offered to Outpost missions are atmospherically sealed.
Digging & drilling vehicles. Cost 2 RU, Size 4, Mass 4. A pair of advanced vehicles powered by electric engines, intended to be operated by a single person each. These drill-headed, tracked vehicles can dig, burrow and drill through most rock without any real problems. Advanced servo technology allows them to dig even straight down, or make 90 degree turns in spaces smaller than they are, then haul out the materials with their internal containers. Atmospherically sealed and rollcage made from starship-hull grade materials make these excellent, modern tools for basic groundworking or underground drilling.
Heavy Bot Mech - 8 RU, Size 3, Mass 3. A hybrid child of a multipurpose bot team and a exoskeleton, the Heavy Bot can perform both mining and construction tasks as well as its normal multi-bot parents whilst encased in a heavier chassis for durability and ease of production with only needing to make one large optronic brain rather than several. The downside is that it works alone and can't perform swarm-logic like its little cousins, and still isn't as good as a dedicated bot team although more efficient than a regular exo duo. Still needs a human remote-control overseer to coordinate activity and make sure it doesn't wander off target.
Constructor Bot Team. Cost 15 RU, Size 5, Mass 4. A team of ten remote-operateable semi-automated constructor robots, that can build anything on personal or industrial scale. These things are not intelligent, but work tirelessly and with precision as long as intelligent oversight is present. They multiply the amount of physical labour a single human can accomplish to staggering amounts. You only need to periodically recharge their batteries. User's manual, remote-interface program, recharge station and maintenance manual included, as usual.
Mining Bot Team. Cost 12 RU, Size 5, Mass 4. Used all over the place in the Sol-system asteroid fields, a single mining bot team works as a unit to dig into rock, excavate the materials, transport them to a site nearby and sort them according to rough criteria (such as "Iron ore here, porous rock there"). They are also often used for underground excavations, for constructor bots to create entire subterranean installations to the space opened up by these units. The bots are not intelligent and a team requires oversight from one human, if they are to accomplish anything. However, they are precise and efficient, and have to pause only for recharging. As usual, everything except actual spare parts are included in the package, to ensure stable long-term operation.
Multipurpose Bot Teams. Cost 17 RU, Size 5, Mass 4. By removing redundancies, half the members of both teams, and top end capabilities, a hybrid remote-operated bot team capable of both construction and digging is created. It cannot do either task as well as a full, dedicated bot team can, but are versatile and still ought to function more efficiently than either human-operated constructors or drillers at either task.
Manufacturing equipment. Cost 9 RU, Size 3, Mass 4. A workshop-type solution for early manufacturing needs. This set contains all the necessary equipment and work benches to construct basic electronics, practice small-scale metallurgy, and turn simple raw materials into spare parts and components, and with time, more complex tools. Has a limited capability to work with Advanced parts. However, the limited use of robotics makes this manpower-intensive solution and unsuitable for large-scale manufacturing. Requires 8 persons and 1MW of power for optimal efficiency. Effectively zero maintenance required.
Automated Production Line. Cost 20 RU, Size 4, Mass 7. Robotics based self-contained small assembly line. Provide 10MW of power, intelligent oversight from 2 persons and basic raw materials, and simply watch finished parts and components come out. Given time, it can produce all the parts of simple bots, or even an unassembled copy of itself. The basic model is unable to produce Advanced Technology parts, such as optronic circuitry. As these units are often used to provide basic manufacturing capability on remote locations with manpower concerns, they have been optimized for batch type work. This makes the units more complex and overall only somewhat faster than manual labour from a skilled team with basic facilities. As such, it requires high-maintenance, though all the information and tools required to operate and maintain this unit safely are included. Takes 3 months to construct.
Automated Bot Assembly Line: 18 RU. Size 4. Mass 6. Electricity 8 MW. A dedicated assembly line programmed to build a variety of bots from preprogrammed templates. In addition to modern-day optronics-based mining and construction bots, it is equipped with schematics for older models of bots as well. The system is rugged and reliable, used in several asteroid belt bases to build their own bots on site. Retasking it to build anything else will be problematic however due to need for significant retooling. Takes 3 months to construct.
