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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.


Earth Orbit Stations is a business sim IN SPAAAAAAACE! In it, you and up to three other players, be they human or AI, try to win one of seven missions, starting with learning how to build your first station. At first, your focus will be on profit, trying to predict market demand for various activities and building modules to meet that demand. In time, you'll begin to use those modules for research, unlocking more advanced modules and developing the ability to leave the comfort of Earth's orbit. When your first station no longer meets your needs, you'll build another, and another, until you have a veritable swarm of stations pumping out cash, analyzing data, or carrying cargo throughout the system. You'll create colonies on the moon, in space, and eventually throughout the solar system, on your last and most important mission - the search for extraterrestrial life.

The game looks intimidating at first glance. The user interface isn't the best; it predates modern UIs and could really benefit from a mouse. Among other issues, it's easy to accidentally place a station module in the wrong spot, and there are no take-backs. Once you get past that, you face the challenges of designing stations that do what you want and predicting the vagaries of the in-game market. And of course your rivals are all doing the same thing.

That said, it's not as bad as it looks. If you think you might be interested, keep reading. Berryjon and I play the first mission together, learning the ropes along the way and making lots of mistakes (especially on my part), and by the time you get caught up, you should have a good idea how to play. (And if you don't, just ask!) You can get the game manual here, and I'll have the programs I use to assist my play up on Google Drive as soon as I've polished them enough for public consumption - minus things like 'how to predict the market', of course. :devil:

FredMSloniker fucked around with this message at 20:47 on Jun 7, 2021

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.


The last page of the manual has images of all station modules, showing their size and attachment points. Individual images are also linked below.

Basic Station Modules:
  • Command: "Facilities for the Space Station Command team. Control, communications, and living areas are provided." Costs 25.0 credits to build, two shuttle tons to launch, and 0.0 credits to operate. Occupies two station tiles.
    One of the two essential modules for station operation. It has its own power, living quarters, galley, and gym, and despite what the game claims, it has no operating cost.

  • Galley & Gym: "Galley and food storage facilities for 24 mission crew members. A gym is used for crew conditioning." Costs 25.0 credits to build, two shuttle tons to launch, and 5.0 credits to operate. Occupies two station tiles. Provides 24.0 GGym; requires 10.0 Power to operate.
    This is how you provide GGym to your other modules. You'll add one whenever you need more GGym. I can't say much more about it. The rotating section lets you recreate the jogging scene in 2001.

  • Life A: "Living areas for four mission crew. A lounge is provided for crew recreation." Costs 10.0 credits to build, one shuttle ton to launch, and 2.0 credits to operate. Occupies one station tile. Provides 4.0 Life; requires 5.0 Power to operate.
    The Life A provides half the life support of the Life B at half the size, making it slightly more convenient to fit into your station. Buying two of them will cost only slightly more than one Life B, both initially and in upkeep. That said, there are very few reasons to buy a single Life A; you might consider pairing it with a Forestry Lab or Weather Center to use that saved station tile.

  • Life B: "Living areas for eight mission crew. A lounge is provided for crew recreation." Costs 18.0 credits to build, two shuttle tons to launch, and 3.6 credits to operate. Occupies two station tiles. Provides 8.0 Life; requires 10.0 Power to operate.
    The Life B is your workhorse for life support generation until you unlock the Life LH2. It's compact, it has two attachment points, and it's big enough for a game of zero-G volleyball.

  • Life LH2: "Living areas for sixteen mission crew. The module is built by refabricating the LH2 portion of the external tank." Costs 12.0 credits to build, two shuttle tons to launch, and 2.4 credits to operate. Occupies three station tiles. Provides 16.0 Life; requires 15.0 Power to operate. Requires Construction A50 to build.
    The Life LH2 is a significant upgrade over previous life support options, costing less than the Life B both to buy and operate and providing twice the life support. There are a few caveats, however. First off, you have to research it. Second, although it's smaller than two Life Bs, it doesn't have the second attachment point, so it's less convenient to place. It's also a weird size for a module, 3x1. Get around those issues, though, and you're good to go.

  • Logistics: "Engineering centers including power distribution, life support, and medical unit." Costs 15.0 credits to build, two shuttle tons to launch, and 0.0 credits to operate. Occupies two station tiles.
    The other essential module for station operation. Like the Command module, it has no support requirements or operating expenses, despite the game's claims.

  • Long Connector: "A long tunnel section used to connect up to six modules together." Costs 8.0 credits to build, two shuttle tons to launch, and 0.0 credits to operate. Occupies two station tiles.
    Most of the time you're going to want stations larger than the bare minimum, which means more connectors. The Long Connector costs 20% less than two Short Connectors both to buy and to maintain, with only a tiny sacrifice in flexibility. Despite the game's claims, it doesn't have an operating cost.

  • Propulsion Unit: "Provides propulsion to move space stations to new worlds. Change class to Cargoliner to change orbits." Costs 55.0 credits to build, four shuttle tons to launch, and 20.0 credits to operate. Occupies six station tiles. Requires 30.0 Power to operate. Requires Transport B50 to build.
    The only reason to build a Propulsion Unit is to build a Cargoliner. (The manual claims you also need one for a Jupiter Explorer. The manual is wrong.)

  • Short Connector: "A small tunnel section used to connect up to four modules together." Costs 5.0 credits to build, one shuttle ton to launch, and 0.0 credits to operate. Occupies one station tile.
    Every station needs at least one connector, and most require more. The Short Connector provides just enough additional attachment points to build a station with two Station Power and a single research or commerce module. Despite the game's claims, it has no operating cost.

  • Station Power: "A small solar panel with power distribution equipment to supply power to the station." Costs 10.0 credits to build, one shuttle ton to launch, and 2.0 credits to operate. Occupies two station tiles. Provides 35.0 Power.
    Station Power modules are the cheap and cheerful way to power your station. Three of them provide slightly more power than a Solar Connector at half the price, and each one is a quarter of the size. Operating costs and the Solar Connector's other benefits will eventually make them inefficient, but you'll use lots of them nonetheless.

Activity Modules:
  • Agriculture Lab: "A space greenhouse used to study plant life in zero-g conditions. Agriculture research is needed for colonization." Costs 56.0 credits to build, four shuttle tons to launch, and 6.5 credits to operate. Occupies eight station tiles. Requires 5.0 GGym, 5.0 Life, and 40.0 Power to operate. Provides the Agriculture and Resources activities with a base charge of 40.0. Requires Agriculture A50 to build.
    The Agriculture Lab isn't a good choice for commerce unless its markets are performing well. That said, it has the second highest base charge, which means if its markets are doing well, it'll produce a lot of cash. Agriculture research is only used for the Agriculture Lab module itself, and there are better sources of Resources research. Combined with its large size and high support requirements, I'd avoid it.

  • Biology Lab: "A laboratory for scientists involved in biological research." Costs 36.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies two station tiles. Requires 3.0 GGym, 3.0 Life, and 10.0 Power to operate. Provides the Biology, Pharmaceutics, and Sciences activities with a base charge of 26.0. Requires Sciences A50 to build.
    In the "Shuttle!" mission, this could be a good choice. (You won't have time to research it in "Research".) As long as its markets don't bomb, it'll turn a decent profit, and it'll generate tech points at a good clip. It's also cheap, small, and has an attachment point at either end. That said, there are better choices for making money, and the only module that you unlock with any of its research categories is this one.

  • Building Platform: "Construction facility in space. It has a crane to assist astronauts in building large structures." Costs 34.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies four station tiles. Requires 2.0 GGym, 2.0 Life, and 20.0 Power to operate. Provides the Construction activity with a base charge of 26.0.
    You need a Dry Dock in every mission but "Research" and "Shuttle!" You need Construction research to build a Dry Dock. Your only source of Construction research that doesn't require Construction research is the Building Platform. It doesn't really matter if it's profitable or not, though as long as the Construction market is good, it's decent.

  • Chemical Lab: "A laboratory for scientists involved in chemical research." Costs 26.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies two station tiles. Requires 3.0 GGym, 3.0 Life, and 10.0 Power to operate. Provides the Materials and Sciences activities with a base charge of 18.0.
    While this is a poor choice for commerce unless its markets do spectacularly well, it's the only way to get started in Materials research, which you will need for the "Space Colony" mission. It's also small and cheap.

  • Communications: "A transmissions module that receives/sends signals between Earth and space stations." Costs 36.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies four station tiles. Requires 1.0 GGym, 1.0 Life, and 20.0 Power to operate. Provides the Communications, Entertainment, and Information activities with a base charge of 16.0.
    You need a Communications Base from the fourth mission on, and a second Communications Base for "Search for Life". You can't make a Communications Base without Communications modules or Deep Space Relay modules, and you can't get Deep Space Relay modules without Communications research, which only this module, and the Deep Space Relay module itself, provide. Unfortunately, it's the absolute worst choice for commerce unless all three of its activities are doing very well, primarily because its base charge is very, very low, especially considering its size and cost. At least you'll be generating three kinds of research while you tech up.

  • Computer Lab: "A laboratory for scientists involved in semiconductor research." Costs 40.0 credits to build, four shuttle tons to launch, and 4.0 credits to operate. Occupies four station tiles. Requires 4.0 GGym, 4.0 Life, and 20.0 Power to operate. Provides the Information activity with a base charge of 31.0.
    A middle-of-the-road source of commerce which swiftly becomes very good if the Information market takes off, thanks to its high base charge. It's a terrible source of tech points, though, producing only 2/3 of what other single-activity modules do, and no module needs Information research to unlock. Use strictly for cash generation. It has surprisingly good attachment points.

  • Deep Space Relay: "The Deep Space Relay transmits signals between space probes and mission control." Costs 40.0 credits to build, four shuttle tons to launch, and 3.0 credits to operate. Occupies four station tiles. Requires 2.0 GGym, 2.0 Life, and 20.0 Power to operate. Provides the Communications activity with a base charge of 30.0. Requires Communications A50 to build.
    What the Communications module wants to be when it grows up. It's only slightly more expensive, but has nearly double the base charge, and its focus on Communications means its performance doesn't depend on two other markets. That said, Communications research is only good for the Deep Space Relay module, so the only use for this is commerce.

  • Energy Platform: "Energy platforms provide equipment for manned study of energy production in space." Costs 30.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies four station tiles. Requires 1.0 GGym, 1.0 Life, and 20.0 Power to operate. Provides the Energy activity with a base charge of 23.0. Requires Energy A50 to build.
    One of the best sources of commerce if the Energy market is performing at all well. It's especially important in missions that require Settlements, as you need a lot of Energy research to unlock the Settlement Power cargo. If you're just looking for generic tech points, though, it's a poor source.

  • Fabrication Lab: "A lab used in the testing and production of prefab components from space materials." Costs 41.0 credits to build, four shuttle tons to launch, and 4.0 credits to operate. Occupies four station tiles. Requires 4.0 GGym, 4.0 Life, and 20.0 Power to operate. Provides the Construction and Fabrication activities with a base charge of 29.0. Requires Construction B00 to build.
    Expensive to research, and average in both commerce and tech point production, the Fabrication Plant is nonetheless the only source of Fabrication research, which you will need to build Settlements and the Space Colony. And you will need a lot of it. Prepare to spam this module and be glad it's so average - and that it has two attachment points.

  • Forestry Lab: "Forestry Labs provide equipment for manned study of Earth's forests." Costs 14.0 credits to build, one shuttle ton to launch, and 1.0 credit to operate. Occupies one station tile. Requires 1.0 GGym, 1.0 Life, and 5.0 Power to operate. Provides the Forestry and Resources activities with a base charge of 10.0. Requires Forestry A50 to build.
    So long as the Resources and Forestry markets don't tank, this is an okay source of income, and it's tied with the Weather Center for most research generation per station tile. However, it's the only module that actually needs Forestry, and it's hard to make use of the station tile it saves you over most modules.

