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Colonization

Maybe the Secret Temple was actually a big machine to make rocket fuel with moon rocks and spread it around. Maybe there are moon critters that can be herded. Maybe the moon really is made of delicious cheese! Either way, the game does not stop with a targeted moon landing, and resources can be produced in space.

Habitats can now be given specialist duties. A specialized habitat can be considered a very large payload in that it needs to be actively operated. A specialized habitat needs to be researched as a new component, even if a similar habitat of the same mass exists; however, it does benefit from technology transfer.

Habitats still cannot perform planetary reentries and landings, but can do moon or rock landings. Specialized habitats have enough room for a worker to be inside during work, but cannot carry spacederps.

As with capsules and normal habitats, specialized habitats need to be at least mass 2 to function; a mass 1 habitat is considered a "test article" and can be built to try to save on research costs, but does nothing.

  • A greenhouse can be used to produce rations, one ration per mass up to its mass - 1. A greenhouse is always launched full. A greenhouse needs to be tended to (with a reliability check) in order to produce rations; one derp can tend to a greenhouse of up to 10 mass.
    • The rations produced are stored in any adjacent capsule or habitat. Tending to a greenhouse also means boxing the rations up.
    • A greenhouse that is landed on a celestial body surface greatly increases its production, producing one mass of rations per mass instead of one ration per mass! This can represent a corral for rock lobsters, a moon cheese extractor, or just having more room.
    • FAIL: No rations are produced this turn, but the space farmer still loses stamina.
    • BOOM: The greenhouse becomes inoperable, and will need to be jury rigged to become usable again. The greenhouse design loses reliability. The space farmer still loses stamina.
  • A refinery can be used to produce fuel, one unit per mass up to its own mass - 1. A refinery is always launched full. A refinery must be on some kind of surface to be used. A refinery needs to be tended to (with a reliability check) in order to produce fuel; one derp can tend to a refinery of up to 10 mass. A refinery might be a derrick, gasifier, Dune-style harvester and loader, and so on.
    • To refuel, either a cart is used, or the Upgoer to be refueled must dock with the refinery AFTER succeeding in a landing.
      • Instead of refueling, spent RCS clusters can be refilled, at the same mass ratio. The refinery can NOT do both during the same turn.
      • It is possible for a large spacecraft to simply carry a small refinery within itself if such a thing is desired. This can be a strategy for Stop The Rock games.
    • FAIL: One unit of fuel is lost, if there is any in storage. No fuel production can be done this turn. The space roughneck still loses stamina.
    • BOOM: The refinery and all of its fuel burn up! They are lost and any tending derps are injured. The refinery design loses reliability
    • OPTIONAL: Prospecting missions are necessary to decide where a refinery can be landed.
      • A lunar refinery requires at least 10% mapping for the first refinery to land in a usable spot. The next refinery will require at least 20% and so on.
        • Once landing a refinery requires 100% mapping, the moon is "tapped out" and landing a new refinery requires an existing one to be deactivated.
      • A rock refinery requires a close look: a cart must be landed on the rock and operated for at least one duration step.
        • Only one refinery per player is allowed.
        • Only one refinery may be in active operation on the rock each turn; players are encouraged to run one cooperatively, but may choose to fight for the scarce resource instead.
        • If there are two or more refineries, the one with the best overall Timing gets to operate.
        • Note that, due to the shallower gravity well, a rock refinery is usually more profitable than a lunar refinery.
  • A drydock can be used to hold one or more smaller vessels, up to its mass - 1. These vessels are treated as cargo, and are in a "mothballed" state which means they do not require reliability checks for duration steps. A drydock is normally launched empty, but can be pre-loaded with a smaller vessel or even spare vessel components. All actions require a reliability check against the drydock, which can be improved by spacederp skills as normal.
    • Docking with a drydock-equipped vessel, or as one, allows choosing whether it's a drydock landing or a normal docking. Drydock-equipped vessels can use a winch as normal.
    • Refueling or reprovisioning a vessel in drydock requires only one check to transfer any amount of any resource in or out.
    • In drydock, components can be repaired with greater ease than during jury-rigging. Repair is rolled against the drydock, but requires at least Engineering 2. It works like jury-rigging otherwise.
    • Components can also be upgraded: a functioning component can be brought to its currently researched global reliability. Upgrading requires at least Engineering 2.
    • Vessel components in a drydock can be rearranged, swapping components freely, with only one check. This allows replacing a vessel's thruster, for example.
    • A drydock cannot be used to repair the Upgoer it is part of, but if it is functional, it can be used to repair or upgrade itself.
    • FAIL: Nothing bad happens, but no further repair or refueling can be done this turn.
    • BOOM: The docked spacecraft come loose, and will have to be retrieved: if the crafts are functional, this requires an immediate EVA to each and then a docking maneuver. Loose components are lost unless a winch for each is available. The drydock design loses reliability. The drydock is disabled and can still be used for storage, but not for anything else until it is jury-rigged.
  • OPTIONAL: A high-efficiency thruster is a powerplant used to move large vessels over long distances; it is extremely expensive, but uses very little fuel by virtue of expelling it at extremely high speeds.
    • A high-efficiency thruster uses only 1 fuel per burn, regardless of load. This makes it ideal for large vessels.
    • A high-efficiency thruster may NOT be used to perform a lunar landing, rock docking, or reentry.
    • A high-efficiency thruster must mass at least 10.
    • FAIL! - In case of a Fail, the burn does not happen, the fuel is still used up, and unlike a standard thruster it may not be attempted again this turn: the Up Goer proceeds with its orbit.
    • BOOM! - In case of a Boom, the burn does not happen, the thruster is disabled, and every other component on the Up Goer loses 2 Reliability (1 Boom & 1 Fail) for this flight. All Thrusters of this type lose reliability (-3/-3). A high-efficiency thruster is too complicated to be jury-rigged and may only be repaired at a drydock.
  • The new game winning condition is to assemble an interplanetary ship - while this can be built in one go, orbital assembly is a lot more feasible. If you are building a space station, we recommend putting thrusters on it once it is finished. The interplanetary ship must:
    • Carry at least 4 derps.
    • Be self sufficient as far as rations go and demonstrate this by producing a surplus while at full crew.
    • Carry a refinery, so that it may produce fuel for its return trip.
    • Have at least twice as much capsule or habitat space as there are derps (Hey, it's a long trip).
    • Carry one of each payload type(The waylight will be used to talk to the home world, the mapping supplies to make a map of the new world en route, the probe to see where the gravity capture for the new world is, etc.)
    • Be able to perform a burn to escape, and still have at least enough fuel for two burns (capture and deorbit) for when it gets to the other planet.
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Page last modified on April 12, 2013, at 05:09 AM