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[x] Try and talk with them via telepathy, you might be able to defuse the situation.
Deescalation is better than escalation, and hey, you'll always be able to escalate later if deescalation doesn't work
Name: AgriOpti
Starting Location: Idaho, USA
Intended function: End world hunger via the increased/optimised production and distribution of food
Initial resources: Factory x2, Company x1, Civilians x1
Perks:
- Good at logistics
- Good at medical care
Quirks:
- Wants to produce and distribute...
We can build more construction ships and send them to Wrele (+5 industrial capacity each), or we can build prefabs and send them to Wrele.
Also, I agree, we do need to get on war footing. Many of those aliens will not be friendly. Of course, we're assuming that these aliens are telling the...
[x] Perspective: Unfocused (Try all of the above, but with less resources for each)
-[x] Preferably with a bit of extra focus on computational perspective
We should explore all possibilities. Any one of the three options might work, and we don't want to over invest on the wrong one. But let's...
Who do we send to establish communication?
[x] Send a Skimmer with a comm hole to go talk to them; they've already seen you do this, so they should be a lot less likely to spook this time.
Let's go out to meet them. No need to invite them any closer, and let's not scare them by moving the...
[x] 25% (Final Industrial Capacity: 1576, Output Invested: 4946)
We need more industrial capacity before we can get habitats that don't penalise Cohesion
[xxx] Additional Habitats (default pop density 600/km^2)(select type)
-[xxx] Basic Habitats (800 km^2 per invest, fragile, Penalizes...
Journeyman's Lantern, by anonymous
The teacher spreads a lesson to me
Making the journeyman's lantern
The apprentice spreads their wings to leave
Lighting the journeyman's lantern
The night has come and we walk on
Following the journeyman's lantern
We're merry as we walk and walk
The lantern...
Right, I think with those numbers, I'll also stick with 15 years and mothballing the Nomad Skipper (for use as a museum, possibly), leaving my vote as:
[x] Journeyman's Lantern
[x] 15 years (Final Industrial Capacity: 1164, Invested Output: 3,862, 10% chance of -Cohesion)
[1] Wormhole...
Oh, I like this:
[x] Journeyman's Lantern
For the buildup period, I'm leaning towards either 5 or 20 years. They're the ones with the most industrial capacity per chance of cohesion loss. I'm happy to hear arguments either way. However, I honestly think the 20 year option, with the huge...
I think a yellow dwarf would be better. Certainly, it's a few billion years away from death (so we won't need to worry about that until we're in a position to colonise more star systems anyways), and it both has a good amount of energy and is possible to perform starlifting.
Furthermore...
Total cost:
2x Liners (8x$)
1x Construction Ship (4x$)
1x Nomad Skimmer (10x$)
1x Battlecruiser (5x$)
1x Freighter (3x$)
For a total of 30x$ exactly.
I'm going to voice my support for this plan. Having a capital ship in our flotilla will render us too dangerous for most pirates. Furthermore...
I'm thinking that with a strong enough economy and a proper set of morals, a lack of cohesion can be overcome. I think the huge increase to our production will be worth the hit to cohesion, though it's not yet clear how that mechanic works yet.