  • Pharmaceutic Lab: "A laboratory used to study and produce exceptionally pure pharmaceutical products." Costs 32.0 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Occupies two station tiles. Requires 3.0 GGym, 3.0 Life, and 10.0 Power to operate. Provides the Medical and Pharmaceutics activities with a base charge of 20.0.
    The Pharmaceutic Lab is a poor choice for commerce unless both of its markets take off. That said, it's a really good research module. It's compact, it has two attachment points (though their placement is a little strange, making it effectively a 1x2 module instead of a 2x1), and it's cheap to run. Oh, and it's essential for the "Mars Rescue" mission. Underestimate this at your peril.

  • Resource Platform: "Resource Platforms provide equipment for manned study of Earth's resources." Costs 21.0 credits to build, two shuttle tons to launch, and 1.5 credits to operate. Occupies two station tiles. Requires 1.0 GGym, 1.0 Life, and 10.0 Power to operate. Provides the Agriculture, Forestry, and Resources activities with a base charge of 10.0.
    One of the worst modules for commercial activities, but one of the best for research. You need Resources research for the last two missions, and this module not only provides Resources research but provides the research you need to unlock the other two sources of Resources research: the Agriculture Lab and the Forestry Lab. Given the Agriculture Lab's poor performance for its size and the Forestry Lab's much better commercial performance, this is still likely to be your primary source of Resources research even once you've researched them.

  • Shuttle Port: "Shuttle Ports provide facilities to dock a shuttle to a space station." Costs 77.0 credits to build, four shuttle tons to launch, and 9.5 credits to operate. Occupies 14 station tiles. Requires 5.0 GGym, 5.0 Life, and 70.0 Power to operate. Provides the Transport activity with a base charge of 74.0.
    The second best commerce module overall, and the best you don't need to research for, so long as the Transport market doesn't tank. But it carries a terrible cost: its research efficiency is the worst in the game, due to its huge size and huge costs. Just use it to make money, you say? Well, here's the thing: you need Transport research to build several mission-essential modules starting in the fourth mission, and the only other source of Transport research, the Space Tug, itself requires a hundred points of Transport research. This shining seagull quickly becomes an albatross. Note: the two station tiles next to the Shuttle's cockpit on the right are not part of the module, and you can place modules there.

  • Solar Collector: "Produces power for the station and transmits excess power to facilities on Earth." Costs 60.0 credits to build, four shuttle tons to launch, and 2.0 credits to operate. Occupies eight station tiles. Provides 100.0 Power. Provides the Energy activity with a base charge of 20.0.
    The Solar Collector is a rather poor commerce option, owing to its high cost and frankly appalling base charge for its size, and it's a horrible source of tech points - but it's the only source of Energy research that doesn't require Energy research itself. Build it for three reasons: you need Energy research to build Settlements, it produces a lot of Power (independent of commerce or research activities) for a very small operating cost, and (unlike the Station Power module) it can turn a profit.

  • Space Alloys Lab: "A laboratory used to study the production of alloys from earth and lunar ores. Pure crystals can be grown in space." Costs 44.0 credits to build, four shuttle tons to launch, and 4.0 credits to operate. Occupies four station tiles. Requires 4.0 GGym, 4.0 Life, and 20.0 Power to operate. Provides the Materials activity with a base charge of 33.0. Requires Materials B00 to build.
    Compared to the Chemical Lab, the only other source of Materials activities, this is a better moneymaker (especially if the Sciences market is lagging behind the Materials market) but a much worse source of research due to its larger size and narrower focus. Stick to the Chemical Lab for the Materials research the "Space Colony" mission needs, and consider this module only as a potential source of income. It has shockingly good attachment points, for what that's worth.

  • Space Telescope: "A laboratory for scientists involved in physics and astronomy research." Costs 37.0 credits to build, four shuttle tons to launch, and 4.0 credits to operate. Occupies four station tiles. Requires 4.0 GGym, 4.0 Life, and 20.0 Power to operate. Provides the Physics and Sciences activities with a base charge of 27.0.
    This isn't a very good commerce module, though there are worse, but you'll need Sciences research to unlock the Biology Lab (a decent source of income) and Physics research to unlock the Mass Driver (essential for the "Space Colony" mission). That said, there are better sources for both (the Chemical Lab and Weather Center, respectively).

  • Space Tug: "A small tug used to move payloads around space stations and worksites." Costs 23.0 credits to build, two shuttle tons to launch, and 1.5 credits to operate. Occupies two station tiles. Requires 1.0 GGym, 1.0 Life, and 10.0 Power to operate. Provides the Transport activity with a base charge of 19.0. Requires Transport B00 to build.
    Unless something terrible happens to the Transport market, this is the best commerce producer in the game. More importantly, it is head and shoulders above the Shuttle Port in almost every way: lower purchase cost, lower operating cost, lower support requirements, much smaller, and seven times more efficient at generating Transport research, which is essential for several missions. The only down side is that the only way to get it is to first agonize through Shuttle Port modules in research mode.

  • Weather Center: "Advanced, manned weather forecasting facility capable of monitoring Earth's weather." Costs 17.0 credits to build, one shuttle ton to launch, and 1.5 credits to operate. Occupies one station tile. Requires 2.0 GGym, 2.0 Life, and 5.0 Power to operate. Provides the Agriculture and Physics activities with a base charge of 10.0.
    This module is the second worst for commerce, thanks to its rock-bottom base charge and strangely high owning and operating costs for its size. That said, like the Forestry Lab, it's an incredibly efficient source of tech points, and a much better source of Physics research (needed for the Mass Driver) than the Space Telescope. Sadly, the Agriculture research is only useful for unlocking the lackluster Agriculture Lab, and it's difficult to really take advantage of its small size, but it's still worth finding places for it, especially since it contributes to the requirements for a Science Lab Station.

Cargo Modules:
  • Catcher: "Cargo to build a Catcher Station. This station is built at Lagrange 2." Costs 25.0 credits to build, two shuttle tons to launch, and 15.0 credits to operate. Occupies two station tiles. Provides 1.0 GGym, 1.0 Life, and 100.0 Power. Requires Transport C50 to build.
    This cargo module is only used in the "Space Colony" mission. You need to deliver eight of them to Lagrange 2 to build a Catcher station.

  • Dry Dock: "Cargo to build a Dry Dock. Dry Docks are required to build Cargoliners and Jupiter Explorers." Costs 10.0 credits to build, two shuttle tons to launch, and 7.0 credits to operate. Occupies two station tiles. Provides 2.0 GGym, 2.0 Life, and 20.0 Power. Requires Construction B50 to build.
    This cargo module is used in every mission but "Research" and "Shuttle!". You need to deliver 20 of them to Lagrange 1 to build a Dry Dock station.

  • Fabrication Plant: "Cargo to build a Fabrication Plant. This station is built at Lagrange 1." Costs 30.0 credits to build, two shuttle tons to launch, and 21.0 credits to operate. Occupies two station tiles. Provides 2.0 GGym, 2.0 Life, and 20.0 Power. Requires Fabrication D00 to build.
    This cargo module is only used in the"Space Colony" mission. Deliver 40 of them to Lagrange 1 to build a Fabrication Plant station.

  • Jupiter Explorer: "Cargo to build a Jupiter Explorer used to explore new worlds. It travels twice as fast as Cargoliners." Costs 25.0 credits to build, two shuttle tons to launch, and 14.0 credits to operate. Occupies two station tiles. Provides 1.0 GGym, 1.0 Life, and 30.0 Power. Requires Transport C00 to build.
    This cargo module is only used in the "Search for Life" mission. Deliver 15 of them to Low Earth Orbit to build a Jupiter Explorer station.

  • Mass Driver: "Cargo to build a Mass Driver. Mass Drivers electromagnetically pitch packets of lunar ore into orbit." Costs 50.0 credits to build, two shuttle tons to launch, and 8.0 credits to operate. Occupies two station tiles. Requires 1.0 GGym, 1.0 Life, and 15.0 Power to operate. Requires Physics C00 to build.
    This cargo module is only used in the"Space Colony" mission. Send 16 of them to a Fuel Depot station on the Moon to upgrade it to an Ore/Mine station.

  • Materials Plant: "Cargo to build a Materials Plant. This station is built at Lagrange 1." Costs 35.0 credits to build, two shuttle tons to launch, and 25.0 credits to operate. Occupies two station tiles. Provides 2.0 GGym, 2.0 Life, and 25.0 Power. Requires Materials D00 to build.
    This cargo module is only used in the"Space Colony" mission. Send 32 of them to Lagrange 1 to build a Materials Plant station.

  • Mine/Ore: "Equipment to mine an area of the lunar surface. Oxygen and metal silicates are mined for fuel and construction material." Costs 35.0 credits to build, two shuttle tons to launch, and 14.0 credits to operate. Occupies two station tiles. Requires 1.0 GGym, 1.0 Life, and 5.0 Power to operate. Requires Resources C00 to build.
    This cargo module is only used in the "Space Colony" and "Search for Life" missions. Send eight of them to a Settlement to upgrade it to a Fuel Depot. Note: the game sometimes refers to this as a "Mine/Ore Benef" module; beneficiation is filtering out the unwanted material from ore.

  • Settlement Life: "Living areas for crew members of a settlement. The module has research facilities." Costs 20.0 credits to build, two shuttle tons to launch, and 10.0 credits to operate. Occupies two station tiles. Provides 4.0 GGym, 4.0 Life, and 10.0 Power. Requires Fabrication C00 to build.
    This cargo module is used in the "Lunar Base", "Space Colony", and "Search for Life" missions. Send four of them to a planet or moon, as well as eight Settlement Power modules, to build a Settlement station.

  • Settlement Power: "A solar collector with power equipment needed to operate a settlement." Costs 15.0 credits to build, two shuttle tons to launch, and 2.0 credits to operate. Occupies two station tiles. Provides 20.0 Power. Requires Energy C00 to build.
    This cargo module is used in the "Lunar Base", "Space Colony", and "Search for Life" missions. Send eight of them to a planet or moon, as well as four Settlement Life modules, to build a Settlement station.

  • Space Colony: "Cargo to build a Space Colony. This station is built at Lagrange 1." Costs 70.0 credits to build, two shuttle tons to launch, and 44.0 credits to operate. Occupies two station tiles. Provides 25.0 GGym, 25.0 Life, and 100.0 Power. Requires Construction D00 to build.
    This cargo module is only used in the "Space Colony" mission. Deliver 100 of them to Lagrange 1 to build a Space Colony station.

  • Space Hospital: "Cargo to build a Space Hospital." Costs 60.0 credits to build, two shuttle tons to launch, and 50.0 credits to operate. Occupies two station tiles. Provides 2.0 GGym, 2.0 Life, and 40.0 Power. Provides the Medical and Pharmaceutics activities with a base charge of 100.0. Requires Medical B50 to build.
    This cargo module is only needed in the "Mars Rescue" mission, though it can be used in any mission with enough time to research it. It can be a very good source of income if the Medical market is strong. Send 12 to orbit to build the Space Hospital station; for the "Mars Rescue" mission, it must be in Mars orbit.
I OWE YOU ONE STATION CLASSES HEADER

Modular stations are built by choosing an orbit (the default is Low Earth Orbit), then connecting station modules together until the station does what you want it to do. The station class is determined by what modules it has:
  • Cargoliner: "Modular station delivers cargo and explores other worlds." Requirements: Dry Dock (Construction B50 research) in orbit; station must have active Propulsion Unit module (Transport B50 research).
    Cargoliners are stations that move. You attach cargo modules to them and fly them to their destination. (Getting back is a problem for later.) In the "Search for Life" mission, Cargoliners that are also Science Lab Stations, Life Sciences Stations, or Construction Bases generate discovery points.

  • Class 1 Station: "Station qualifies as two or more of Sci Lab, Com Base, Life Sci, Trans Base, and Const Base." Requirements: The same as the station types it qualifies as.
    This is a catchall term for "This station does more than one thing". It provides whatever effects each of the station classes it qualifies for does.

