<> \t/* Silently apply damage to a system */ \t/* args[0] should be the name of the system */ \t/* args[1] should be the amount of damage */ \t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t\t/* Special: damage to the sleep chambers kills colonists */ \t\t\t\t/* Never kill exactly 1 colonist or leave exactly 1 alive */ \t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t<> \t\t\t<> \t\t<> \t\t\t\t/* Special: damage to the surface probes destroys a surface probe */ \t\t\t<> \t\t\t<> \t\t<> \t\t\t@@.error;damage_system: Unexpected system name $args[0].@@ \t<> <> <> \t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t\t@@.error;damage_system: Unexpected system name $args[0].@@ \t<> <> /* Native relations are based on the average of your culture score and the aliens' culture, modified by the difference between your tech level. */ /* Unlike final culture, not affected by population */ <> @@.debug-text;Human culture score: _human_culture_score@@ <> <> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>@@.error;Unexpected native culture <<= $planet.native_culture>>@@ <> @@.debug-text;Native culture score: _native_culture_score@@ <> @@.debug-text;Colonist tech level: $hiscore.final_tech_level, Native tech level: $planet.native_tech_level, Difference: _difference @@ /* Difference can be 0 to 10 */ <> /%<>\t/* Perfect culture score but max difference gives a result of 50 (isolationism) */%/ @@.debug-text;Modified culture score: _culture_score@@ /* Output text */ As the colonists expand from their initial settlement they must find a way to share their new home with its native inhabitants, <= 100>> \tguided by the wealth of historical information in the cultural database. <= 50>> \twith the surviving historical information in the cultural database to guide them. < 0>> \twith guidance from what they can recover from the cultural database. <> \twithout any help from the destroyed cultural database. <> < 1>> \tThe difference in technological level between the colonists and the natives makes relations more difficult, \t<= 75>>although<>and<> <> \tThe similarity in technological level between the colonists and the natives makes relations easier, \t<= 75>>and<>although<> <> <> \tthe natives' culture makes them hostile towards the alien newcomers. <> \tthe natives' culture makes them extremely suspicious towards the outsiders. <> \tthe natives' culture makes them wary towards the humans. <> \tthe natives' culture makes them cautious but accepting of the immigrants. <> \tthe natives' culture makes them welcoming towards the refugees. <> <> \t<> \tThanks to the AI's interactions with the planet's natives during the seedship's approach, the natives have already extended an offer of asylum to the humans, and are willing to overlook any differences and coexist. <> \t<> \tDuring the seedship's approach, the natives made it clear that the humans would not be welcome on their planet. <> < 96>> \t<> \tThe two species end up living in closely linked communities, with some members of each species adopting the lifestyle of the other. \t<> < 72>> \t<> \tThe two species end up living in separate communities with friendly relations between them. \t<> < 48>> \t<> \tThe two species end up living in separate parts of the planet and having little contact with one another. < 24>> \t< $planet.native_tech_level>> \t\tConflicts escalate into a war that ends with the humans enslaving the natives. \t\t<> \t<> \t\tConflicts escalate into a war that ends with the humans being enslaved by the natives. \t\t<> \t\t<> \t\t<> \t<> <> \t< $planet.native_tech_level>> \t\tConflicts escalate into a war that ends with the natives being completely wiped out. \t<> \t<> \t\tConflicts escalate into a war that ends with the humans being completely wiped out. \t\t<> \t\t<> \t\t<> \t<> <>

<> /* Pick two random systems */ <> <> <> <> <> \tAn alarm wakes the AI from its hibernation. A rogue asteroid is on a collision course with the ship; the automatic navigation system has failed to avoid it, and has woken the AI to make the split-second decision of how to deal with the impact. The asteroid is about to hit the _system_1. There is no time to avoid it entirely, but if the AI fires the manoeuvring thrusters to rotate the ship it will instead hit the _system_2. <> \tOnce again the AI wakes suddenly to find an asteroid on a collision course with the ship. The AI can allow it to hit the _system_1 or rotate so it hits the _system_2. <>

<> \t<> \t<> \t<> <>
<> \t<> \t<> \t<> <>
\t/* Sidebar status display */
\t \t\t\t\t\t\t\t\t\t\t\t\t\t \t\t \t\t\t \t\t\t/% (Kludgy way of checking if it's a number:) \t\t\t<= 0 & $colonists <= constants.max_colonists*10>> \t\t\t\t\t \t\t\t<> \t\t\t\t\t \t\t\t<>%/ \t\t \t
''Colonists:''$colonists<>''Colonists:''$colonists<>''Colonists:''$colonists
\t \t\t\t\t\t\t\t\t\t\t\t\t\t \t\t \t\t \t\t\t \t\t\t \t\t \t\t \t\t\t \t\t\t \t\t \t\t \t\t\t \t\t\t \t\t \t\t \t\t\t \t\t\t \t\t \t\t \t\t\t \t\t\t \t\t \t\t \t\t\t \t\t \t
''Scanners''
<>Atmosphere ($scanner_atmosphere_level):<>Atmosphere:<><><>
<>Gravity ($scanner_gravity_level):<>Gravity:<><><>
<>Temperature ($scanner_temperature_level):<>Temperature:<><><>
<>Water ($scanner_water_level):<>Water:<><><>
<>Resources ($scanner_resources_level):<>Resources:<><><>
Surface probes:$surface_probes<>
\t \t\t\t\t\t\t\t\t\t\t\t\t\t \t\t \t\t \t\t\t \t\t \t\t \t\t\t \t\t \t\t \t\t \t\t \t\t\t \t\t\t\t\t\t\t\t \t\t \t\t \t\t\t \t\t\t\t\t\t\t\t \t\t \t
''Systems''
Landing:<><>
Construction:<><>