My First Factory kit. Cost 40 RU, Size 10, Mass 20. A package of parts and equipment simply waiting to be assembled at a suitable location and plugged to a power generator. Once finished, this heavily automated batch-type industrial unit is capable of turning raw materials into any finished basic technological product, up to the size of a semi-truck and to the complexity of a simple Bot in a single go. Given time and resources, this facility can produce Advanced parts, and eventually produce components to assemble another one like it. Due to heavy use of robotics, expert systems and simple 3D printers, along with in-built ore processor and electronics fabricator, only a single person is required to oversee the entire factory and blueprints can be directly fed to the system to being production of the intended finished component or product. Compared to simpler automated systems, this unit is highly effective and productive. You only need 20 MW of power, along with unprocessed requisite raw materials (though availability of pre-processed materials speeds up the function of this unit). Users however often note that complexity of this unit also results in high maintenance demand and periodic breakdowns. Note: Advanced Technology. Construction time: 12 months.
Ore Processor. Cost 6 RU, Size 4, Mass 5. Basic, rugged design intended to crush rock and ore, and separate materials within by weight, density and/or magnetic properties. 2 MW of electricity required, throughput per day of 1 unit.
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Bio-recycler kit. Cost 3 RU, Size 2, Mass 4. Nearly all organic materials can be broken down, when mixed with water and put under sufficient preassure and heat. The rest break down just as easily if you add ozone or some recently developed chemicals as catalysts. This kit provides industrial scale mixers, pressure boilers, separator columns, ozone injectors, necessary chemicals and so forth, to reduce any and all organic waste produced by up to 200 people into basic but useable hydrocarbons. Simply select a place, assemble the kit, provide water and 5 MW of electricity for continued and fully automated operation.
Hydroponics kit. Cost 7 RU, Size 6, Mass 5. All the equipment – barring water – to begin farming at the target planet. Simply excavate a suitable cavern, build a dome, or deploy outdoors if you are lucky, pickup a wrench and begin assembly Within a matter of months, you'll have your first set of harvest coming along nicely. Provides sustainably sufficient food for up to 50 active individuals, as long as water, and warmth with sunlight (or 15 MW of electricity) is provided. The kit also includes full blueprints and technical manuals as hard copies, for easy repair, maintenance and expansion of the farm.
Organic Sludge Compressor kit. Cost 2 RU, Size 2, Mass 1. Newly established installations often have to contend with limited space or resources. Even hydroponics can at times be an unaffordable luxury. The most recent solution: Organic Sludge Compressor, based upon the theoretical concept of protein resequencers. Sophisticated analysis unit recognizes organic materials and a chemistry expert system calculates required input to turn that material into basic edible nutrition. As long as an organic base is provided, even simple inorganic materials can be processed for the missing elements. Once all requirements have been fulfilled, it processes them into basic nutritious goo containing artificial vitamins, proteins and so forth. 5 MW of power required for continued operation, can sustainably feed up to 100 persons. Note: Advanced Technology. Takes 3 months to construct.
Meat-vat kit. Cost 15 RU, Size 4, Mass 5. More than one army has fallen due to poor food supply, more than one rebellion started from hunger. With the wonders from stem-cell research, an industrial scale petri dish, nutrients and a little power, a juicy beef steak ready for cooking is born. This facility takes in 2 MW of power, any organic materials, and intelligent oversight from one person, to produce fresh and artificial meat as a supplement for dietary needs. At full production, this facility can feed up to 20 individuals with a meat-based diet.
Water Synthesizer. Cost 1 RU. Size 2, Mass 2. Liquid water is a necessity for all known life. Too bad it cannot be counted upon to be easily available at the destination. This 'synthesizer' plant burns hydrogen in a series of fuel cells in presence of almost pure oxygen. Old-fashioned, but effective and reliable. As long as sufficient raw materials are present, a single unit can provide up 1 unit of water per turn, along with 1 MW of power.
Oxygen Extractor. Cost 5 RU. Size 2, Mass 4. Oxygen is a must for human life, but it is not always conveniently available in a breathable format. Recycling units can also break down, and do not offer a solution to expand a population. This all-purpose unit can process any atmosphere containing even trace amounts of the precious gas, and separate it from the other - probably lethal – compounds present. Requires 10 MW of power, produces up to 5 000 liters of pure oxygen a day, provided high enough concentrations in input material.
Seed Bank. 2 RU, 4 mass, 3 size. A seed bank of several hundred varieties of GM plants, ranging from simple grasses to fruit-hybrid trees to hydroponic rice to Mars-soil adapted wheat. Will greatly assist in setting up agriculture on alien worlds. Combined with a biotech lab, these seeds can also be used as a template for future variation and gene-editing.