  • Class 2 Station: "Basic class for all modular space stations." Requirements: None.
    All you need for a class 2 station is to place a single module, but you can't actually activate any modules until you have Command and Logistics in place.

  • Communications Base: "Receives discoveries from three stations and seven probes." Requirements: Any combination of seven Deep Space Relay modules (Communications A50 research) and Communications modules (no research).
    Communications Bases are only relevant in the last mission, "Search for Life". You'll build one in Low Earth Orbit to connect to probes and settlements out to Jupiter orbit, and a second Communications Base there to extend your reach to the rest of the solar system. (Yes, I know that doesn't quite make sense.)

  • Construction Base: "Station improves research in the Mat/Fab/Con activities." Requirements: Any combination of seven Space Alloy Lab modules (Materials B00 research), Fabrication Lab modules (Construction B00 research), and Building Platform modules (no research).
    To be precise, the Construction Base makes breakthroughs in Materials, Fabrication, and Construction research more likely. While it doesn't require modules that produce all three activities, there's no point leaving research power on the table.

  • Freeform: "New stations with no defined class." Requirements: No modules have been placed and station is not an advanced station.
    There is, almost literally, nothing to say about this station class.

  • Life Sciences Station: "Station improves Commerce in all activities." Requirements: Any combination of seven Life Science modules - Resource Platform (no research), Forestry Lab (Forestry A50 research), Agriculture Lab (Agriculture A50 research), Biology Lab (Sciences A50 research), and Pharmaceutic Lab (no research).
    The effects of a Life Sciences Station are described as "Increases the use percentages for all modules engaged in commerce." I have no idea by how much.

  • Science Lab Station: "Station improves research in all activities." Requirements: Any combination of seven science modules - Energy Platform (Energy A50 research), Computer Lab (no research), Chemical Lab (no research), Space Telescope (no research), and Weather Center (no research).
    Specifically, it increases the chance of breakthroughs. By how much? Unlike the Life Sciences Station, I don't actually care, because I don't have to figure out how much extra to charge to get the benefits. Most of these modules are available from the get go, too.

  • Transport Base: "Build one new station for each transport base per turn." Requirements: Either three Shuttle Port modules (no research) or seven Space Tug modules (Transport B00).
    Each Transport Base allows you to begin one extra new station per quarter. You still have to pay 250 credits for the new station license.
To build advanced stations, on the other hand, you start a modular station, then, before placing any modules, set its station type from the menu and select the desired orbit, planet, or moon. Once this is done, you send Cargoliners with the correct cargo modules to that location, where they unload the cargo modules; deliver the correct number and amount of modules, and the station is complete. (If the station will be orbiting the Earth, you can buy and deliver the modules directly, without a Cargoliner. This covers Low Earth Orbit, Lagrange point 1, and Lagrange point 2.) The advanced station classes are:
  • Catcher: "Catches lunar ore thrown into orbit from Mine Settlements." Requirements: Deliver eight Catcher modules (Transport C50 research) to Lagrange point 2.
    This advanced station is the second step in the process of creating the Space Colony. It passes one unit of ore per quarter from the Ore Mine to the Materials Plant.

  • Dry Dock: "Builds Cargoliners and Jupiter Explorers." Requirements: Deliver 20 Dry Dock modules (Construction B50 research) to Low Earth Orbit.
    We need to build a Dry Dock before we can build Cargoliners or Jupiter Explorers.

  • Fabrication Plant: "Builds prefab components used to build a Space Colony." Requirements: Deliver 40 Fabrication Plant modules (Fabrication D00 research) to Lagrange point 1.
    This is the end of the supply chain for the "Space Colony" mission. One Fabrication Plant can keep up with one Materials Plant.

  • Fuel Depot: "Mines ores used to refuel Cargoliners." Requirements: Deliver four Settlement Life modules (Fabrication C00 research), eight Settlement Power modules (Energy C00 research), and eight Mine/Ore modules (Resources C00 research) to the planet or moon.
    This is a lesser version of the Ore Mine from the "Space Colony" mission, suitable for putting places other than the moon. You'll need to upgrade your Settlements if you want the Cargoliners that visit them to be able to go home again. This is only useful in the "Search for Life" mission.

  • Jupiter Explorer: "Manned space vehicle explores planets and moons." Requirements: Dry Dock (Construction B50 research) in orbit; deliver 15 Jupiter Explorer modules (Transport C00 research) to Low Earth Orbit.
    Traveling twice as fast as a Cargoliner and not needing to be refueled, the Jupiter Explorer is more efficient than a probe at collecting valuable research data, though less so than a Cargoliner specialized for research or a settlement. We won't need this until the "Search for Life" mission.

  • Materials Plant: "Processes lunar ore into raw materials." Requirements: Delivery of 32 Material Plant modules (Materials D00 research) to Lagrange point 1.
    Step three in the Space Colony supply chain. One Materials Plant can keep up with four Catchers, sending the raw materials to the Fabrication Plant.

  • Ore Mine: "Catapults ore packets into orbit with a mass driver." Requirements: Deliver four Settlement Life modules (Fabrication C00 research), eight Settlement Power modules (Energy C00 research), eight Mine/Ore modules (Resources C00 research), and sixteen Mass Driver modules (Physics C00 research) to the Moon.
    This upgraded Settlement is the first step in the supply chain for the "Space Colony" mission. Each turn, it sends one unit of ore into space for the Catcher to grab.

  • Settlement: "Manned exploration settlements on other worlds." Requirements: Deliver four Settlement Life modules (Fabrication C00 research) and eight Settlement Power modules (Energy C00 research) to the planet or moon.
    The basic way of putting people on other planets. If they ever want to leave the planet, they should upgrade to a Fuel Depot. We'll need one to win the "Lunar Base" mission, and we'll need to upgrade one to an Ore Mine to win the "Space Colony" mission. We'll also want to build them for the "Search for Life" mission, as they're the best source of discovery points.

  • Space Colony: "Colony of 10,000 people builds giant solar collectors." Requirements: Deliver 100 Space Colony modules (Construction D00 research) and 40 tons of processed ore (from the Fabrication Plant) to Lagrange point 1.
    This is the win condition for the "Space Colony" mission. That's also the only mission in which it's relevant.

  • Space Hospital: "Medical center built into a captured asteroid." Requirements: Deliver twelve Space Hospital modules (Medical B50) to orbit of the planet or moon.
    This is the victory condition for "Mars Rescue", but it can be built in other missions. That said, while it's described as, "Generates research and revenue," I have no idea how much. It's the only tech you're going to use Medical research for, at any rate.

FredMSloniker fucked around with this message at 18:52 on Jul 15, 2021

Gideon020
Apr 23, 2011
I will admit, an LP born from spite was not something I expected, but somehow feels particularly Goon-y.

berryjon
May 30, 2011

I have an invasion to go to.
Spite is my kind of drink!

I'll throw in the towel for the first round, though I can't say I'd be any good.

I will be berryjon of the.... Canadian Space Arm-and-Leg Agency.

Please.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.


EOS was published for both the Commodore 64 and the Apple ][. I considered LPing the latter version, but the graphics are largely inferior and I'm more familiar with the C64. Plus, with emulation, I don't have to deal with the 1541's criminally slow speed.

Fun fact: EOS for the C64 has a... shall we say, novel? Method of copy protection. Specifically, if it fails its protection check, after every single sector it reads from the disk - no more than 254 bytes - it resets the drive head to its central position. Not only does this make loading excruciatingly slow, it's a good way to destroy the drive.

Anyway, I got to look at this particular animation a fair amount in my youth. Most of the Electronic Arts games used it.



EOS was published in 1987, just one year after the Challenger disaster. The Space Shuttle fleet was grounded, and would continue to be grounded until September of 1988. That said, the optimism of using the Shuttle wasn't unfounded; the shuttle program ran until 2011, despite the loss of both the Challenger and the Columbia (in 2003).



If the Earth and the EA logo look strange, it's probably because they're directly ported from the Apple ][ version. The Apple ][ had a bizarre way of displaying multiple colors that involved such mysteries as storing seven half-pixels in a byte and not being able to have a green pixel and a purple pixel horizontally adjacent to each other. It makes the title screen look like this:



The C64 has its own graphics limitations and can't cram a bunch of colors quite that close together. On the other hand, it has more than six colors to use and a larger resolution, especially horizontally. I prefer the sharper images.



There are seven missions in Earth Orbit Stations. We'll be starting on the first one, Research. When we start a new mission, we get a welcome message from the director of the Federation...



...followed by a summary of the mission objective, which is also described in the manual.



We're then asked to create a player. We can have up to four players, be they human or computer-controlled. New players can be added at any time, but not removed. I went ahead and created a character so I can show you some pertinent bits of the interface. (The interface as a whole is kind of clunky, so I won't show you every single screen you'd visit during play.)



Your first station is a freebie, but to create more stations, you have to have paid back any loans from the EOS Bank (which I'll cover later) and have 250 credits on hand. (I don't believe you have to spend those credits, though of course you'll spend some of them on the new station.) At first, you can only create one station per quarter. In this mission, you'll probably only want one station, but the option to expand is there.

Every station must have at least six modules: Command, Logistics, a source of Power, a source of Life Support (Life), a source of Galley & Gym (GGym), and a connector. These are the modules you'll use to meet those requirements:


Command: "Facilities for the Space Station Command team. Control, communications, and living areas are provided." Costs 25 credits to build, two shuttle tons to launch, and five credits to operate. Uses five crew.

One of the two essential modules for station operation. It has its own power, living quarters, galley, and gym, but it does cost credits for upkeep.


Logistics: "Engineering centers including power distribution, life support, and medical unit." Costs 15 credits to build, two shuttle tons to launch, and three credits to operate. Uses four crew.

The other essential module for station operation. Like the Command module, its only operational expense is money.


Station Power: "A small solar panel with power distribution equipment to supply power to the station." Costs ten credits to build, one shuttle ton to launch, and two credits to operate. Provides 35 Power.

Station Power modules are the cheap and cheerful way to power your station. Three of them provide slightly more power than a Solar Connector at half the price, and each one is a quarter of the size. Operating costs will eventually make them inefficient, but short-term they're quite useful.


Solar Collector: "Produces power for the station and transmits excess power to facilities on Earth." Costs 60 credits to build, four shuttle tons to launch, and two credits to operate. Provides 100 Power. Provides Energy activity at a base charge of 20.

The Solar Collector is an investment. It's four times the size of a Station Power module and only produces three times the power. However, it's slightly more convenient to place, needing only one attachment point, and its operating cost is the same as its smaller brethren; it pays for itself in two years. It can also be used for Energy activities (and is your only initial source for those), which Station Power cannot.


Life A: "Living areas for four mission crew. A lounge is provided for crew recreation." Costs ten credits to build, one shuttle ton to launch, and two credits to operate. Provides four Life; requires five Power to operate.

The Life A provides half the life support of the Life B at half the size, making it slightly more convenient to fit into your station. Buying two of them will cost only slightly more than one Life B, both initially and in upkeep. That said, unless you really need exactly four more life support or need to squeeze into a 1x1 gap, there isn't much point in buying the Life A.


Life B: "Living areas for eight mission crew. A lounge is provided for crew recreation." Costs 18 credits to build, two shuttle tons to launch, and 3.6 credits to operate. Provides eight Life; requires ten Power to operate.

The Life B is your workhorse for life support generation until you unlock the Life LH2. It's compact, it has two attachment points, and it's big enough for a game of zero-G volleyball.


Galley & Gym: "Galley and food storage facilities for 24 mission crew members. A gym is used for crew conditioning." Costs 25 credits to build, two shuttle tons to launch, and five credits to operate. Provides 24 GGym; requires ten Power to operate.

Other modules technically provide GGym, but this is by far the most cost-efficient. The rotating section lets you recreate the jogging scene in 2001.