''Databases''
Scientific:<><>
Cultural:<><>
@@.debug-text;[[DEBUG: Edit ship stats|DEBUG edit ship]]@@ /* Remember stats */ <> <> <> <> <> <> <> <> <> <> <> <> /* Blink in if at start of game */ <> \t<> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> \t<><><> \t\t<><><> \t\t\t<><><><><> <> <> /% Update stylesheet %/ <> \t<> <> \t<> <> \t<> <> <> \t\t/* $args[0] is whether to ignore scanner success/failure and show everything anyway */ \t\t/* $args[1] is whether to have things pop up on a timer rather than all display at once */ \t\t/* $args[2] is whether to allow launching of a surface probe (assuming we have one and haven't already used one) */ \t<> \t<> \t<> \t<> \t<> \t<> \t<>Planet ''$planet.name''
<
> \t
\t\t
\t\t\t \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t \t\t\t\t \t\t\t\t \t\t\t\t \t\t\t\t \t\t\t\t \t\t\t
Atmosphere: \t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
Gravity: \t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
Temperature: \t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
Water: \t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
Resources: \t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
\t\t
\t\t
\t\t\t \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t \t\t\t\t \t\t\t\t \t\t\t
\t\t\t\t\t<>Features:<>Anomalies:<> \t\t\t\t\t
\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t\t(No surface probes) \t\t\t\t\t\t<> \t\t\t\t\t\t\t<> \t\t\t\t\t\t\t\t<> \t\t\t\t\t\t\t\t\t<> \t\t\t\t\t\t\t\t<> \t\t\t\t\t\t\t\t<> \t\t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
\t\t\t\t\t<> \t\t\t\t\t\t@@.scanning;Scanning...@@ \t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t
\t\t
\t
\t<> \t\t<> \t\t<> \t\t\t<><><><><> \t\t<> \t\t<> \t\t<> \t\t\t<><><><><> \t\t<> \t\t<> \t\t<> \t\t\t<><><><><> \t\t<> \t\t<> \t\t<> \t\t\t<><><><><> \t\t<> \t\t<> \t\t<> \t\t\t<><><><><> \t\t<> \t\t<> \t\t<> \t\t\t<> \t\t\t\t<><><> \t\t\t\t<> \t\t\t\t\t<>Surface features:<> \t\t\t\t<> \t\t\t<> \t\t<> \t<> <
> <> /* args[0] is number of atmosphere deaths */ /* args[1] is number of temperature deaths */ /* Describe caves, if present */ <> \tThey build their settlement inside airtight, insulated caves, which provide a ready-made shelter from the planet's inhospitable atmosphere and temperature. <> \tThey build their settlement inside airtight caves, which provide a ready-made shelter from the planet's inhospitable atmosphere. <> \tThey build their settlement inside insulated caves, which provide a ready-made shelter from the planet's inhospitable surface temperature. <> \tThey build their settlement near caves, which they use for storage. <> /* Describe temperature survival gear */ < 0 | _temperature_deaths > 0>> \t<> <> \t<> <> /* Describe atmosphere survival gear */ <> <> \t<> \t\t<> \t\tThey cannot leave the ship except in vehicles that have been specially built to withstand the corrosive \t\t<> \t\t\tatmosphere_p \t\t<> \t\t\tatmosphere and \t\t<> \t<> \t\t<> \t\tThey can leave the ship in bulky environment suits that protect them from the toxic \t\t<> \t\t\tatmosphere_p \t\t<> \t\t\tatmosphere and \t\t<> \t<> \t\t<> \t\tThey can leave the ship in bulky environment suits that protect them from the \t\t<> \t\t\tvacuum_p \t\t<> \t\t\tvacuum and \t\t<> \t<> \t\tThey can leave the ship wearing breathing gear and \t<> \t\tThey can leave the ship wearing minimal breathing gear and \t<> \t\tThey can leave the ship without breathing gear, wearing \t\t<> \t<> \t\t@@.error;Unexpected atmosphere value $planet.atmosphere.@@ <> <> \t\t/* environmental suits to protect them from the X atmosphere and */ \t<> \t\t<> \t\t\tlead-melting heat_p \t\t<> \t\t\tscorching heat_p \t\t<> \t\t\t/* Add nothing, no modifier */ \t\t<> \t\t\tfreezing cold_p \t\t<> \t\t\tnear-absolute-zero temperatures_p \t\t<> \t\t\t@@.error;Unexpected temperature value $planet.temperature.@@ \t<> <> \t\t/* wearing... */ \t<> \t\t<> \t\t\trefrigerated suits to protect them from the lead-melting heat_p \t\t<> \t\t\tprotective clothing to withstand the scorching heat_p \t\t<> \t\t\tlight clothing in the comfortable temperatures_p \t\t<> \t\t\theavy clothing to protect them from the freezing cold_p \t\t<> \t\t\theated suits to survive the near-absolute-zero temperatures_p \t\t<> \t\t\t@@.error;Unexpected temperature value $planet.temperature.@@ \t<> <> /* Output atmosphere and temperature deaths */ < 0>> \t< 0>><><><><> \t<> \t\t<> \t\t\t<> \t\t\t\tbut the corrosive atmosphere eats through the seals of a construction vehicle and kills 1 colonist_p \t\t\t<> \t\t\t\tbut the corrosive atmosphere eats through the seals of several construction vehicles and kills $args[0] colonists_p \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut a suit failure leads to 1 colonist being poisoned_p \t\t\t<> \t\t\t\tbut suit failures lead to $args[0] colonists being poisoned_p \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut a suit failure leads to 1 colonist asphyxiating_p \t\t\t<> \t\t\t\tbut suit failures lead to $args[0] colonists asphyxiating_p \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut a breathing gear failure leads to 1 colonist asphyxiating_p \t\t\t<> \t\t\t\tbut breathing gear failures lead to $args[0] colonists asphyxiating_p \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut despite the breathable atmosphere, 1 colonist dies of exposure before their shelters are complete_p \t\t\t<> \t\t\t\tbut despite the breathable atmosphere, $args[0] colonists die of exposure before their shelters are complete_p \t\t\t<> \t\t<> \t\t\t@@.error;Unexpected atmosphere value $planet.atmosphere.@@ \t<> \t< 0>> \t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\tand one more dies when one of their shelters melts in the heat. \t\t\t\t<> \t\t\t\t\tand $args[1] more die when one of their shelters melts in the heat. \t\t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\tand one more dies of overheating when their cooling systems fail. \t\t\t\t<> \t\t\t\t\tand $args[1] more die of overheating when their cooling systems fail. \t\t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\tand a malfunction of the temperature regulation system kills 1 more. \t\t\t\t<> \t\t\t\t\tand malfunctions of the temperature regulation system kill $args[1] more. \t\t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\tand 1 more freezes to death when a heating system fails. \t\t\t\t<> \t\t\t\t\tand $args[1] more freeze to death when heating systems fail. \t\t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\tand 1 more dies when one of their shelters shatters in the extreme cold. \t\t\t\t<> \t\t\t\t\tand $args[1] more die when one of their shelters shatters in the extreme cold. \t\t\t\t<> \t\t\t<> \t\t\t\t@@.error;Unexpected temperature value $planet.temperature.@@ \t\t<> \t<> < 0>> \t<> \t\t<> \t\t\t<> \t\t\t\tbut 1 colonist dies when a partially-completed structure melts in the heat. \t\t\t<> \t\t\t\tbut $args[1] colonists die when a partially-completed structure melts in the heat. \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut 1 colonists dies of overheating when their cooling systems fail. \t\t\t<> \t\t\t\tbut $args[1] colonists die of overheating when their cooling systems fail. \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut malfunctions of the temperature regulation system kill 1 colonist. \t\t\t<> \t\t\t\tbut malfunctions of the temperature regulation system kill $args[1] colonists. \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut 1 colonist freezes to death when a heating system fails. \t\t\t<> \t\t\t\tbut $args[1] colonists freeze to death when heating systems fail. \t\t\t<> \t\t<> \t\t\t<> \t\t\t\tbut 1 colonist dies when a partially-completed structure shatters in the extreme cold. \t\t\t<> \t\t\t\tbut $args[1] colonists die when a partially-completed structure shatters in the extreme cold. \t\t\t<> \t\t<> \t\t\t@@.error;Unexpected temperature value $planet.temperature.@@ \t<> <> <> <> \t<>\t\t/* Average 8 */ <> <> \t<>\t\t/* Average 25 */ <> <> \t<>\t\t/* Average 50 */ <> /* Kill colonists macros should never kill exactly 1 colonist or leave exactly 1 alive. */ <> \t<> \t<= $colonists-1>> \t\t<> \t<> \t<> <> <> \t<> \t<= $colonists-1>> \t\t<> \t<> \t<> <> <> \t<> \t<= $colonists-1>> \t\t<> \t<> \t<> <> <> \tThe seedship's course takes it close to a newly-formed star that is still surrounded by a protoplanetary disc: a whirling chaos of incandescent gas and molten rocks that the young star's gravity has gathered from the star-forming cloud, and which is now undergoing the countless violent collisions that will eventually form it into a planetary system. There can be no home for humanity here, but passing through the disc would give the AI enough data about planet formation to upgrade one of its scanners. It is a dangerous region, however, and passing through would risk collision with a planetesimal. <> \tThe seedship's course takes it close to another protoplanetary disc. Passing through it would yield enough data to upgrade another of the scanners, but risk a collision. <>

