Info Dump Post
Sizes of things
Minuscule - Tiny - Small - Medium - Large - Giant - Humongous - Titanic
Colony Demands 101
Colonies have 5 things they want to be happy and productive members of your burgeoning space empire. These will now be listed in the order of their importance. Number 1 is, quite simply, Habitability. This includes things like not sleeping in holes in the ground, having working air processors, good food, that sort of thing. Number 2 is Medical Support. Also known as, when I break my arm, will there be anyone who knows how to help? Or get Space Plague or whatever. Number 3 is Entertainment. This is pretty much what it sounds like. Number 4 is Education, and is really only important in colonies big enough to be having a new generation. Lastly is Number 5, or Defense. This is the only one who's importance can change, as the need for it goes way up when people think they might be attacked.
Have a list of colony domes available after you research Colony Studies.Mass Habitation Dome Mk 1 - Medium - Allows 120 Colonists
The Mass Habitation Dome, MK I, is composed of four buildings under a translucent airtight dome. It has three 40 colonist group dormitories as well as a fourth public service building which includes a group kitchen, a exercise room, a first aid center, a small electronic library, maintenance equipment and vehicles, and the underground hydroponic gardens needed to feed everyone, though they may get very tired of the seaweed sandwich diet. It also has a large group activity hall, with some smaller rooms available on request for anything from bingo night to a role playing game to a birthday party. Between the buildings is a small 'open air' park, that also doubles as a testbed for terraforming methods.
Medical Station Dome MK 1 - Small - Increases Medical Satisfaction - 40 Staff needed
This dedicated medical station is not only equipped for the more normal courses of workplace injuries, but with everything needed to detect and treat any new issues caused by living on an entirely new planet. While unable to match a true hospital, it still brings a great peace of mind to the brave colonists that are willing to go out and try a new planet.
Recuperation Dome - Tiny - Increases Medical Satisfaction if you have other medical domes - 10 staff needed
The Recuperation Dome is a dedicated dome to providing the long time therapy that the somewhat cramped Medical Station is unable to provide its patents, and will allow people a much higher quality of recovery. Of course, its pretty much useless on its own, as it does not have the equipment or personal to do its own medical treatments.
Sports Dome - Small - Increases Entertainment and Medical Satisfaction - 20 Staff needed
The sports dome is also called the gym dome, as besides having an expanded exercise room compared to the Habitation Dome, it also has three sport courts to rent, one medium and two small ones, each customizable to be used for several sport forms, as well as another public all purpose small gym free for people who would prefer to just drop in.
Arcade Dome - Small - Increases Entertainment Satisfaction - 10 Staff needed
The Arcade Dome, despite its name, is not only a public arcade but also includes rooms for LAN partying, an expanded electronic library, a small laser tag arena, and a internal and modifiable maze, thereby providing a variety of ways for people to entertain themselves.
Kindergarten Dome - Tiny - Increases Education and Habitation Satisfaction - 10 Staff Needed
Really, the name says it all. If any of the colonests get lucky enough to have a child, either born here or bought with them, they will be able to send the kid off to payed baby sitting and education.
None. Maybe you should research some weapons?
Mining Dome - Needs 40 staff
The Mining Dome has all the equipment and vehicles needed to cut open a planet and yank all the tasty tasty useful ores out of it.
Refinery and Manufacturing Dome - Medium - Needs 40 staff
The Refinery and Manufacturing Dome can not only take the ores a mining dome can dig up and turn them into processed resources, but can also use those resources to build items and goods for the colony.
Communications Dome - Tiny- Needs 10 staff
The Communications Dome is the land based relay for a geosynchronous communication satellite in orbit around the colony that allows for communications with other locations in the same solar system, if limitedly.
Basic Lab Dome - Medium - Needs 40 staff
The Basics Lab Dome has everything one might need for research on a variety of subjects, even if it fails in comparison to a more focused dedicated lab. Allows Research. Duh.
Basic Spacepad - Small - Needs 10 staff
The Spacepad is not only a dedicated spot for landers to, well, land, but also a dedicated warehouse with built in equipment to expedite the loading and unloading goods in a manner that doesn't demand some human carry everything onto or off the ship.
<Size> Storage Dome - <Size>
This long term storage dome allows a colony to, well, store stuff they don't need right now, like unused ore or ammo for a defense turret.
Farm Dome - Medium - Needs 20 Staff
Tiss a Farm Dome. Grows food. Also has chicken ranges and some limited fishing ponds for some variety in diet, though still not much.
Ok, Explanation. I could not come up with a workable colony system that I couldn't figure out how to horribly abuse within a few minutes of thinking about it. As such, Colony stuff will now be mostly behind the scenes so I can fudge things as needed. The Colony Demands thing I wrote up is still a good guide for what they want though.
Resources are classed in 4 alternate categories behind the scenes. These categories are
Organics,
Common Ores,
Rare Ores, and
Radioactives.
Organics are, well, things made out of Organic materials. Unless you go into biotech the main thing this is used for is for food, but if you somehow manage to not have any you can't make things like plastics and such, which you will find to be very annoying.
Common Ores are things like Iron and Copper and Brass. Metals and such. Don't have any of these and you can't build anything.
Rare Ores are things like Plotdeviceium and Handwavium, as well as actually existing rarer metals that you need to use for things, like, say, FTL drives or antimatter production once you figure those things out. While these are rare, you actually don't need a huge amount, but if you run out most of the more exotic tech that blatantly breaks physics as we know it can't be built.
Radioactives are things that, well, are radioactive. Used for missile and reactors and things that go boom and zap and bang.
Even beyond mining or farming these resources, you also have to get them to the shipyards. For example, even if you have a million tons of Radioactives from Mercury, if your shipyard is in orbit around mars to take advantage of the common and rare ore mines there and in the Asteroid Belt, you can't make the Super Zippy Death Ships unless you have a transport fleet to take the Radioactives to the shipyards, which can be more of a limit then the availability of the resources themselves. As well, a tiny shipyard wouldn't be able to use all the tons of Radioactives at once anyway, even if you could teleport them all to the shipyard.
Non-player human space things and information
Besides the specifics noted here, there is both a network of 'civilian' satellites as well as every nations orbital anti ICBM network. Exactly what weapons are up there is Top Secret, or equivalent such classifications. As of game start no one had any space stations.
Instead of the normal agreements about weapons in space, there really isn't much in this timeline. The two important ones are the
Agreement for the Sustainability of Life,
which forbids space to ground strategic weapons and the
Outer Space Commercial Protection Act which forbids the use of weapons that will cause a general breakdown in the commercial satellite networks. IE, no weapons of mass destruction and no targeting civilian stuff. In return, everyone agrees not to hide their stuff as civilian satellite. Being a private company who hasn't signed either of those, you're in a grey area... But then, so are they for how they treat you if shooting breaks out.
Space Station Lab, Tiny Size.
Four Man space station. Appears to be a sensor station, or you assume that's what the giant telescope mounted on it means.
Working with the EU on a station.
Have Demonstrated ground to orbit mass drivers, have a 'survey' sat at the dark side of the moon.
Working with china on a station.