Short Connector: "A small tunnel section used to connect up to four modules together." Costs five credits to build, one shuttle ton to launch, and one credit to operate.

Every station needs at least one connector, and most require more. The Short Connector provides just enough additional attachment points to build a station with two Station Power and a single research or commerce module.


Long Connector: "A long tunnel section used to connect up to six modules together." Costs eight credits to build, two shuttle tons to launch, and 1.6 credits to operate.

Most of the time you're going to want stations larger than the bare minimum, which means more connectors. The Long Connector costs 20% less than two Short Connectors both to buy and to maintain, with only a tiny sacrifice in flexibility.



This is a station that meets the bare minimum requirements to be a functional station. Note the 12x11 grid. Your station must fit inside the grid, but if you discover you've built too close to an edge, you can slide it around.

Modules can be rotated in increments of 90 degrees, but not flipped. All modules after the first must connect to another module; the attachment points are shown by arrows in the images above.

This isn't a very useful station right now; all it does is consume credits. (We could make some of the modules inactive to save on upkeep, but not all of them.) To do more, we need modules that provide activities. Modules that provide activities can be set in one of two modes: commerce or research. (They can also be set inactive to save on upkeep.)



This is an overview of the demand for modules in commerce mode to provide activities. They're colorcoded based on changes in the market, but to see the actual demand, you need to look at each one individually. The market as it stands is:
  • Agriculture: Demand 182.3. (Activity demand starts at 200, but the market shifts even before the first turn starts.)
  • Biology: Demand 162.7.
  • Communication: Demand 211.7.
  • Construction: Demand 209.1.
  • Energy: Demand 198.7.
  • Entertainment: Demand 189.1.
  • Fabrication: Demand 221.2.
  • Forestry: Demand 177.6.
  • Information: Demand 211.7.
  • Materials: Demand 188.3.
  • Medical: Demand 235.1.
  • Pharmaceutics: Demand 268.0.
  • Physics: Demand 208.4.
  • Resources: Demand 161.2.
  • Sciences: Demand 210.1.
  • Transport: Demand 207.5.

By the looks of it, Pharmaceutics and Medical activities are a good place to put our money, and Resources, Forestry, and Biology activities... are not. But how do we get at that money? Well, we add some of these modules:


Building Platform: "Construction facility in space. It has a crane to assist astronauts in building large structures." Costs 34 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Uses two crew. Requires 20 Power, two Life, and two GGym to operate. Part of the Construction Base. Provides Construction activity at a base charge of 26.

Your sole initial source for Construction activities. When people want stuff built in space, it gets built here.


Chemical Lab: "A laboratory for scientists involved in chemical research." Costs 26 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Uses three crew. Requires ten Power, three Life, and three GGym to operate. Part of the Science Lab Station. Provides Sciences and Materials activities at a base charge of 18.

This module is the sole initial source for Materials activities and provides Sciences activities as a bonus. Watch your head on the fume hood.


Communications: "A transmissions module that receives/sends signals between Earth and space stations." Costs 36 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Uses one crew. Requires 20 Power, one Life, and one GGym to operate. Part of the Communication Base. Provides Information, Communications, and Entertainment activities at a base charge of 16.

Your initial source for, well, Communications activities, and your only source ever for Entertainment activities. The Information activities are gravy.


Computer Lab: "A laboratory for scientists involved in semiconductor research." Costs 40 credits to build, four shuttle tons to launch, and four credits to operate. Uses four crew. Requires 20 Power, four Life, and four GGym to operate. Part of the Science Lab Station. Provides Information activity at a base charge of 31.

While not your only source for Information activities, this module is significantly more effective than the Communications module. This is one of two activity categories you never research better modules for.


Pharmaceutic Lab: "A laboratory used to study and produce exceptionally pure pharmaceutical products." Costs 32 credits to build, two shuttle tons to launch, and 2.5 credits to operate. Uses three crew. Requires ten Power, three Life, and three GGym to operate. Part of the Life Sciences Station. Provides Pharmaceutics and Medical activities at a base charge of 20.

Your sole initial source for Pharmaceutics activities, and your only practical source for Medical activities. (The Space Hospital module, while it does provide Medical activities, is best used for its cargo function.)


Resource Platform: "Resource Platforms provide equipment for manned study of Earth's resources." Costs 21 credits to build, two shuttle tons to launch, and 1.5 credits to operate. Uses one crew. Requires ten Power, one Life, and one GGym to operate. Part of the Life Sciences Station. Provides Resources, Forestry, and Agriculture activities at a base charge of ten.

One of only a few modules that provides three activities, and your sole initial source for Resources activities.


Shuttle Port: "Shuttle Ports provide facilities to dock a shuttle to a space station." Costs 77 credits to build, four shuttle tons to launch, and 9.5 credits to operate. Uses five crew. Requires 70 Power, five Life, and five GGym to operate. Part of the Transport Base. Provides Transport activity at a base charge of 74.

An expensive module to build and operate, the Shuttle Port is your only initial source of Transport activities - but its rewards, both in commerce and in research, are equal to its costs. Go all in on this, or don't go at all.


Space Telescope: "A laboratory for scientists involved in physics and astronomy research." Costs 37 credits to build, four shuttle tons to launch, and four credits to operate. Uses four crew. Requires 20 Power, four Life, and four GGym to operate. Part of the Science Lab Station. Provides Sciences and Physics activities at a base charge of 27.

One of two initial sources for both Sciences and Physics activities. Physics is the second activity you'll never research a better module for. Note: abbreviate this "SpacT".


Weather Center: "Advanced, manned weather forecasting facility capable of monitoring Earth's weather." Costs 17 credits to build, one shuttle ton to launch, and 1.5 credits to operate. Uses two crew. Requires five Power, two Life, and two GGym to operate. Part of the Science Lab Station. Provides Physics and Agriculture activities at a base charge of ten.

While this module doesn't provide anything unique, it is very cheap to own and operate, and it's positively minute. All you need is an unoccupied connector.

Note that we have no way of generating Fabrication or Biology activities - we'd have to research advanced modules, which is out of the scope of this mission - so we don't need to worry about those markets. Here's your cheat sheet for how we can generate activities:
  • Agriculture: Resource Platform and Weather Center.
  • Communications: Communications.
  • Construction: Building Platform.
  • Energy: Solar Collector. (Note: also provides Power.)
  • Entertainment: Communications.
  • Forestry: Resource Platform.
  • Information: Communications and Computer Lab.
  • Materials: Chemical Lab.
  • Medical: Pharmaceutic Lab.
  • Pharmaceutics: Pharmaceutic Lab.
  • Physics: Space Telescope and Weather Center.
  • Resources: Resource Platform.
  • Sciences: Chemical Lab and Space Telescope.
  • Transport: Shuttle Port.
A Pharmaceutic lab, as it happens, is an excellent choice for my first new module! Not only is it in demand, but it's got a great form factor. I'll install two, and since that would overload my existing power grid, I'll add a second Station Power module.



Perfection. (Note: not guaranteed to actually be perfection.)



There's one more thing we need to worry about. In the module descriptions above, I mentioned a base charge. Each module that produces activities has a base amount that you can charge the market to provide those activities. This assumes a demand of 200. If, say, the demand is 400, you can probably get away with charging twice as much for that activity; if the demand is 100, you're probably going to have to charge half. The amount your module actually earns is determined by the percentage usage, which is influenced by market demand, the prices other players charge, and other factors outside the scope of this mission. Based on the current demand for Pharmaceutics and Medical, therefore, I'm going to try charging... 25.2 credits for people to use each of my modules and see how it shakes out.



With that done, I only have 28 credits on hand. I could take out a loan to finance additional construction, and maybe it'd be a good idea. Instead, though, I'm going to drop my remaining cash in the bank to earn interest; I'm confident that my shiny new Pharmaceutical Labs will more than pay the rent on the station.

That's me done - for the moment. Players can take actions in any order, and can even take more actions after other players have done their thing. Time doesn't advance until the players agree to move to the next turn. So I could decide to take out that loan after all once you guys decide what to do.

Speaking of players, it looks like we have one to compete with me and Space Platform International Technological Enterprises! Let me know what you want to do; you have 200 credits and are pre-approved for up to 50 more. (I realize it's tricky to describe how you want to build your station. I'm brainstorming ways to make it easier.) I believe I've covered all the relevant actions, but if you see anything in the manual that you're curious about, ask away! I'm going to be putting module descriptions in my second post, along with other relevant lore. For now, here's the EOS News, live via satellite:
  • EOS officials said an article in a recent market journal reported a healthy science industry.
  • In a prepared statement, NASA director Dan Lokinar stated fewer space projects are causing a recession in the transport industry.
  • During the last quarter, space economists stated that thirty-day weather forecasts from weather satellites are now 90% accurate.
  • EBA broker Stephanie Daniels announced companies are making more frequent use of the space transport system.
  • In an interview, Space Researcher Rodney Pearson reported that structural research is making possible larger construction projects.
  • After a closed door meeting, Space Economist Kevin Vetter stated logistics expense has raised the operating cost for the Propulsion Unit module to 24.3. (Note: the Propulsion Unit module is outside the scope of this mission.)
  • Higher supply charges drove up the operating cost for the Jupiter Explorer module to 17.4. (Note: so is this.)
  • Higher raw material costs from Clipper Mill Alloys increased the price for the Catcher module to 29.8. (Note: and this.)
  • Higher supply charges drove up the operating cost for the Deep Space Relay module to 3.8. (Note: and this.)
  • EOS Central raised the operating cost for the Weather Center module to 1.8. (Note: this, however, is something you might want to build! Be sure to read the news and factor it into your plans.)
  • Space Shuttle Columbia made a spectacular night landing at Cape Canaveral.
...oh did it now.

Oh, and one last shot of advice from the manual:

Research: Build a basic station and follow the market trends. Use commerce to grow as fast as possible for the first few quarters. At some point, put all modules into research. (The trick is: when?) Remember that the scenario only lasts 8 quarters, and that modules that affect several activities generate more technology points.

Good luck!

FredMSloniker fucked around with this message at 04:22 on Jun 2, 2021

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I've put a bunch of information in the first two posts. The second is all from the most recent update; the first has info on the current game. Lemme know if you have any questions.

berryjon
May 30, 2011

I have an invasion to go to.
I will, but I'll get back to you tomorrow in case anyone else wants to jump in, and I have time to make plans.

Kangra
May 7, 2012

I played Project Space Station a lot, and I always wondered what EOS was like, so I'm interested in following this.

Do you have to pick personnel and schedule how/when they'll be on the station?

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Kangra posted:

I played Project Space Station a lot, and I always wondered what EOS was like, so I'm interested in following this.

Do you have to pick personnel and schedule how/when they'll be on the station?

It's not that deep. My impression (again, largely blind) is that you focus more on designing efficiently laid-out stations, balancing commerce and research (later missions will require researching technologies to build more advanced modules), and keeping your ledger in the black and your station lights on.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

This game makes me think of how loving idealistic we were about space just in the 1990s, we were gonna DO poo poo... and we don't :saddowns:

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I'm guessing a barrier for entry into this LP is figuring out how to share your awesome station designs with me without showing your art skills, or lack thereof, to the world with a scanned doodle. To that end, I'm providing three ways to simplify matters. Here's my sample station:



And here's how you can describe it to me, in increasing order of effort on your part:
  • Tell me how many of each module you want. I'll prepare some possible designs and show them to you for your approval. ("I want a Command, a Logistics, two Station Powers, a Life B, a Galley & Gym, a Short Connector, and two Pharmaceutic Labs.")
  • Describe how you want to orient the Command module - the default orientation is 'east' - and how you want to connect modules to it. ("On the east end of Command, put a Logistics. On the north end, put a Station Power. On the south end, put a Life B, then a Galley & Gym. On the west end, put a Short Connector. On the south end of that Short Connector, put two Pharmaceutic Labs, then another Station Power.")
  • Copy this into a post:

    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----

    Replace sets of five dashes with the first five letters of the module name; ignore any spaces. For instance, the Command module is abbreviated "Comma", while the Long Connector module is abbreviated "LongC". The only exception is the Space Telescope, which is abbreviated "SpacT". (There will be more exceptions in the future as we see other modules with namespace collisions. Abbreviation exceptions will appear at the end of my notes on modules in the second post.) Be sure to fill each space a module fills with the same abbreviation. I'll work out how to actually orient modules to fit in the spaces and connect together.