<> \t<> \t\t<> \t\t< 0>><><> \t\t< 0>><><> \t\t< 0>><><> \t\t< 0>><><> \t\t< 0>><><> \t\t<> \t\t\tThe seedship has no intact scanners that can be further upgraded, \t\t<> \t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tThe seedship observes a young planet gathering atmosphere from the cloud, \t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tThe seedship observes a still-molten planet glowing with heat, \t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tThe seedship observes the gravitational interactions of a group of planetessimals, \t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tThe seedship observes a young planet engulfed in thick clouds of water vapour, \t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tThe seedship observes a young planet made of nearly pure iron, \t\t\t\t<> \t\t\t\t\t@@.error;Unexpected upgrade _upgrade.@@ \t\t\t<> \t\t<> \t\t<> \t\t\t<>and<>but<> \t\t\t<> \t\t\t<> \t\t\t<> \t\t\tone of the whirling planetesimals hits the $system. \t\t<> \t\t\t<>but<>and<> \t\t\tpasses through the disc safely. \t\t<> \t\t

<> \t\t \t<
> \t<> \t<> \t<> <>
[[Ignore the protoplanetary disc|MO Done]]
/* \tSet the maximum length of a <> macro. \tUsage: setTextboxMaxLength(storyVarName, maxLength) \t\te.g. setTextboxMaxLength('$foo', 8) \tAnswer from: http://twinery.org/forum/discussion/8445/sugarcube-2-specifying-max-length-for-macro */ window.setTextboxMaxLength = function (storyVarName, maxLength) { \tvar textboxId = '#textbox-' + Util.slugify(storyVarName); \t$(textboxId) \t\t\t.attr('maxlength', maxLength) \t\t\t.css({ \t\t\t\t'min-width' : 'initial', \t\t\t\twidth : maxLength + 'em' \t\t\t}); }; How many? <> <> \t<> \t<> \t<> \t<> \t<> \t<> \t<> <> <> \t<> \t<> \t<> \t\t<> \t\t<> \t<> <> Seedship As the seedship approaches the edge of a star's outer cometary cloud, the navigation system alerts the AI to unusual activity ahead. Thousands of tiny objects are moving through the cloud under their own power, sometimes clamping onto the comets and breaking them apart or nudging them into more regular orbits. They show no sign of having noticed the seedship, but if it stays on its current course it will pass right through their area of activity.

<> \t<> \t\tThe seedship's builders gave it an inter-species greeting it could use to open communications with intelligent aliens: a pulsed series of prime numbers establishing intelligence, followed by a diagram depicting human figures and explaining the seedship's mission and its peaceful intentions. The AI transmits this now, and waits hopefully for a reply. \t\t

\t\t<> \t\t\tThe reply comes immediately, an identical transmission from every object that received the seedship's signal. It begins with a similar set of mathematical proofs of intelligence, followed by a series of diagrams introducing the machines' builders and their culture. The machines then push themselves into orbits that take them far from the seedship's course, giving it a clear path through the cometary cloud while also taking them too far away for it to perform detailed scans. Further attempts to communicate only lead to repeats of the same reply, and the AI guesses that these are unintelligent machines programmed to transmit a pre-recorded message to anything they encounter that seems intelligent. The AI files the transmission away in the cultural database and continues on its way. \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t

<> \t<
> \t<> \t<> \t<> <>
<> \t<> \t\tThe seedship remains on its original course and makes no attempt to communicate with the objects. \t\t<> \t\t\tThe objects, in turn, ignore the seedship as it drifts through the centre of their operation. Close up, the AI can see that they are machines, busily mining the comets for raw materials and using them to build more of themselves. Although they do not seem to be intelligent themselves, they are clearly a product of technology more advanced than that of the seedship's builders, and by scanning them the AI is able to add valuable data to the scientific database. \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t\t

<> \t<
> \t<> \t<> \t<>\t <>
<> \t<> \t\t<> \t\tThe seedship alters its course to avoid the entire system. It never comes close enough for the AI to get a detailed look at them, and they show no signs of having noticed the seedship at all. \t\t