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Solar Panels. Cost 20 RU, Size 10, Mass 6. Latest technological improvements at Sol have given solar panels a staggering efficiency, approaching 30% limit. While power output might not be stable, or as high per ton of equipment as fusion generators, solar power is simpler, cannot explode and does not depend upon fuel. Simple take a panel, point it at the sun, and plug in a cord. A single set contains enough panels to provide 30 MW of power on Earth-like conditions.
He-3 Inertial Fusion Generator kit. Cost 15 / 40 / 75 RU, Size 2/10/20. Mass 4/10/20. Generates 50 / 150 / 500 MW. A prefabricated, tightly packed construction kit of the same shipboard systems widely used in ships of mankind – sans the massive heat radiators required to operate such a power plant in space. Lay down the groundwork and keep building, and faster than you'd might think you'll have a stable, easy to maintain, tried and tested type of fusion generator ready to provide your Outpost with power. As long as you can provide it with fuel, and intelligent oversight to make sure it doesn't go boom. Requires 1/1.5/2.5 units of fuel per year at 100% capacity, can be run at 50% capacity.
Radioisotope thermoelectric battery. 1 RU. Size 1. Mass 1. Generates 2 MW for 50 years. Take some radioactive isotopes, surround them with heat-to-electricity converters, encase it all in radiation shielding. Presto; cheap, long term battery. Too bad about the radioactive waste and poor efficiency though.Note: Simple technology, fast and easy to use. Extremely unlikely to malfunction. Cannot be refuelled.
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Optronic Central Computer. Cost 10 RU. Size 2. Mass 2. A large series of Expert Systems, combined with centralized databases and computing power, along with wirelessly connected tablet-computers, this unit is ready to function as a central computer hub for a small to medium installation or colony. It provides capability to run oversight or control programs on a large number of other machines, various other programs, collate and store data, or even provide advice. Extensive knowledge of historical applications to solve problems an Outpost might be facing, is combined with special-built Expert System to accept input from the colonists regarding problems and available materials and equipment. The system then analyzes the requirements and seeks to match it with a solution programmed to its database, finally providing the colonists with the fastest, simplest or cheapest solution that fulfills the restrictive criteria. When required, the system can print out blueprints, assembly guides or historical records regarding the solution, as long as such exist within the system's databanks. Note: Advanced Technology. Takes 6 months to construct.
Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW. A generalist lab setup that can do a bit of everything in most areas of science, but nothing well and lacks specialist equipment. In time, it can be expanded using included schematics for lab equipment. Note: Advanced technology. Takes 3 months to construct.
Life Sciences Laboratory: 20 RU. Size 10. Mass 15. Electricity 20 MW. An advanced,self contained bio laboratory with a database of nearly every living species on Earth, as well as an optronic computer with expert systems to allow for the easy modification of animals. Also includes a versatile cloning system, isolation chambers and a multi-functional cryosystem for long term observation. Note: Advanced technology. Takes 3 months to construct.
This might be usefull(thanks 10ebbor10 for a handy list)
Event: (
50) Additional 'untapped' supply chain opened up, resulting in +10 RU.
Event: Leader profile
There are many candidates for leadership of the ship during flight and after landing, but there is disagreement on how much talent can make up for negative qualities that some possess. This will effect leaders available next turn, as well as make the chosen type more likely at any later event.
- Stable and well test: The leaders chosen will have no negative side effects, but, while professionals in their fields, are not multi talented or experts.
- Skilled and talented: The leaders chosen will have expert knowledge of at least one field or broad skills applicable across many areas, although they display some unprofessional conduct which may get in the way of their duties.
- Unqualified: These individuals have unique or highly skilled abilities but were disqualified due to serious issues with their ability to be an effective leader.
- Out of the box: This random guy just walked past the window, maybe him? Totally random stats.
Turn 1 Decisions[]
Build Orders: []Slot 1: []Slot 2:[]
Cargo Orders:[]
Research Order:[]
Event Selection: Leadership Profile:
Outpost Overview
- Ship: DNS Settler
Hull Design: Survey Vessel
Resources 0/190 RU
Size 0/40
Mass 20
Power Use 5/0 MW
Cargo 0/10
Installed Moduals:
- Focus Detection Array (Integrated; no mass/size, 2 MW)
- Modular Advanced Lab(integrated; no mass/size, 3 MW)
- Small Cargo bay (Integrated; no mass/size; cargo still has mass)
- Warning!
Life Support
Cryogenic pods
Power
Thrusters
Command
[/list][/list]