    Mine would look like this (you can trim off unused rows and columns):

    ----- ----- Stati ----- ----- -----
    ----- ----- Stati ----- ----- -----
    ----- Short Comma Comma Logis Logis
    Pharm Pharm LifeB ----- ----- -----
    Pharm Pharm LifeB ----- ----- -----
    ----- Stati Galle ----- ----- -----
    ----- Stati Galle ----- ----- -----
However you proceed, I'll show you what the station would look like and let you know how you're doing in terms of resource usage. I'll also let you know the construction cost before you commit. (In my case, that would be "Your station will cost 172.0 credits to build and 26.6 credits per turn to run. It has a surplus of 30 Power, 2 Life, and 18 GGym. It has two open connections.")

If there's anything else I can do to entice you into taking part in this LP, please let me know!

berryjon
May 30, 2011

I have an invasion to go to.
Canadian Space Arm-and-Leg Agency. "Where you don't have to pay what we have!"
Turn 1 - Spring 1992

"YOU WANT A WHAT?" Director Berryjon cried out as Prime Minister Cretchien laid out his vision for the future.

"I want, yes, an advanced research station in orbit. One that the whole world over can look to C'anada as a leader in. You can do this, yes?"

"What's my budget?"

"200, flat. No further income. You'll have to use the resources generated by your station to provide for the crew and amenities and other expenses."

"This is why I voted for the NDP. I'm from Alberta, just be glad I didn't vote for the PCs. I'll get right on it sir. Oh, and I'll let the CBC know I'll have a module for them in the first wave, that should help in the long run."

code:
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
----- ----- ----- ----- ----- ----- ----- ----- ----- COMMU COMMU -----
----- ----- ----- ----- ----- COMMA COMMA LONGC LONGC COMMU COMMU -----
----- ----- ----- ----- ----- LONGC LIFEB LIFEB LOGIS LOGIS ----- -----
----- ----- ----- ----- ----- LONGC SOLAR SOLAR SOLAR SOLAR ----- -----
----- ----- ----- ----- ----- GGYM  SOLAR SOLAR SOLAR SOLAR ----- -----
----- ----- ----- ----- ----- GGYM  ----- ----- ----- ----- ----- -----
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
Build This Turn:
Command Module in (6,6) and (7,6), facing 'East', 25 Credits
Long Connector in (6,7) and (6,8), facing 'South', 8 Credits
Solar Collector in (8,7) through (9,10), 60 Credits
Life B in (7,7) and (7,8), 18 Credits, facing 'east'.
Logistics in (7,9 and (7,10), 15 Credits, facing 'East'.
Galley and Gym in (6, 9) and (6,10), 25 Credits, Facing 'south'.
Long Connector in (8,6) and (9,6), 8 Credits, facing 'West'.
Communications in (10,6), through (11,5) 36 Credits, facing 'east' to connect.

195 Credits Spent. 5 in the Bank.

Mission;
Maximum Research over the course of 2 years / 8 turns. Be financially solvent?

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

berryjon posted:

Canadian Space Arm-and-Leg Agency. "Where you don't have to pay what we have!"

One of the unpaid interns scurries into the Director's office, holding a fax of the planned layout for CSALA's first space station and some scribbled notes.

"Sorry to interrupt you, Director," he says, bowing apologetically, "but the folks in engineering say there's a problem with your proposal. The Solar Collector module's connector is here -"



"- and they say that would mean either plugging into the side of the G&G's airlock or into open space, which is... less than ideal? I asked them about flipping it over, but they said something about proper solar panel orientation, I'm not sure, it kind of flew over my head. They also said some of the ports on this long connector -" He gestures at the upper part of the diagram. "- are getting blocked by life support and logistics." He flips to the next page of the fax. "They had a few suggestions..."



The simplest solution would be to flip your station on the horizontal axis. You'll need to move the Communications module, but that's a lot easier to do than moving the Solar Collector. You might also consider opening your layout a bit to keep those connectors unblocked and filling in the gaps on a later turn. At any rate, unless you change your module assortment, your proposed station will cost 195.0 credits to build and 24.3 credits per turn to run, with a combined base commerce income of 36.0. (You also forgot to say what price you were going to set for using the Solar Collector; its base charge is 36.0, and the current demand for Energy activities is 198.7.) It has a surplus of 60 Power, 7 Life, and 23 GGym. It has, at most, eight open connections, though two are currently blocked.

Oh, and ANSI has declared that the abbreviation for the Galley & Gym is "Galle", capitalization optional. What that means to you in Canada I couldn't say. :v:

berryjon
May 30, 2011

I have an invasion to go to.

FredMSloniker posted:

with a combined base commerce income of 36.0. (You also forgot to say what price you were going to set for using the Solar Collector; its base charge is 36.0, and the current demand for Energy activities is 198.7.)

Can you elaborate on how Income is calculated and when on the turn? I'll rejigger my design shortly when I get back to my tower at my desk with the files.

EDIT!

Canadian Space Arm-and-Leg Agency "Where you don't have to pay what we have!"

The Director pulled out a pair of scissors and some glue, quickly reorganizing the proposed the station. "There!" he announced. "I even saved us the initial cost of a Connector at this juncture - pun not intended, and it fits the design criteria of the guys building the drat thing. Seriously, they can't flip a module like that? What are we using for a CAD? a VIC20? This is the 90's! We should be using Pentium 75's now!"

code:
  1     2     3     4     5     6     7     8     9     10    11    12
----- ----- ----- ----- SOLAR SOLAR ----- ----- ----- ----- ----- ----- 11
----- ----- ----- ----- SOLAR SOLAR ----- ----- ----- ----- ----- ----- 10
----- ----- ----- ----- SOLAR SOLAR ----- ----- ----- ----- ----- -----  9
----- ----- ----- ----- SOLAR SOLAR GALLE LOGIS ----- ----- ----- -----  8
----- ----- ----- ----- ----- COMMA GALLE LOGIS ----- ----- ----- -----  7
----- ----- ----- ----- ----- COMMA LONGC LONGC LIFEB LIFEB ----- -----  6
----- ----- ----- ----- ----- ----- ----- COMMU COMMU ----- ----- -----  5
----- ----- ----- ----- ----- ----- ----- COMMU COMMU ----- ----- -----  4
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  3
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  2
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  1
Command Module in (6,6) and (6,7), facing 'South'. 25 Credits.
Solar Collector in (6,8) through (5,11) to connect to Command Module.60 Credits.
Long Connector in (7,6) and (8,6), 8 Credits
Life B in (9,6) and (10,6). 18 Credits.
Galley and Gym in (7,7) and (7,8), 25 Credits
Logistics in (8,7) and (8,8), 15 Credits
Communications in (8,5) to connect to Long Corridor to the North. 36 Credits.

187 Credits Spent, 13 in the Bank.

All available Solar Power to be Sold at Charge 35.
Communications to sell Entertainment at Charge 17.

Mission;
Maximum Research over the course of 2 years / 8 turns.

berryjon fucked around with this message at 03:24 on May 31, 2021

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

berryjon posted:

Can you elaborate on how Income is calculated and when on the turn?

Each module that you put into commerce mode (any module that generates activities can be put into either commerce mode or research mode) has a base charge, which is essentially what the game suggests you charge for the market to use that module if demand is 200. You can set the actual charge for any of your module types to whatever you want. When the turn advances, the market does its thing, and everybody's commerce modules get assigned usage percentages, how much of that module's capacity for commerce is actually used. This depends on the price you set versus demand, on what other people are charging, and some other factors; like I said, I'm going into this largely blind, so I'm not 100% on things like whether you building more modules may make you lose usage percentages as the market's demand runs out, how you should set prices if a module provides more than one kind of activity, and so on. You collect your income, (charge set) * (usage percentage) for each module, then subtract operating costs. As for timing, I know that you can pay operating costs out of the money you make on a given turn (so you can put all your money in savings if you're going to make a profit). I don't know what happens if your station is running at a loss and you run out of money, if it makes you take out a loan or you just lose or what.

Also! I thought it might encourage people who are still uncertain about taking part if I shared some sample station designs. I started a new game with four AI players doing the Research mission and recorded their build as they went. (Note that their markets moved differently than ours did/will. This is just sort of a suggestion.)


Player 1, Station 1


Player 3, Station 1


Player 3, Station 2

As you can see, players 1 and 3 had basically the same plan, but player 3 executed it more successfully, even being able to afford to build a second station at some point. (Green modules are modules that were producing income at the start of the last turn; all modules were switched over to research mode (white) at that point, as commerce no longer matters.)


Player 2, Station 1


Player 4, Station 1

Similarly, player 2 executed its plan slightly more successfully than player 4. Despite the smaller stations, players 2 and 4 scored the same as players 3 and 1, respectively; I'll go into more detail near the end of the mission, but for now just know that research modules can play it safe or take chances.

The one thing all four designs have in common is two vertical spines connected by modules with two connectors (1 and 3 start in the middle and link with Command and Life B, while 2 and 4 start in the lower left and link with two Life B). It's a layout that modules can pretty neatly pack into, and one I wish I thought of before designing my current layout. :downs: Tell you what, berryjon; if you're willing to give me a mulligan on my design, I'll give you a mulligan on yours. (This would require a fresh start and would affect the market, so don't go throwing down a new design just yet.)

Also, something I did not know until just now: the Shuttle Port's hitbox is not 4x4.You can squeeze two tiles' worth of stuff in on the Shuttle's right side. That's the only module (including the ones we haven't unlocked yet) that's insufficiently rectangular for that to be possible, though.

Also also! I know at least some people are reading this thread who haven't asked to take part. If there is anything I can do, within reason, to encourage participation, let me know!

e: also also also! I changed the color settings in the emulator, so the images will 'pop' more. I'm going to cut the borders off of future screenshots as well unless someone has a reason I shouldn't.

FredMSloniker fucked around with this message at 03:54 on May 31, 2021

berryjon
May 30, 2011

I have an invasion to go to.
Sure, if you want to throw down a Mulligan, I can go with that.