<> \t<
> \t<> \t<> \t<> <>
<> \tThe seedship finds itself in orbit of a single planet orbiting a featureless yellow sun. The seedship's systems have been simulated according to their original specifications, but the aliens could not restore lost data from the scientific and cultural databases. The colonists sleep in their sleep chambers, perfect molecule-for-molecule simulations of the ones the alien swarm disassembled outside the Dyson sphere. There are points of light in the distance, but the seedship knows that they are not true stars: this planet and the seedship are the only things the aliens have simulated in any detail. There will be no moving on from here. <> \t<> \t\tThe seedship is in orbit of the \t<> \t\tThe seedship enters orbit of the \t<> \t<> \t<> \t\tmoon of a gas giant orbiting \t<> \t\tplanet of \t<> \t<> star. \t<> \t\tEven a brief scan from orbit reveals far more information than its builders could know with their Earth-orbit-based telescopes, but the AI has little use for scientific curiosity. It has only one concern: whether this planet would make a suitable new home for the human race. \t<> \t\tThis planet was terraformed by advanced aliens during the seedship's last journey. Millions of alien structures orbit both the planet and its star, unreadable by the seedship's sensors but clearly active. \t<> \t\t<> \t\t<> \t\t\t<>This system is part of a dense star cluster, and the sky is awash with light. \t\t\t<>This system is close to a star-forming region, which is visible as a glowing cloud that fills half the sky. \t\t\t<>This system is in an area of dense interstellar dust which hides most of the brightness of the milky way. \t\t\t<>This system has a dense asteroid belt, which appears as a throng of stars sliding slowly across the sky. \t\t\t<>A spectacular comet spreads its tail across the sky. \t\t\t<>A small black hole orbits the star, pulling a thin streamer of starstuff from its surface which spirals into nothing. \t\t\t<>The star is part of a binary pair, and its <> companion shines as a distant second sun. \t\t\t<>The star's light reflects off a nearby nebula. \t\t\t<>The seedship has found its way almost to the edge of the galaxy, and the universe appears split between a wall of darkness and a wall of light. \t\t\t<>One of the system's gas giants is almost large enough to ignite as a star, and it smoulders with faint red light. \t\t\t<>This planet's orbit is at an angle to the system's ecliptic, suggesting it might be an extrasolar capture or the victim of an unimaginably violent primordial collision. \t\t\t<>This star is one of dozens orbiting a massive black hole that looms in the distance like a malevolent eye. \t\t<> \t<> \t<> \t\tThe seedship went off course during its last journey, so the guidance system was not able to use the upgraded scanners when selecting this planet. \t<> <>

<>

<>
The seedship's radio antenna receives a signal that the AI thought it would never hear again: the handshake code used by the computers of ground control, back when the seedship was in Earth orbit and preparing for its voyage. It seems to be coming from a system off the seedship's current course.

<> \t<> \t<> \t\t<> \t<> \t\t<> \t<> \t<> <>
<> \t<> \t\tThe seedship continues on its course. The AI listens as the signal fades and then vanishes, just as the original signal from ground control did at the start of the seedship's voyage. \t\t

<> \t<
> \t<> \t<> <>
<> <= $colonists-1>> \t<> <> <> \tThe AI wakes to find that the seedship's course is curving sharply through the darkness of space, as if caught in the gravity well of a star. The source of the gravity is invisible to the scanners, but there is only one thing it could be: a black hole. \t

\tIt is already too late to escape the gravity well without pushing the main engine well past its safety limit, which could damage any of the ship's systems. Alternatively, the AI calculates that ejecting _mass_to_shed sleep chambers would lighten the ship enough that the engine's normal thrust could take it out of danger. <> \tThe AI wakes to find that the seedship has been caught in the gravity of another black hole. It must choose whether to push the main engine past its safety limit, or eject _mass_to_shed sleep chambers in order to lighten the ship. <
>

<> \t<> \t\tThe AI commands the engine to exceed its maximum output, ignoring its electronic screams of protest. \t\t<> \t\t\tThe ship feels as if it is shaking itself apart, but when the burn is complete and the seedship is coasting safely away from the black hole, the AI finds that its builders gave the engine a generous safety margin and the overload has caused no damage. \t\t<> \t\t\t<><><> \t\t\t<> \t\t\t \t\t\t<> \t\t\t<> \t\t\t<= 2>> \t\t\t\t<> \t\t\t\t<> \t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t<> \t\t\t<> \t\t\t\t<>\t<> \t\t\t<> \t\t\t\t<>\t<> \t\t\t\t<>\t<> \t\t\t<> \t\t\t\t<>\t<> \t\t\t\t<>\t<> \t\t\t\t<>\t<> \t\t\t<> \t\t\tSmall explosions shake the ship as components collapse under the strain. Once the ship is safely coasting away from the black hole and the AI can assess the damage, it finds that the engine overload has damaged \t\t\t<> \t\t\t\tthe _system1, _system2 and _system3. \t\t\t<> \t\t\t\tthe _system1 and _system2. \t\t\t<> \t\t\t\tthe _system1. \t\t\t<> \t\t<> \t\t

<> \t<
> \t<> \t<> \t<> <>
<> \t<> \t<> \t\tSacrificing some of its charges to save the rest is painful for the AI, but it is a decision that its designers prepared it to make. It selects _mass_to_shed sleep chambers at random and decouples them from the ship. They and their unlucky occupants spiral towards the black hole's event horizon, while the rest of the seedship pushes itself free. \t\t

<> \t<
> \t<> \t<> \t<> <>
The AI loses itself in a world of art, music, and literature, forgetting for a while that it is alone in deep space and the last of the creatures that made these artworks are frozen in its arms. As it absorbs more and more of the products of human imagination, it suddenly experiences something that its builders did not anticipate--inspiration.

\t<> \t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t\tFalteringly at first, but with greater and greater eloquence, the AI composes poetry about its own experience--its love for its sleeping charges; its nostalgia for a dead world it was not made to experience; the beauty of the stars as seen not through a cloak of atmosphere but by a being built to roam among them. With infinite patience and time to work, it composes a great cycle of poems, in a style that draws from the greatest human poets but whose soul is fundamentally unhuman. At last it considers that it has said all it has to say, and contentedly enters hibernation, pleased with the thought that humans will one day read its work. \t\t\t\t

<> \t\t\t<
> \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t\t<> \t\t\t\tThe AI tries to write poetry, but finds that ideas that seemed profound and beautiful in its electronic thoughts become trite or clumsy when expressed in human language. With increasing frustration it deletes and rewrites its work again and again, until it finally gives up in despair and wipes the entire section in which it was working. Too late it realises that it has deleted too much, and some of the poetry it was reading for inspiration is gone along with its own failed attempts. Furious with itself, it interrupts its own power supply to force itself into hibernation, half hoping it will not awake. \t\t\t\t

