09-09-2013, 02:58 PM
Well, this was a mild "building" turn. I was very late in submitting, so I only did the most urgent stuff, but everything else was easily put off for a future turn.
Most Urgent Stuff:
- assembled all my new Lab-4 units
- disassembled about 1.5m of the old Lab-1 units (to free up some labor)
- researched up to Farm-3
- set up a production run of 2m Farm-3 (enough to grow 30m food/turn)
- set up another production run of Lab-5
- new production run of Life Support-2 (enough to support 20m people!)
These new production runs are all using my new Factory-4s.
Non-urgent stuff that I will try to do this next turn:
- calculate my actual usage of professionals. I can't run all my stuff because I'm running short on these, and I need to come up with a good balance of work for their full employment.
- calculate my actual unskilled numbers -- Each turn I've been adding enough automation to take 9m of these laborers off the market and into training for professional status. I need to tighten this up a little.
- calculate how many turns out until my food crisis is resolved -- my back-of-the-envelope analysis suggests 10 turns or so, which is horrible. I may need to double the Farm-3 production line.
- take my unfed scouts to the alien outpost in orbit 1, where there is a small food surplus - maybe enough to get a couple of scouts properly outfitted
- start a production run of robot probes
- design a colonizer/freighter to begin the build-out of the in-system hab world. I can't send it until I have more food ready, but I need to design it and see how far behind I might be on ship supplies -- particularly light-structural units and space drives.
Most Urgent Stuff:
- assembled all my new Lab-4 units
- disassembled about 1.5m of the old Lab-1 units (to free up some labor)
- researched up to Farm-3
- set up a production run of 2m Farm-3 (enough to grow 30m food/turn)
- set up another production run of Lab-5
- new production run of Life Support-2 (enough to support 20m people!)
These new production runs are all using my new Factory-4s.
Non-urgent stuff that I will try to do this next turn:
- calculate my actual usage of professionals. I can't run all my stuff because I'm running short on these, and I need to come up with a good balance of work for their full employment.
- calculate my actual unskilled numbers -- Each turn I've been adding enough automation to take 9m of these laborers off the market and into training for professional status. I need to tighten this up a little.
- calculate how many turns out until my food crisis is resolved -- my back-of-the-envelope analysis suggests 10 turns or so, which is horrible. I may need to double the Farm-3 production line.
- take my unfed scouts to the alien outpost in orbit 1, where there is a small food surplus - maybe enough to get a couple of scouts properly outfitted
- start a production run of robot probes
- design a colonizer/freighter to begin the build-out of the in-system hab world. I can't send it until I have more food ready, but I need to design it and see how far behind I might be on ship supplies -- particularly light-structural units and space drives.