After The War
Apr 12, 2005

to all of my Architects
let me be traitor

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I was trying to nicely format this update, but I kept running across annoyances; for some reason, the SA forums replace certain Unicode symbols with images. It's annoying that ☺ is and ☻ is not; similarly, ↔ is, but ↑ and ↓ are not. Eventually I did find some glyphs that'll work, knock on particle board. Here's the market, sorted current prices highest and marked with significant (10% or more) market changes, along with some information on what the activities are and how to generate them.
  • Forestry: 288.7 (up 88.7)
    Forestry activities involve extensive study and monitoring of Earth's forests. Sources: Resource Platform.
  • Entertainment: 246.7 (up 46.7)
    Entertainment activities involve audio, visual, and holographic transmissions used for entertainment. Sources: Communications.
  • Agriculture: 240.9 (up 40.9)
    Agriculture activities involve crop production, study of agriculture regions, and colony food supplies. Sources: Resource Platform, Weather Center.
  • Medical: 234.3 (up 34.3)
    Medical activities involve advanced medical treatment and care of patients in a space environment. Sources: Pharmaceutic Lab.
  • Information: 209.1 (up 9.1)
    Information activities involve the development of semicondoctor technology and information services. Sources: Communications, Computer Lab.
  • Energy: 208.9 (up 8.9)
    Energy activities involve the generation and distribution of solar power in space. Sources: Solar Collector.
  • Physics: 206.5 (up 6.5)
    Physics activities involve advancements in physics, weather, astronomy, spectroscopy, electronics and plasma sciences. Sources: Space Telescope, Weather Center.
  • Fabrication: 203.9 (up 3.9)
    Fabrication activities involve the production of prefabricated space colony structures from processed ore. Sources: N/A.
  • Construction: 203.9 (up 3.9)
    Construction activities involve the construction of space vehicles and stations from fabricated parts. Sources: Building Platform.
  • Pharmaceutics: 198.6 (down 1.4)
    Pharmaceutics activities involve the development and production of new pharamceutic products in space. Sources: Pharmaceutic Lab.
  • Sciences: 193.1 (down 6.9)
    Sciences activities involve advancements in chemistry, geology, physics, biology, and ceramic sciences. Sources: Chemical Lab, Space Telescope.
  • Communications: 187.9 (down 12.1)
    Communications activities involve audio, visual, and holographic transmissions used by information services. Sources: Communications.
  • Materials: 186.3 (down 13.7)
    Materials activities involve the development of alloys and processing of raw materials from mined lunar ore. Sources: Chemical Lab.
  • Transport: 184.4 (down 15.6)
    Transport activities involve transport of personnel and cargo between space vehicles and Earth. Sources: Shuttle Port.
  • Resources: 148.7 (down 51.3)
    Resources activities involve mapping, analysis, and development of Earth's resources. Sources: Resource Platform.
  • Biology: 139.5 (down 60.5)
    Biology activities involve the study of Earth life in zero-G space environments and the search for life on other worlds. Sources: N/A.
I'll put up my move tomorrow, once I've slept. Oh, and since it's presumably important, the news:
  • Space economists said new interest in high tech is expected to boost the physics industry.
  • After a closed door meeting, Wall Street analyst Jane Walters reported companies have been reluctant to enter the science market.
  • The profitability of space pharmaceutics has not yet been realized.
  • During the last quarter, space economists said that Valley Energy has predicted a strong upswing in the energy market.
  • Space researcher Rodney Pearson said that Middle Fork Chemical produced highly pure compounds in space.
  • Space Shuttle Atlantis made a perfect landing at Edwards AFB, exciting a large crowd.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Also, at some point I goofed in an update and said the mission started in 1992. It starts in 1996, for whatever that's worth.

After The War
Apr 12, 2005

to all of my Architects
let me be traitor
Argh, I'd forgotten how badly the Station Power and Solar Collector modules make me want Chex mix.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
In attempting to figure out how I want to start my station, I'm remembering that Economics is Hard. I'll share my insights when I post my move, so you can benefit from them.

berryjon
May 30, 2011

I have an invasion to go to.
While you're figuring things out, my initial plan is still viable, just re-optimized.

Man, this game would be an amazing space-management (in multiple ways!) game using modern graphics.

Anyways:

Canadian Space Arm-and-Leg Agency "Where you don't pay what we have to!"

"Sorry sir," Director Berryjon of the CSALA said. "For a moment, I thought it was '92, before we had a better understanding of space station construction and materials limitation. But this is 1996, and we are better! Allow me to introduce the first wave of our station's design!"

Prime Minister Jean Chrétien looked over the notes and nodded. "Do eeet."


code:
  1     2     3     4     5     6     7     8     9     10    11    12
LOGIS LOGIS COMMA COMMA LONGC LIFEB LIFEB ----- ----- ----- ----- ----- 11
SOLAR SOLAR SOLAR SOLAR LONGC GALLE GALLE ----- ----- ----- ----- ----- 10
SOLAR SOLAR SOLAR SOLAR LONGC COMMU COMMU ----- ----- ----- ----- -----  9
----- ----- ----- ----- LONGC COMMU COMMU ----- ----- ----- ----- -----  8
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  7
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  6
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  5
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  4
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  3
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  2
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  1
Command Module in (3,11) and (4,11), facing E. 25 Credits.
Logistics Module in (1,11) and (2,11), facing E, connecting to COMMA. 15 Credits
Long Connector in (5,11) and (5,10), facing N/S. 8 Credits.
Solar Collector in (1,10) through (4,9), connection point irrelevant. 60 Credits
Life B in (6,11) and (7,11). 18 Credits
Galley and Gym in (6,10) and (7,10). 25 Credits
Long Connector in (5,9) and (5,8). 8 Credits
Communications in (6,8) through (7,9), connecting at 5,8. 36 Credits

195 Credits Spent, 5 in the Bank.

All available Solar Power to be Sold at Charge 35.
Communications to sell Entertainment at Charge 17.


Mission;
Maximum Research over the course of 2 years / 8 turns.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
This is how I planned my turn.

The Research mission has, roughly speaking, three phases. In the first phase, I want to grow my station's profitability as quickly as possible. In the second phase, I want to stop growing my station and accumulate credits. In the third phase, I want to switch my station over to research, keeping it running on the credits I accumulated. Ideally I should end my last turn broke, but having generated as much research as possible. Figuring out when to change phases will therefore be important long-term. For right now, though, my goal is growth.

Each module that can perform activities has an operating cost, not just in credits but in Power, Life, and GGym (with the sole exception being the Solar Collector, which only costs money). In order to provide the Life and GGym, I need support modules, which have their own Power and operating costs. In order to provide the Power that these modules need, I need more support modules, which have their operating costs. All of this cuts into my profits from running the module.

I can create a hypothetical module that needs no support, which I will dub a widget in honor of my long-ago economics classes, by calculating the fractions of support modules necessary to meet all of the activity module's needs, then add those fractions of purchasing and operating costs to the purchasing and operating costs of the activity module itself. Like many things in economics, this ignores certain realities in favor of simpler math, but it'll be useful for my purposes.

If I only had one widget to choose from, my plan would be simple: buy as many of that widget as I can each turn. I have multiple widgets to choose from, though, so I have to consider which one will grow my station the fastest. (It's also worth looking at the next few options; diversification is a good idea.)

So how quickly can I grow profitability with a given widget? That depends on three factors: the purchasing cost of the widget, the operating cost of the widget, and the income of the widget. The first two are known. The third I have to determine. I'll get into how momentarily.

Let's suppose, as economists do, that we can buy fractions of a widget. If I have an amount of cash n and can buy widgets with a profitability of p and a cost of c, I can buy n/c widgets, which will produce p*n/c income. On my next turn, I can buy (p*n/c)/c widgets, but I still have the old widgets, so I earn p*n/c+p*(p*n/c)/c. If I keep this going and plug in, say, n=10, p=1, and c=2, I get:

Turn 1: bought 5.0 widgets (I now have 5.0) and earned 5.0 credits.
Turn 2: bought 2.5 widgets (I now have 7.5) and earned 7.5 credits.
Turn 3: bought 3.8 widgets (I now have 11.2) and earned 11.2 credits.

...

Turn 100: bought 451734641705794432.0 widgets (I now have 1355203925117383168.0) and earned 1355203925117383168.0 credits.


This is what we, in the biz, call exponential growth. In 14 turns, I'm a thousandaire. In 31, I'm a millionaire. in 48, I'm a billionaire.

Since I want to grow as quickly as possible, and I grow faster with a high p and a low c, I want to choose a widget with the highest p/c. I know what c is, and I can compute p; if I charge x to use the widget, which has an operating cost of o, p=x-o, so I want to maximize (x-o)/c.

So charge an infinite x, you say! Not so fast. The market won't support that; the more I charge, the less module usage I get, which effectively lowers x. The point of this exercise is to figure out what x gets me exactly 100% module usage; if it's too high, I'll have unsold supply, and if it's too low, I'll have unmet demand.

I do have some guides in finding the perfect x. One is the market demand for the activity or activities the module produces. Another is the base charge for the module, which is how much the game suggests charging if the market demand is 200. A third is the change in market demand; if it's gone up a lot this turn, it probably won't go down a lot next turn.

How do you roll all this up into the perfect x? Well, if I knew that, I'd be a bazillionare on the stock market. But I have some ideas. How you come up with it is up to you.

At any rate, based on my ideas, I can generate a p/c for each activity module, which tells me what I want to use. Interestingly, c/p is how many turns it takes to pay off the module's initial cost, so I can also look at it as finding modules that pay for themselves the quickest. If I were to charge the base charge for all modules, here's how the widgets would stack up:

BPT  Widget
2.04 Shuttle Port
2.27 Building Platform
2.66 Computer Lab
3.07 Space Telescope
3.15 Pharmaceutic Lab
3.17 Chemical Lab
3.33 Solar Collector
3.85 Resource Platform
3.87 Weather Center
3.92 Communications

The lower the base payoff turns, the better. But of course I have to consider the market and what I can get away with charging; it'd also help if I knew what the market was going to do. After much twiddling, a function I wrote, semi-sarcastically called nostradamus, kicked out some results for me to interpret. In descending order of probablygoodness, they are:
  • Building Platform (▲): The Building Platform already has low base payoff turns, and with the Construction market slowly growing, I predict that I can get away with charging 26.5 this turn.
  • Computer Lab (▲): Basically the same story as the Building Platform. I can charge 32.4 this turn.
  • Pharmaceutic Lab (▲▲): With the Medical market rising and the Pharamceutic market more or less steady, I can charge 21.6 this turn.
  • Shuttle Port (▼▼▼): The Transport market is dropping, making this too much of a risk. I'd have to charge only 68.2, 92% of the base charge, to be confident of getting full usage.
  • Weather Center (▲▲▲▲): Normally, the Weather Center is a poor investment, but with Agriculture in high demand and Physics on the rise, it might be worth doing. The form factor is an issue, though; making use of the tile its small size frees up may not be worth the hassle. It might be worth pairing it with a Life A.
  • Resource Platform (▲▲): Forestry and Agriculture are both in demand, but the drop of Resources is concerning. Still, it's better than it usually is.
  • Solar Collector (≈): It's not a good option unless there's high demand for Energy. There isn't high demand for Energy.
  • Space Telescope (▼▼▼▼): Normally, this is a decent choice, but with a number of other modules better than they would normally be, something had to drop.
  • Communications (▲): Slightly less bad this turn. Entertainment is spiking and Information is rising, but Communications is falling, and this module has the worst base payoff to begin with.
  • Chemical Lab (▼▼▼▼): Sciences and Materials are both down.
Since I have base costs to pay from the station essentials, I'm going with two Computer Labs, which will get me closer to break-even on those faster. After some literal back-of-the-napkin calculations, I come up with...



My station will cost 199.0 credits to build and 31.8 credits per turn to run, with a combined base commerce income of 62.0. It has a surplus of 10 Power, 0 Life, and 16 GGym. I can't afford to build any more of the top three money-makers and their support equipment, even if I take out a loan, so I don't. Instead, I set my module charges and put my last dollerydo in the bank.

As for Berryjon's station, it's created as requested:



You'll be happy to know that you don't have to explicitly sell Power; the Solar Collector generates commerce or research independent of that, so you have a considerable Power surplus currently. You also can't specify which activity a module works on; I don't know whether that means you should use the best demand across multiple activities or the average demand to determine what you charge.

Speaking of what you charge, are you sure you want to sell Energy at that rate? The current demand for Energy is 208.9, and the module's base charge is only 20. If it were me, I'd be charging about 20.9. But hey, I know as much as you do about how it works behind the hood...

FredMSloniker fucked around with this message at 05:22 on Jun 1, 2021

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
ALSO!

It has become clear to me why someone might be, say, hesitant to take part in the LP. I'm thinking that, for future missions, we may do more of a collab thing and try to beat the AI together. For right now, though, unless someone suddenly jumps up and waves their arm around: berryjon, do you want to add any AIs to the mix, or should it be just you and me?

berryjon
May 30, 2011

I have an invasion to go to.

FredMSloniker posted:

ALSO!

It has become clear to me why someone might be, say, hesitant to take part in the LP. I'm thinking that, for future missions, we may do more of a collab thing and try to beat the AI together. For right now, though, unless someone suddenly jumps up and waves their arm around: berryjon, do you want to add any AIs to the mix, or should it be just you and me?