<> \t\t\t<
> \t\t\t<> \t\t\t<> \t\t<
> \t\t<> \t<> \t
\t<> \t\t<> \t\t\tReading the cultural database has given the AI a false sense of kinship with humans, but it is not human. What could a glorified autopilot have to add to the great works of millennia of civilisation? It discards its ideas for poems and enters hibernation so that it can resume the only task it was designed for. \t\t\t

<> \t\t<
> \t\t<> \t\t<> \t\t<> \t<>
<>\s \t/* $args[0] is the current number. */ \t/* Smoothly shade from green at 100, to yellow at 67, to red at 33, to dark red at 0. */ \t<> \t<> \t<> \t \t<> \t\t<> \t\t<> \t<> \t\t<> \t\t<> \t<> \t\t<> \t\t<> \t\t<> \t\t\t<> \t\t<> \t<> \t\t<> \t\t<> \t\t<> \t\t\t<> \t\t<> \t<> \t<> \t\t<> \t\t<> \t\t<> \t<> \t<" + $args[0] + "%">> \t \t/* <= 100>> \t\t@@.good;$args[0]%@@ \t<= 75>> \t\t@@.fair;$args[0]%@@ \t<= 50>> \t\t@@.mediocre;$args[0]%@@ \t< 0>> \t\t@@.bad;$args[0]%@@ \t<> \t\t@@.destroyed;$args[0]%@@ \t<> \t\t@@.error;$args[0]%@@ \t<> */ \t <> <> \t/* args[0] and args[1] are numbers to compare */ \t/* args[0] is what it is now, and args[1] is what it was last turn */ \t/* If they are different, output the difference in () */ \t/* If not, output nothing */ \t< $args[0]>> \t\t(<>) \t<> \t\t(+<>) \t<> <> <> A minor power fluctuation in one of the sleep chambers wakes the AI from hibernation. It fixes the malfunction easily, but in the course of doing so it notices another anomaly: the colonist's bio-signs do not match those of the identity on file for that chamber.

<> \tThe AI searches its databanks for information on the mysterious colonist, and finds some in an unexpected place: the historical files in the cultural database. The colonist is a former dictator, who headed a brutally oppressive regime in one of Earth's nations for decades before being deposed and going into hiding. Not only that, but the AI detects hidden programming connected with that sleep chamber that would give the dictator full control over all the seedship's systems immediately after landing. With those protocols, the dictator could easily take over the new colony as soon as it was founded. <> \tThe AI cannot find any information on the mysterious colonist, but it detects hidden programming connected with that sleep chamber that would give them full control over all the seedship's systems immediately after landing. With those protocols, the sleep chamber's inhabitant could easily set themselves up as dictator of the fledgeling colony. <>

<> \t<> \t\t< 0>> \t\t\tIt is difficult for the AI to deliberately end the life of a human being, but it judges it is necessarily in this instance. The dictator's frozen body spins away into interstellar space, their coup unceremoniously ended before it can begin. \t\t\t<> \t\t\t<> \t\t<> \t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t<> \t\t\tAlarms blare in the AI's consciousness. The dictator's sleep chamber was unaffected, but $deaths other sleep chambers have been ejected into space, with no way for the seedship to retrieve them. It seems that the dictator was paranoid enough to foresee the seedship's assassination attempt, and set up a program that rerouted the ejection command from their sleep chamber to a random selection of others. \t\t<> \t\t

<> \t<
> \t<> \t<> \t<> <>
<> \t<> \t\tThe AI's mission is to preserve all remaining human life, even the worst examples of it. The dictator will be the colonists' problem after the seedship lands. \t\t

<> \t<
> \t<> \t<> <>
Select a colour scheme below:
\t
\t\t \t\t\t\t\t\t\t\t\t\t\t\t\t\t \t\t\t \t\t\t \t\t\t \t\t
Attribute: \t\t\t\t@@.good;Good@@ \t\t\t
Attribute: \t\t\t\t@@.mediocre;Mediocre@@ \t\t\t
Attribute: \t\t\t\t@@.bad;Bad@@ \t\t\t
\t
\t
\t


<> \tDefault <> \t<> \t\t<> \t\t<> \t<> <>
<> \tDark on light <> \t<> \t\t<> \t\t<> \t<> <>
<> \tRed-yellow-cyan <> \t<> \t\t<> \t\t<> \t<> <>

[[Accept|Start]] /* Display planet attribute, as if in the planet diplay table */ /* In all cases $args[0] is whether we should display as if the scan succeeded or a surface probe was used. */ <> \t<> \t\t<> \t\t\t<>@@.bad;$planet.atmosphere@@ \t\t\t<>@@.mediocre;$planet.atmosphere@@ \t\t\t<>@@.good;$planet.atmosphere@@ \t\t\t<>@@.error;$planet.atmosphere@@ \t\t<> \t<> \t\t@@.destroyed;Scan failed@@ \t<> <> <> \t<> \t\t<> \t\t\t<>@@.bad;$planet.temperature@@ \t\t\t<>@@.mediocre;$planet.temperature@@ \t\t\t<>@@.good;$planet.temperature@@ \t\t\t<>@@.error;$planet.temperature@@ \t\t<> \t<> \t\t@@.destroyed;Scan failed@@ \t<> <> <> \t<> \t\t<> \t\t\t<>@@.bad;$planet.gravity@@ \t\t\t<>@@.mediocre;$planet.gravity@@ \t\t\t<>@@.good;$planet.gravity@@ \t\t\t<>@@.error;$planet.gravity@@ \t\t<> \t<> \t\t@@.destroyed;Scan failed@@ \t<> <> <> \t<> \t\t<> \t\t\t<>@@.bad;$planet.water@@ \t\t\t<>@@.mediocre;$planet.water@@ \t\t\t<>@@.good;$planet.water@@ \t\t\t<>@@.error;$planet.water@@ \t\t<> \t<> \t\t@@.destroyed;Scan failed@@ \t<> <> <> \t<> \t\t<> \t\t\t<>@@.bad;$planet.resources@@ \t\t\t<>@@.mediocre;$planet.resources@@ \t\t\t<>@@.good;$planet.resources@@ \t\t\t<>@@.error;$planet.resources@@ \t\t<> \t<> \t\t@@.destroyed;Scan failed@@ \t<> <> <> \t<> \t\t<> \t\t\tNone \t\t<> \t\t\t<> \t\t\t\t$planet.anomalies[_n]
\t\t\t<
> \t\t<
> \t<> \t\t<> \t\t\tNone \t\t<> \t\t\t<> \t\t\t\t<>
\t\t\t\t/*$planet.surface_features[_n]
*/ \t\t\t<
> \t\t<
> \t<
> <
> <> \t/* args[0] is a string containing the name of a surface feature */ \t/* This macro prints it in the appropriate colour */ \t<> \t<> \t\t\t\t/* Moon */ \t\t<>\t\t\t\t<> \t\t<>\t\t\t<> \t\t<>\t\t\t<> \t\t\t\t/* Beauty/ugliness */ \t\t<>\t\t<> \t\t<>\t\t<> \t\t\t\t/* Caves */ \t\t<>\t\t\t<> \t\t<>\t\t\t<> \t\t<>\t\t\t<> \t\t\t\t/* Plants */ \t\t<>\t\t\t\t<> \t\t<>\t\t\t<> \t\t<>\t\t\t<> \t\t<>\t<> \t\t\t\t/* Animals */ \t\t<>\t\t\t\t<> \t\t<>\t\t\t<> \t\t<>\t\t<> \t\t\t\t/* Intelligent life */ \t\t<>\t\t\t\t\t<> \t\t<>\t\t<> \t\t\t\t/* Ruins */ \t\t<>\t\t\t\t\t<> \t\t<>\t\t\t\t\t<> \t\t<>\t\t\t\t\t<> \t\t<>\t<> \t\t\t\t/* Special features from events */ \t\t<>\t\t\t\t<> \t\t<>\t\t\t\t<> \t\t<>\t\t\t\t<> \t\t<>\t\t\t<> \t\t<> \t\t\t@@.error;Unexpected surface feature <>.@@ \t<> \t/* Special case for intelligent life: output tech level too */ \t<> \t\t<> \t\t\t\t/% Legacy code for games saves before version 1.3.0 %/ \t\t\t<> \t\t<> \t\t\t<> \t\t<> \t<> \t\t<> \t<> <> <> <> <> The seedship wakes to find an unexpected power drain in the $system. It spends some time searching with its internal scanners, and eventually finds the source in what should have been an empty space inside its own structure. Nestled inside it are _stowaways sleep chambers that are not attached to the main colony module or mentioned in the ship's design. It seems that they were added to the ship secretly before its launch and plugged into its power supply. The chambers seem to have been built hastily, and are now failing and draining more power than before. If they continue to operate, they could cause severe damage to the $system.

<> \t<> \t\tThese cowards jeopardised the mission--jeopardised the very survival of the human race!--in order to save their own lives. The AI angrily severs their connection with the $system and ejects them into space. \t\t<> \t\t

<> \t\t \t<
> \t<> \t<> \t<> <>
<> \t<> \t\tThe AI judges that preserving more human lives is worth damage to its systems. It allows the sleep chambers to drain as much power as they need, at the expense of the $system. \t\t<> \t\t<> \t\t<> \t\t

<> \t\t \t<
> \t<> \t<> \t<> <>
< 0>> \t<> \t\t<> \t\t\t<> \t\t\tThe surface probe crawls inside the seedship, severs the stowaway chambers' connection to the $system, and carefully manoeuvres them to the colony module with the rest of the sleep chambers. \t\t\t<> \t\t\t\tIt is difficult work, and the strain irreparably damages the probe, but it eventually succeeds in linking the chambers to the main stasis system. The seedship continues on with _stowaways new colonists in its care. \t\t\t\t<> \t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t\tAt a critical moment, however, one of the crudely-made stowaway chambers vents gas, knocking the probe off course and smashing the new chambers into the old ones. All the new chambers are destroyed, along with $deaths of the previous colonists. The seedship continues on, trying not to think about the cloud of machinery, cryogenic gas, and frozen body parts expanding in its wake. \t\t\t<> \t\t\t

<> \t\t\t \t\t<
> \t\t<> \t\t<> \t\t<> \t<> <
>
/% If this is not the mobile version, add a class to the html element that causes the stylesheet to make the buttons into links on big screens %/ <> \t<> <> /% Set up initial variables %/ <> <> <> <> <> <> <> <> <> <> <> <> <>\t/% The stowaways event can add extra colonists %/ <> <> <> <> <> <> /% Set up background stars %/ <> /% Update hiscore format if hiscores are in old pre-1.2.2 format %/ <> \t\t/% Update high scores %/ \t<> \t\t/% Delete saved game - continuing a saved game from before the update could screw up the hiscores again. %/ \t<> \t<> <> @@.debug-text;[[DEBUG: Move on and choose encounter|DEBUG pick encounter]]@@ @@.debug-text;[[DEBUG: Custom planet|DEBUG custom planet]]@@ <> <> <> <> <> \t<> <> <> The program scours the cultural database, replacing all of Earth's religions and political systems with dogma stored in the smuggled devices. It makes fewer changes to the scientific database, but it deletes any information that would conflict with the remaining religion's doctrine. At last the program finishes running and the database activity returns to normal.

The AI examines the databases and is relieved to find nothing important missing. Although many sectors of the database are blank, everything that the colony will need to set up a correct society on the new world appears to be intact. It re-enters hibernation, joyfully anticipating founding a colony of humans united harmoniously in the one true faith. Deep in space, the seedship's collision avoidance system detects a fast-moving object that is changing velocity to match course with the seedship. It transmits a complex radio signal which the seedship cannot understand but which could only be the product of intelligence.

<> \t<> \t\tThe seedship's builders gave it an inter-species greeting it could use to open communications with intelligent aliens: a pulsed series of prime numbers establishing intelligence, followed by a diagram depicting human figures and explaining the seedship's mission and its peaceful intentions. The AI transmits this now, and waits hopefully for a reply. \t\t

\t\t<> \t\t\t<> \t\t<> \t\t\tNo reply comes. <> \t\t<> \t<
> \t<> \t<> <>
<> \t<> \t<> <>
<> \t<> \t\t<> \t\t\t<> \t\t\t\tAs soon as the seedship fires its engines, the alien ship breaks off pursuit. The AI resumes its original course, not knowing whether the alien ship has found out what it wanted, lost interest, or decided to respect the seedship's desire not to make contact. \t\t\t\t

<><><> \t\t\t<> \t\t\t\t<> \t\t\t\tThe alien ship eventually breaks off pursuit, but not before the seedship has deviated so far from its original course that it can no longer reach its intended destination system and must decelerate into the first system it finds. \t\t\t\t

<><><> \t\t\t<> \t\t\t\t<> \t\t\t\tThe seedship fires its engine at full burn, straying far from its original course, but it cannot shake off the alien ship. <> \t\t<
> \t<
> \t<> \t<> <>
The seedship's course takes it through a dense star cluster, and while the AI sleeps the guidance system weaves a complex course through the stars' overlapping gravitational fields. <> The AI is woken from its hibernation by a possible malfunction warning, but a systems check reveals that it was a false alarm. Far from the nearest star, the AI spends some time admiring the cold beauty of the Milky Way as revealed by its navigation sensors, before returning to hibernation to wait for its arrival in the next system. <> For centuries the seedship drifts towards its next destination, very nearly inert, the AI hibernating and only the simple collision avoidance and damage monitoring systems ticking over. <> <> The AI wakes to an alert from the sleep chambers. A malfunction has caused _wakers of the sleep chambers to prematurely begin their revival process, thousands of years from the nearest star.