Let's just do round 1 between you and me, and a single AI to provide contrast to our designs. We'll see what happens in Round 2 and going forward.

edit; and yeah, the Power should be at 21. I have no idea how that happened.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

berryjon posted:

Let's just do round 1 between you and me, and a single AI to provide contrast to our designs. We'll see what happens in Round 2 and going forward.

edit; and yeah, the Power should be at 21. I have no idea how that happened.

You got it! I'll make that change and add a third player, controlled by the AI. Then we advance into Summer 1996.



It looks like the AI has a couple of different blueprints that it just builds no matter the circumstances. We saw players 2 and 4 use this in the all-AI game, and it looks like player 3 was building a variant for its second station.



The color coding is as follows. White modules are either support modules or modules set to research; green modules are set to commerce; and blue modules are inactive for one reason or another. Right now the AI is commercing as hard as it can.



It's a pity you can't pause on this screen, because it has a lot of information in a tiny package. From left to right, the columns are:
  • The name of a particular activity module.
  • How many of that module type the station has that are set to commerce mode.
  • What the owner is charging for using that module type.
  • How many of that module type the station has that are set to research mode.
  • Whether the research mode is enhancements or breakthroughs. (Breakthroughs are worth more than enhancements, but less reliable.) I'll get more into research when it means more than a point score.
You can learn some interesting information here. For instance, I charged 32.4 for my Computer Labs and would have charged 26.5 for Building Platforms and 21.6 for Pharmaceutic Labs. (I didn't build any of them on turn one for Reasons.) Berryjon, for his part, charged 21.0 for Solar Collectors and 17.0 for Communications. The AI, on the other hand, would have charged 34.3 for Computer Labs and is charging 28.0 for Building Platforms, 23.1 for Pharmaceutic Labs, 22.7 for Solar Collectors, and 17.1 for Communications. These numbers are all higher than we would have chosen, but not by much, which suggests we're at least as smart as the AI.



And now, the news. We start on this screen every quarter until it's time to determine victory.

...and then something strange happened. When I tried scrolling through the news, it started showing me news from Spring 1996. When I exited from the news, I suddenly found myself at a new game! I tried loading the save I made before going to the next quarter, but all our station modules had disappeared! And when I went to advance to the next turn, all of a sudden the AI already had all the modules it had built before and got to spend its money again to build new ones!

...and then I realized I'd accidentally opened a second instance of the emulator. Whoops! Unfortunately, two instances writing to the save disk got things somewhat, shall we say, confused. I'll be more careful in the future. Unfortunately that means restarting the game... again.

So! The new news:
  • The transport industry will continue to grow at a moderate rate.
  • Forestry satellites have improved forestry management.
  • The entertainment industry will have favorable growth.
  • Forestry satellites have improved forestry management.
  • In a prepared statement, mission director William Grager said researchers report advances in protein crystal production.
  • According to unnamed sources, EOS Bank officials stated EOS Central announced a price increase for the Space Colony module to 80.1.
  • Space Industry insiders stated logistics expense has raised the operating cost for the Fabrication Lab module to 5.0.
  • Skyrocketing maintenance expenses increased the cost of the Chemical Lab module to 3.0.
  • Logistics expense has raised the operating cost for the Life LH2 module to 3.0.
  • According to unnamed sources, a Wall Street report said Hopkins Construction announced a price increase for the Station Power module to 11.9.
  • Space Shuttle Explorer successfully deployed several space station modules during its mission.
I don't know why the game generates events for modules that haven't been invented yet, or why it generated two of the same event. Also, that's the operating cost of the Chemical Lab that went up, not the purchasing cost (not that it matters).

The new economy:
  • Agriculture: 264.3 (up 64.3)
  • Forestry: 235.1 (up 35.1)
  • Medical: 224.6 (up 24.6)
  • Communications: 218.4 (up 18.4)
  • Information: 211.7 (up 11.7)
  • Physics: 207.8 (up 7.8)
  • Transport: 206.5 (up 6.5)
  • Energy: 205.2 (up 5.2)
  • Construction: 205.2 (up 5.2)
  • Materials: 196.1 (down 3.9)
  • Entertainment: 193.1 (down 6.9)
  • Fabrication: 192.2 (down 7.8)
  • Sciences: 188.3 (down 11.7)
  • Resources: 177.6 (down 22.4)
  • Biology: 150.8 (down 49.2)
  • Pharmaceutics: 147.1 (down 52.9)
Based on this information, and after some tinkering, I've decided on this design for my first turn:



I'm going to charge 76.4 to use the Shuttle Port. I had to take out a loan to get this all in place, so hopefully it's worth it!

Berryjon, given the new market information, do you want to change your station design?

FredMSloniker fucked around with this message at 05:23 on Jun 1, 2021

Veloxyll
May 3, 2011

Fuck you say?!

So is each mission self contained? Or do you play the same company throughout all of the missions? Because I can see tanking the first mission to win harder later on with your disgusting economy seems like it'd be a legit strategy

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Veloxyll posted:

So is each mission self contained? Or do you play the same company throughout all of the missions? Because I can see tanking the first mission to win harder later on with your disgusting economy seems like it'd be a legit strategy

No, the missions are self-contained. That said, the skills you pick up in the first mission will still be relevant in later ones.

berryjon
May 30, 2011

I have an invasion to go to.
I know save-scumming for a good start is a thing, but having two emulators open and they were overwriting each other? That part's hilarious.

I'll get back to you after I get home from work this afternoon.

berryjon
May 30, 2011

I have an invasion to go to.
Canadian Space Arm-and-Leg Agency "Where you don't pay what we have to!"

"WHAT DO YOU MEAN IT'S ALL GONE?"

"I'm sorry sir!" the nameless intern hid behind the papers like it could deflect the fury of the Director like the blast zone of the Shuttle launch pad. "The entire design was corrupted when it turned out that the system was over-using resources and was breaking down! They had to replace everything!"

"Everything?"

"Everything! But the good news is, this also meant that we're using the latest economic forecasts, and not the old ones."

"Let me see."

"Here, sir!"

The Director read it over. "Hrm. OK, We can keep the basic design. Tell the CBC we're going to have to pull out this semester as the Communications Array is no longer feasible. Tell Perrin that there were technical issues and the nearby orbit of the S.P.I.T.E station required some delays. I'll try to get to them before the year is out."

"Yes Sir. Ah, what are we replacing the Comms array with?"

"Two Pharmacy labs. Too bad we don't have the technology for a real Zero-G hospital, that would be worth it. Notify the Bank of Canada that we'll be withdrawing a standard Government Loan for the budget shortfall, with the usual requirements."

"Yes sir. And the S.P.I.T.E station?"

"Their time will come."

code:
  1     2     3     4     5     6     7     8     9     10    11    12
LOGIS LOGIS COMMA COMMA LONGC ----- ----- ----- ----- ----- ----- ----- 11
GALLE GALLE LIFEB LIFEB LONGC ----- ----- ----- ----- ----- ----- ----- 10
SOLAR SOLAR SOLAR SOLAR LONGC ----- ----- ----- ----- ----- ----- -----  9
SOLAR SOLAR SOLAR SOLAR LONGC PHARM PHARM ----- ----- ----- ----- -----  8
----- ----- ----- ----- ----- PHARM PHARM ----- ----- ----- ----- -----  7
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  6
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  5
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  4
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  3
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  2
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  1
Command Module in (3,11) and (4,11), facing E. 25 Credits.
Logistics Module in (1,11) and (2,11), facing E, connecting to COMMA. 15 Credits
Long Connector in (5,11) and (5,10), facing N/S. 8 Credits.
Solar Collector in (1,10) through (4,9), connection point irrelevant. 60 Credits
Life B in (3,10) and (4,11). 18 Credits
Galley and Gym in (1,10) and (2,10). 25 Credits
Long Connector in (5,9) and (5,8). 8 Credits
Pharmacy in (6,8) and (6,9). 32 Credits
Pharmacy in (7,8) and (7,9). 32 credits.

223 Credits Spent. 23 Credit Loan.

(If there is insufficient LIFE or other support, do not build the second Pharmacy)

Power Charge at 20.
Medical Charge at 22.
Here's hoping that the game looks at what I think it looks at, otherwise, I just shot myself in the foot. Badly.

Mission;
Maximum Research over the course of 2 years / 8 turns.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I don't think Rightload likes you, berryjon: every image starting with your name that I tried to upload threw an access violation. The files did upload, though, which is how you can see:



berryjon posted:

"Yes sir. And the S.P.I.T.E station?"

"Their time will come."

The public relations department of Space Platform International Technological Enterprises would like to remind the public that the proper usage of the business's acronym is "SPITE". "S.P.I.T.E." makes them sound like a supervillain's evil organization. And frankly, if anyone's going to use some sort of microwave laser to scorch the earth, it'd be those other guys, we're looking at you, mister "beaming safe and renewable solar energy".

Ahem.

Anyway. Save disk and save state backed up, we proceed into the next quarter.





It looks like the CPU agrees with us on what we should charge for the Shuttle Port and the Solar Collector, but it doesn't think much of berryjon's investments in Pharmaceutics Labs. Let's see who was right. But first, the news:
  • Forestry satellites have improved forestry management.
  • Thirty-day weather forecasts from weather satellites now 90% accurate.
  • There is a demand for new communications satellites.
  • In an interview, space economist Kevin Vetter said engineering problems have forced delays in several construction projects.
  • Spring Garden Farms reports higher crop yield by using space technology.
  • During the last quarter, E & A broker analysts reported EOS Central announced a price increase for the Materials Plant module to 41.3.
  • Space Shuttle Columbia made a perfect landing at Edwards AFB, exciting a large crowd.
  • Space Shuttle Farragut was unveiled at a brief ceremony.

  • Agriculture: 349.2 (up 84.9)
  • Medical: 252.0 (up 27.4)
  • Communications: 227.9 (up 9.5)
  • Information: 223.8 (up 12.1)
  • Physics: 216.7 (up 8.9)
  • Forestry: 214.4 (down 20.7)
  • Transport: 213.0 (up 6.5)
  • Energy: 210.4 (up 5.2)
  • Construction: 201.2 (down 4.0)
  • Materials: 192.2 (down 3.9)
  • Entertainment: 189.2 (down 3.9)
  • Fabrication: 184.9 (down 7.3)
  • Sciences: 177.8 (down 10.5)
  • Resources: 157.7 (down 19.9)
  • Biology: 113.8 (down 37.0)
  • Pharmaceutics: 108.4 (down 38.7)
Okay, first note: this list is sorted in order of descending demand, but the arrows indicate a change of more than about 10% since last quarter. Second note, ouch. More downs than ups in the market this quarter.

Third, I was naively predicting markets would do pretty much the same thing this quarter that they did last quarter. This was true in most areas, but the Forestry market took a bath this quarter, erasing half its gains from last quarter. Construction also had a reversal of fortune, but a small one. Now that I have more market data, I can make a slightly more sophisticated blind guess this quarter.

Let's see what this means for us in particular.



Getting 100% usage out of my Shuttle Port isn't as good news as it could be. It means I could have charged more. Ideally I want the usage to be right around 99% or something.



That said, whatever berryjon saw in the Pharmaceutics market, it didn't materialize. He didn't lose money or anything, but this is a hit to his financials. (The Solar Collector got 100% usage.)



My finances...



...and his. (We can't see how the AI is doing, at least not directly; we can see who's winning, but in this mission that's 'no one', since no one's generated any research yet.)

I'm going to take some time pondering my next move at let him work on his.

berryjon
May 30, 2011

I have an invasion to go to.
I see what's going on here. When a module can create multiple types of work, then it produces all such work, rather than looking at what would have the most returns and focus on that. I was hoping that my modules would focus on Pharmacy, which was over 200 and not Medical, which was under 200. However, the modules produced both, and my current calculations aren't giving me any sort of value for the distribution, but it's somewhere between 66/33 and 70/30 split in terms of what was favored.