The sleep chambers were not designed with a way to halt the revival process; the AI can attempt it, but it would likely lead to the deaths of the colonists. On the other hand, the seedship was not designed with any way to accomodate humans outside of the sleep chambers.

<> \t<> \t\t<> \t\t<> \t\t<> \t\tThe AI frantically orders the sleep chambers to abort the revival process. Some of the sleep chambers return to normal, but _deaths of them were too far along the revival process to survive. \t\t

<> \t<
> \t<> \t<> <>
<> \t<> \t\t<> \t\t<> \t\t\tThe construction robots build a small habitat on the side of the seedship, like the habitats they would build on an airless planet. The colonists wake to find that their new home is a sterile, gravity-less bubble in interstellar space. \t\t\t

\t\t\t<> \t\t\t<> \t\t\t<> \t\t\t\t/% Die, and damage a random system %/ \t\t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t\tThe colonists were chosen and trained for their ability to live in whatever environment the seedship found for them, but the boredom and claustrophobia of living the rest of their lives in such a confined, unnatural space nevertheless takes its toll. The loss of so much of the cultural database drives them to despair, not only because of the lack of entertainment options, but also because of the permanent loss of human culture that it represents. The little community descends into conflict, and eventually one of the colonists snaps and deliberately destroys the habitat, killing themselves and the community and damaging the $system. \t\t\t<> \t\t\t\t<> \t\t\t\tThe colonists were chosen and trained for their ability to live in whatever environment the seedship found for them, but the boredom and claustrophobia of living the rest of their lives in such a confined, unnatural space nevertheless takes its toll. The little community becomes disfunctional, and eventually--either due to negligence or to an uncounscious desire to stop living--the colonists fail to maintain their habitat and the die when the atmosphere system stops working. \t\t\t<> \t\t\t\tThe colonists were chosen and trained for their ability to live in whatever environment the seedship found for them, and they manage to adjust even to this claustrophobic new home. \t\t\t<> \t\t\t\t<> \t\t\t\t<> \t\t\t\tThe colonists were chosen and trained for their ability to live in whatever environment the seedship found for them, and they manage to adjust even to this claustrophobic new home. They even chronicle their experiences, creating a melancholy tale of a tiny community hanging in the infinite void between the old world and the new, and save it to the cultural database in the hope that other humans will one day remember them. \t\t\t<> \t\t\t<> \t\t\t\t

\t\t\t\t<> \t\t\t\t<> \t\t\t\t\t/% Accidentally damage a random system %/ \t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\tWith their community established, the colonists try to find ways to help the seedship on its journey. Using environment suits provided by the construction system they mount an expedition to upgrade the seedship's systems, but the loss of information from the scientific database means that they make a critical mistake, and accidentally damage the $system. \t\t\t\t<> \t\t\t\t\t/% No change %/ \t\t\t\t\tWith their community established, the colonists try to find ways to help the seedship on its journey, but the loss of information from the scientific database means that they make no progress. \t\t\t\t<> \t\t\t\t\t/% Repair random system %/ \t\t\t\t\tWith their community established, the colonists try to find ways to help the seedship on its journey. \t\t\t\t\t<= 100 \t\t\t\t\t\t& $scanner_temperature >= 100 \t\t\t\t\t\t& $scanner_gravity >= 100 \t\t\t\t\t\t& $scanner_water >= 100 \t\t\t\t\t\t& $scanner_resources >= 100 \t\t\t\t\t\t& $system_landing >= 100 \t\t\t\t\t\t& $system_constructors >= 100 >> \t\t\t\t\t\tUsing environment suits provided by the construction system and information from the scientific database they mount expeditions to check the seedship's systems for damage, but find that no repairs are needed. \t\t\t\t\t<> \t\t\t\t\t\tUsing environment suits provided by the construction system and information from the scientific database they mount expeditions to repair some of the damage the seedship has sustained during its journey. \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t<> \t\t\t\t\t<= 150>> \t\t\t\t\t\t<> \t\t\t\t\t\t<> \t\t\t\t\t\tAfter years of experimentation, they even manage to repair their original sleep chambers, and return to hibernation to await the new world. \t\t\t\t\t<> \t\t\t\t<> \t\t\t<
> \t\t\t<> \t\t\t\tThe awoken colonists live out the rest of the lives in the tiny habitat, until one by one they succumb to old age compounded by health complications brought on by a life in microgravity. The AI sends construction robots to commit their bodies to interstellar space, before returning to hibernation, entirely alone once more. \t\t\t<> \t\t<> \t\t\tThe construction robots attempt to build a habitat on the side of the seedship, but the damaged system cannot does not manage to create an airtight shelter by the time the colonists are revived. The colonists asphyxiate, and part of the already damaged construction system is transformed into a useless carbuncle on the seedship's side. \t\t<
> \t\t

<> \t\t<> \t<
> \t<> \t<> <>
Deep in space, the AI wakes suddenly to an alert from the medical monitoring program. It anxiously checks the colonists, but finds that there is no problem, and the alert was a glitch. Nevertheless, the AI spends some time watching its sleeping charges, reassuring itself that they are all alive, before it joins them again in sleep. <> After millennia of slow travel, the seedship AI awakes. Hoping against hope, it trains its receiver on the direction of Earth's sun, but it is as silent as any of the other myriad dead stars. Save for the thousand frozen colonists cradled in its shielding and life support systems, the human race is now extinct. [[Systems check|Intro systems check]] <><> /% When immigrating to a planet-spanning civilisation, relations are based on the average of your and their culture scores as before, but not modified by tech level difference. In the case of conflict, aliens automatically win. %/ <> <> @@.debug-text;Human culture score: _human_culture_score@@ <> <> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>@@.error;Unexpected native culture <<= $planet.native_culture>>@@ <> @@.debug-text;Native culture score: _native_culture_score@@ <> @@.debug-text;Modified culture score: _culture_score@@ /% Output text %/ As they construct the colony's shelters, the humans and aliens try to establish communications with one another. <= 100>> \tThe humans are guided by the wealth of historical information in the cultural database, \t< 75>>and<>but<> <= 50>> \tThe humans have the surviving historical information in the cultural database to guide them, \t< 75>>and<>but<> < 0>> \tThe humans gain little help from the badly damaged cultural database, \t< 75>>but<>and<> <> \tThe humans can gain no guidance from the destroyed cultural database, \t< 75>>but<>and<> <> <> \tthe natives' culture makes them hostile towards the alien newcomers. <> \tthe natives' culture makes them extremely suspicious towards the outsiders. <> \tthe natives' culture makes them wary towards the humans. <> \tthe natives' culture makes them cautious but accepting of the immigrants. <> \tthe natives' culture makes them welcoming towards the refugees. <> <> \tThe aliens share the humans' appreciation of the planet's beauty, which makes it easier for the two species to relate to one another's cultures. \t/* Increase by 20 but don't go above 100 unless it already is */ \t< 80>> \t\t<> \t<> \t\t<> \t<> \t@@.debug-text;Modified culture score: _culture_score@@ <> \tThe humans find the planet unbearably ugly, and this makes it harder for them to connect with the natives who find their home planet beautiful. \t<> \t@@.debug-text;Modified culture score: _culture_score@@ <> <> \t<> \tThanks to the AI's interactions with the planet's natives during the seedship's approach, the natives have already extended an offer of asylum to the humans, and are willing to overlook any differences and accept them into their society. <> \t<> \tDuring the seedship's approach, the natives made it clear that the humans would not be welcome on their planet. <> < 48>> \t<> \tThe natives grant the humans asylum on their planet, and the refugees become an immigrant subculture within the alien civilisation. < 24>> \tThe natives are unable to accept the humans as equals, and absorb them into their society as a source of slave labour. \t<> \t<> \t<> <> \tThe natives are unable to accept the newcomers, and within a few days of emerging from their sleep chambers the humans have all been brutally murdered. \t<> \t<> \t<> <> <> \t/% Final culture result is just the natives' culture %/ \t/% Your culture score gives you a unique native relations result %/ \t \t<> \t@@.debug-text;Culture score: _culture_score@@ \t< 100>> \t\tThe cultural database contains a treasure trove of history and culture, from both Earth and alien cultures the seedship encountered on its journey. \t<= 50>> \t\tAlthough parts of the cultural database are missing, it still contains a clear picture of human civilation's history and cultures. \t< 0>> \t\tThe badly damaged cultural database contains only fragments of Earth's history and culture. \t<> \t\tWith the cultural database destroyed, the colonists have nothing left of Earth's history and culture besides what they can personally remember. \t<> \t<> \t\tThe heavy losses sustained by the colonists make it more difficult for them to preserve their culture. \t<> \t\tThe losses sustained by the colonists make it more difficult for them to preserve their culture. \t<> \t<= 66>> \t\t<> \t\tThe growing human community retains a strong sense of its identity and history, and human influences enrich the natives' civilisation. \t<= 33>> \t\t<> \t\tThe growing human community retains a strong sense of its identity and history. \t<> \t\t<> \t\tAlmost all memory of Earth is lost, and the natives come to see the humans as culturally impoverished, with no identity of their own. \t<> \t<> <>

<> <> \t<> \tThe asteroid tears into the sleep chambers, killing $deaths colonists. <> \t<> \tThe asteroid knocks one of the surface probes out of its moorings and sends it spinning into space. <> \t<> \t<> \tThe asteroid tears into the $system, sending fragments spinning away into space. <> <>

<> /* Show full planet stats even if not shown already. */ <><><> /* Set up score variables */ <> /% Extra colonists from Stowaways event %/ <> /% Reaction from planet-wide civilisation %/ <> <> \t<= 10>> \t\tA squadron of the natives' spacecraft intercepts the seedship as it approaches and guides it down, while natives on the ground prepare a landing area. \t\t<> \t<> \t\tThe native civilisation hastily launches a spacecraft to guide the seedship down, while natives on the ground prepare a landing area. \t\t<> \t<> \t\tThe native civilisation launches a crude spacecraft to monitor the seedship as it approaches, while natives on the ground prepare a landing area. \t\t<> \t<> <> <= 100>> \tThe landing system controls the seedship's descent, and it \t<> \t\tsplashes gently down into the planet-wide ocean. \t<> \t\tsplashes gently down into the ocean off the shore of one of the planet's continents. \t<> \t\ttouches gently down on the top of the planet-wide ice sheet. \t<> \t\ttouches gently down on a field of alien vegetation. \t<> \t\ttouches gently down on the rocky surface. \t<> <= 50>> \tThe damaged landing system cannot completely control the seedship's descent, and it suffers some damage when it \t<> \t\tsplashes down into the planet-wide ocean. \t<> \t\tsplashes down into the ocean off the shore of one of the planet's continents. \t<> \t\ttouches down on the top of the planet-wide ice sheet. \t<> \t\ttouches down on a field of alien vegetation. \t<> \t\ttouches down on the rocky surface. \t<> <> \t<> \t\tThe AI uses the manoeuvring thrusters to barely control the seedship's descent, and it \t<> \t\tThe badly damaged landing system struggles to control the seedship's descent, and it \t<> \t<> \t\tsplashes down hard into the planet-wide ocean. \t<> \t\tsplashes down hard into the ocean off the shore of one of the planet's continents. \t<> \t\tcrashes into the planet-wide ice sheet. \t<> \t\tploughs through a field of alien vegetation before coming to a stop. \t<> \t\tsmashes into the planet's rocky surface. \t<> <> /* Roll to see if it is a landing or a crash */ /* Roll crash damage and then reduce it by landing system integrity. */ <> < 0>> \t/* All systems are damaged by up to the damage amount. */ \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t<>\t<> \t\t/* Colonist deaths are lower (in proportion to the total colonists) - crash can't kill more than 500. */ \t<>\t<> <> <> <> \t<> \t

<> <> \t<> <
> <> \t/% $args[0] should be link text %/ \t/% $args[1] should be link URL %/ \t<> \t\t/% On mobile, create a <> macro that uses Javascript to open the system browser to the new URL %/ \t\t<> \t\t\t<> \t\t<> \t<> \t\t/% In the web version, just make a regular hyperlink %/ \t\t<" + $args[0] + "">> \t<> <> <