Lesson learned: FOCUS.

berryjon
May 30, 2011

I have an invasion to go to.
Mission 1 - Turn 2 - Summer 1996
Canadian Space Arm-and-Leg Agency "Where you don't pay what we have to!"

"Sir, first Quarter reports from the Station," The Nameless Intern offered the papers to the Director. He quailed under the Director's mighty gaze. "Sir?"

"Hrm, the people in charge of the Pharmacy Labs have either been taking in their own product, or skimming off the top. They should have been working on pure medical research for sale to the open market, but these numbers show they were also working on more direct benefits for themselves."

"Shall we fire them all?"

"No, not right now. We'd have to go through the hiring process again." The Director thought about things. "We can't afford a second Solar Collector at this point, but we're pretty close. That would have been a good investment. And there's not a lot of room to expand before we start needing additional support modules. Alright, send up the CBC's array, and attach it here."

"THERE?"

"drat straight. That way the people who work there will see what real work is like. And it will get Quebec off my rear end for failing to provide French Language programming for their rural areas."

code:
  1     2     3     4     5     6     7     8     9     10    11    12
LOGIS LOGIS COMMA COMMA LONGC ----- ----- ----- ----- ----- ----- ----- 11
GALLE GALLE LIFEB LIFEB LONGC ----- ----- ----- ----- ----- ----- ----- 10
SOLAR SOLAR SOLAR SOLAR LONGC ----- ----- COMMU COMMU ----- ----- -----  9
SOLAR SOLAR SOLAR SOLAR LONGC PHARM PHARM COMMU COMMU ----- ----- -----  8
----- ----- ----- ----- ----- PHARM PHARM ----- ----- ----- ----- -----  7
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  6
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  5
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  4
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  3
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  2
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----  1
Credits On Hand: 55.9
Communications in 8,8 through 9,9. 36 Credits

SOLAR: Charge 21
PHARM: Charge 18
COMMU: Charge 17

Mission;
Maximum Research over the course of 2 years / 8 turns.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I have 80.7 credits to work with this quarter, counting what I can take out loan-wise, and three turns' worth of market information (counting 'turn 0'). I also have the news events, but I'm not sure what they're worth. The first turn's potentially relevants news events were:
  • The transport industry will continue to grow at a moderate rate. It went up 6.5 that turn and 6.5 this one.
  • Forestry satellites have improved forestry management (twice). It went up 35.1 that turn, but went down 20.7 this turn.
  • The entertainment industry will have favorable growth. It went down 6.9 that turn and 3.9 this turn.
...which means the in-game analysts are as clueless as I am. :v:

Successfully predicting the stock market, as I said, is something I could become a bazillionaire by doing. On top of that, I only have a few data points, and I won't have much time to get more, so I can't use a lot of the fancy tools economists use. That said, the market did more or less what I expected with the sole exception of Forestry, and I didn't see any warning there, so I'm not going too far wrong. This time, though, I'm going to consider how reliable my predictions for this turn were and be cautious about investing in anything whose reliability is too low. I want proven winners, for whatever value of 'proven' can apply with this little data. Admittedly, 'too low' is subjective given that most of my prediction errors were less than 1%, but it's something.

With that in mind, and with a desire to diversify, and with some more napkin doodles, I bring you...



I'll be charging 36.7 for my brand new Computer Lab and raising my Shuttle Port fees to 81.3. LAN parties in space aren't cheap.

Let's see. Game saved, emulator save stated, emulator closed, both save disk file and emulator state copied... right. Your move, berryjon. ...and I see you've made it while I was preparing this update. Right. I'll process it in the morning to reduce the chance of sleep-deprived goofs. And I'll throw in a little something extra for the crowd (or at least for you).

e: and since I had to fix a typo anyway, in case it helps your future planning, here's a list of the activity modules we have access to by the number of activities they provide:
  • One activity: Building Platform (Construction), Computer Lab (Information), Shuttle Port (Transport), and Solar Collector (Energy).
  • Two activities: Chemical Lab (Sciences and Materials), Pharmaceutic Lab (Pharmaceutics and Medical), Space Telescope (Sciences and Physics), and Weather Center (Physics and Agriculture).
  • Three activities: Communications (Information, Communications, and Entertainment) and Resource Platform (Resources, Forestry, and Agriculture).

FredMSloniker fucked around with this message at 06:47 on Jun 2, 2021

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
The game allows you to trade modules, tech points, and cash with other players. Well, I say 'trade', but really it's a gift, and it's up to them not getting punched by you to give you whatever you asked for back. Tech points are how we win, so obviously that's off the table, and you can only trade modules when the optional shuttle rules are on (so I'll get into that in the third mission, conveniently titled "Shuttle!"), but if in future berryjon wants to take out a loan at the Bank of Fred, or vice versa, that's an option. (I don't know if you even can give something to the AI, but it's not going to give you anything back.) That said, since he'll have already tapped out the EOS Bank's 10% interest per quarter, well. Are you acquainted with our state's stringent usury laws? :v:



Here's his move (seriously, did you insult someone somewhere? I'm gonna have to start calling your files something else to see if Rightload stops complaining about uploading them)...



...and here's the AI's.



Leaving out the seemingly irrelevant market news (though if you want it, just say), there are only two points of interest. The first is that the cost of buying a Solar Collector has gone up to 66.3. The second is, well...



I was going to make a joke about someone on the dev team failing a research check, but it turns out that, after the Challenger disaster (which was when this game was made), NASA did consider retrofitting the Enterprise to actually fly. Ultimately, however, they built the Endeavour from spare parts.

Anyway! Here's the market:
  • Agriculture: 461.5 (up 112.3)
  • Medical: 239.8 (down 12.2)
  • Forestry: 238.6 (up 24.2)
  • Information: 236.8 (up 13.0)
  • Communications: 234.4 (up 6.5)
  • Physics: 225.8 (up 9.1)
  • Transport: 219.9 (up 6.9)
  • Energy: 215.6 (up 5.2)
  • Construction: 193.4 (down 7.8)
  • Materials: 188.3 (down 3.9)
  • Entertainment: 185.3 (down 3.9)
  • Fabrication: 178.4 (down 6.5)
  • Sciences: 167.4 (down 10.4)
  • Resources: 140.1 (down 17.6)
  • Biology: 129.5 (up 15.7)
  • Pharmaceutics: 80.1 (down 28.3)
Overall, the market rose 5.1 percent. Again, the list is sorted by descending demand, while the arrows indicate large changes in demand this turn. The drop in Medical took me by surprise, as did the rise in Forestry (a volatile market, that). But the biggest surprise was Biology, which surged up to 129.5 when I was predicting 85.9!

Fortunately, none of those surprises affected me. My Computer Lab module got 98% usage, and the Shuttle Port got 97% usage, which is great! It means my predictions there were spot on. As for berryjon, his Pharmaceutic Labs only got 77% usage as the market continued to tank, but his other modules saw 100% usage.

It may be worth noting at this point that you can turn modules off, which saves their operating costs. That said, the Pharmaceutic Labs aren't actually costing you money - you made 22.7 credits off the both of them - so you'd probably only want to do it if the savings (five credits, three Life and GGym, and ten Power each) meant you could bolt something else on that you otherwise couldn't support.

My move. I have 89.9 total cash available. Based on my predictions, and in deference to your RP needs, I bring you...



"Did you see the spike in agriculture demand? We need to get into that market, and we need to do it now," a minion said, waving a sheaf of papers. He was dressed in SPITE's business uniform, a deep blue jumpsuit with yellow trim, his ID card clipped to his chest.

"But, sir," a second minion said, this one gesturing at a clipboard, "we're only just keeping up with the demand for on-station LAN parties! We can't afford a second Shuttle Port, but with another loan from the EOS Bank, we can easily add a second Computer Lab module. And the Weather Center's form factor is terrible!"

Fred M. Sloniker, CEO of SPITE, frowned as he considered his options. He wore a loose-fitting jacket of the same blue and yellow-trimmed design of his minions' uniforms, but underneath it was a long-sleeved turtleneck in a more vibrant blue. He absently pushed his tinted glasses up his nose, then folded his white-gloved hands in front of his face, resting his elbows on his desk, his frown visible more in his eyebrows than in his mouth. The two men fell silent immediately.

Then, after a long moment, he looked up at them, the angle no longer reflecting the ceiling lights off of his glasses, and offered a smile that could be better described as a lack of frowning. He spoke softly, but they hung on every word.

"Why not both?"



I'm charging 21.1 for the Weather Center, 84.0 for the Shuttle Port, and 38.8 for each Computer Lab. Berryjon, you have 64.5 cash available and a surplus of 40 Power, 1 Life, and 17 GGym. Go.

Kangra
May 7, 2012

For some reason I think PSS had a refitted Enterprise orbiter as well, though I may be misremembering.

This is way more of an economic sim than PSS was, though. In that one you did have to keep the NASA budget going, but it could often as not be buoyed by doing stuff for the ESA. So it was more about balancing your own research projects to keep things going, ensuring your astronauts were all getting along with each other during their months on the station, and scheduling launches at the right time, which all interacted with the budget but did not seem driven by it.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Kangra posted:

For some reason I think PSS had a refitted Enterprise orbiter as well, though I may be misremembering.

This is way more of an economic sim than PSS was, though. In that one you did have to keep the NASA budget going, but it could often as not be buoyed by doing stuff for the ESA. So it was more about balancing your own research projects to keep things going, ensuring your astronauts were all getting along with each other during their months on the station, and scheduling launches at the right time, which all interacted with the budget but did not seem driven by it.

Don't forget the minigames. (I haven't actually played PSS, but I have read the manual, and I see you launch and land the Shuttle and do EVA activities.) But yeah, it's definitely got a different focus than EOS. I'll probably LP it too at some point.

Berryjon, I'm waiting on you.

Kangra
May 7, 2012

Yes, the shuttle piloting minigame was one of the best parts, but I'll hold off discussion till the potential LP of that game. (I think I also recall that you don't really do stuff for the ESA so much as bid on contracts that they'd otherwise take.)

I like that EOS has the space station design be something it looks like you can optimize for a particular type of research. Although it's not clear to me if in the long-term you'd be better to try and fill a niche or react to the way the tech economy is moving.

berryjon
May 30, 2011

I have an invasion to go to.

FredMSloniker posted:

Berryjon, I'm waiting on you.

I'll get back to you in the morning.

Also, for naming my image files, have you tried not putting spaces into the file name? That can mess things up.

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Kangra posted:

I like that EOS has the space station design be something it looks like you can optimize for a particular type of research. Although it's not clear to me if in the long-term you'd be better to try and fill a niche or react to the way the tech economy is moving.

Most activity types unlock new modules when researched. Some of these modules produce more of those or other activities, while some are requirements for specific missions - there are several modules to unlock before you can establish a lunar base, for instance. The only activities that are only good for selling (or generating arbitrary 'research points', like in this mission) are Biology, Entertainment, Information, and Pharmaceutics.

In every mission, you're going to be following the money to some extent, but in several missions you need to unlock modules to win, which means you'll be building modules that provide the necessary research. You can have up to 32 stations, so you can devote some to research, some to commerce, some to whatever if you want. There are synergies to building stations with modules with things in common; I haven't covered that yet, as you pretty much have to devote a station to a bonus to get it, but I can talk about it in the next update or at the start of the next mission, whichever you prefer.

berryjon posted:

I'll get back to you in the morning.

Also, for naming my image files, have you tried not putting spaces into the file name? That can mess things up.

That's the thing, though. It accepted, say, "C64 Modules Turn 2.png" just fine. Actually, lemme do some experimenting real quick...

*click click click type drag click type click*

...okay, that's really weird. It looks like, if the string 'erry' appears anywhere in the file name, it causes the Rightload plugin to choke. The file uploads, but it gives an access violation error. That's going to tech support...

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