< >

\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\ [email protected] @.error;damage_system: Unexpected system name $args[0] [email protected] @

\t< >

< >



< >

\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t\t\ [email protected] @.error;damage_system: Unexpected system name $args[0] [email protected] @

\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 */



< >\ [email protected] @.debug-text;Human culture score: [email protected] @





< >

< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\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>>@@

< >\ [email protected] @.debug-text;Native culture score: [email protected] @



< >

\ [email protected] @.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) */%/\ [email protected] @.debug-text;Modified culture score: [email protected] @





/* 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 */

<<randomSystemExcluding "destroyed">>

<<set _system_1 = $system>>

<<randomSystemExcluding _system_1 "destroyed">>

<<set _system_2 = $system>>



<<if visited() == 1>>

\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.

<<else>>

\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.

<</if>>



<br><br>

<div id="result-area">

<<link "Allow it to hit the _system_1">>

\t<<set $system = _system_1>>

\t<<replaceAndFadeIn "#result-area" [[MO Impact Choice 2]]>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Rotate so it hits the _system_2">>

\t<<set $system = _system_2>>

\t<<replaceAndFadeIn "#result-area" [[MO Impact Choice 2]]>>

\t<<scrollToResultArea>>

<</link>>

</div>

\t/* Sidebar status display */





\t

\t\t

\t\t\t

\t\t\t

\t\t\t

\t\t

\t\t

\t\t\t ''Colonists:'' $colonists < >

\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 ''Colonists:'' $colonists < >

\t\t\t< >

\t\t\t\t\t ''Colonists:'' $colonists

\t\t\t< >%/

\t\t

\t







\t

\t\t

\t\t\t

\t\t\t

\t\t\t

\t\t

\t\t ''Scanners''

\t\t

\t\t\t < >Atmosphere ($scanner_atmosphere_level):< >Atmosphere:< >

\t\t\t < > < >

\t\t

\t\t

\t\t\t < >Gravity ($scanner_gravity_level):< >Gravity:< >

\t\t\t < > < >

\t\t

\t\t

\t\t\t < >Temperature ($scanner_temperature_level):< >Temperature:< >

\t\t\t < > < >

\t\t

\t\t

\t\t\t < >Water ($scanner_water_level):< >Water:< >

\t\t\t < > < >

\t\t

\t\t

\t\t\t < >Resources ($scanner_resources_level):< >Resources:< >

\t\t\t < > < >

\t\t

\t\t

\t\t\t Surface probes: $surface_probes < >

\t\t

\t







\t

\t\t

\t\t\t

\t\t\t

\t\t\t

\t\t

\t\t ''Systems''

\t\t

\t\t\t Landing: < > < >

\t\t

\t\t

\t\t\t Construction: < > < >

\t\t

\t\t



\t\t ''Databases''

\t\t

\t\t\t Scientific: < >

\t\t\t\t\t\t\t\t < >

\t\t

\t\t

\t\t\t Cultural: < >

\t\t\t\t\t\t\t\t < >

\t\t

\t





\ [email protected] @.debug-text;[[DEBUG: Edit ship stats|DEBUG edit ship]]@@









/* Remember stats */

< >



< >

< >

< >

< >

< >



< >



< >

< >

< >

< >

< >





/* Blink in if at start of game */

< >

\t< >

\t\t$('#status-display-colonists').hide();

\t\t$('#status-display-atmosphere').hide();

\t\t$('#status-display-temperature').hide();

\t\t$('#status-display-gravity').hide();

\t\t$('#status-display-water').hide();

\t\t$('#status-display-resources').hide();

\t\t$('#status-display-probes').hide();

\t\t$('#status-display-landing').hide();

\t\t$('#status-display-construction').hide();

\t\t$('#status-display-scientific').hide();

\t\t$('#status-display-cultural').hide();

\t< >



\t< >< >< >$('#status-display-colonists').show();< >

\t\t< >< >< >$('#status-display-colonists').hide();< >

\t\t\t< >< >$('#status-display-colonists').show();< >< >< >< >

\t< >< >< >$('#status-display-atmosphere').show();< >

\t\t< >< >< >$('#status-display-atmosphere').hide();< >

\t\t\t< >< >$('#status-display-atmosphere').show();< >< >< >< >

\t< >< >< >$('#status-display-temperature').show();< >

\t\t< >< >< >$('#status-display-temperature').hide();< >

\t\t\t< >< >$('#status-display-temperature').show();< >< >< >< >

\t< >< >< >$('#status-display-gravity').show();< >

\t\t< >< >< >$('#status-display-gravity').hide();< >

\t\t\t< >< >$('#status-display-gravity').show();< >< >< >< >

\t< >< >< >$('#status-display-water').show();< >

\t\t< >< >< >$('#status-display-water').hide();< >

\t\t\t< >< >$('#status-display-water').show();< >< >< >< >

\t< >< >< >$('#status-display-resources').show();< >

\t\t< >< >< >$('#status-display-resources').hide();< >

\t\t\t< >< >$('#status-display-resources').show();< >< >< >< >

\t< >< >< >$('#status-display-probes').show();< >

\t\t< >< >< >$('#status-display-probes').hide();< >

\t\t\t< >< >$('#status-display-probes').show();< >< >< >< >

\t< >< >< >$('#status-display-landing').show();< >

\t\t< >< >< >$('#status-display-landing').hide();< >

\t\t\t< >< >$('#status-display-landing').show();< >< >< >< >

\t< >< >< >$('#status-display-construction').show();< >

\t\t< >< >< >$('#status-display-construction').hide();< >

\t\t\t< >< >$('#status-display-construction').show();< >< >< >< >

\t< >< >< >$('#status-display-scientific').show();< >

\t\t< >< >< >$('#status-display-scientific').hide();< >

\t\t\t< >< >$('#status-display-scientific').show();< >< >< >< >

\t< >< >< >$('#status-display-cultural').show();< >

\t\t< >< >< >$('#status-display-cultural').hide();< >

\t\t\t< >< >$('#status-display-cultural').show();< >< >< >< >

< >





<<script>>

\tif (!tags().includes("no-status-display"))

\t{

\t\tsetPageElement("status-display", "Status Display");

\t\t$("#status-display").show();

\t}

\telse

\t{

\t\t$("#status-display").hide();

\t}

<</script>>



/% Update stylesheet %/

<<if settings.stylesheet == 0>>

\t<<script>>

\t\t$("html").removeClass("dark-on-light");

\t\t$("#passages").removeClass("dark-on-light");

\t\t$("#status-display").removeClass("dark-on-light");

\t\t$("html").removeClass("colourblind");

\t\t$("#passages").removeClass("colourblind");

\t\t$("#status-display").removeClass("colourblind");

\t<</script>>

<<elseif settings.stylesheet == 1>>

\t<<script>>

\t\t$("html").addClass("dark-on-light");

\t\t$("#passages").addClass("dark-on-light");

\t\t$("#status-display").addClass("dark-on-light");

\t\t$("html").removeClass("colourblind");

\t\t$("#passages").removeClass("colourblind");

\t\t$("#status-display").removeClass("colourblind");

\t<</script>>

<<elseif settings.stylesheet == 2>>

\t<<script>>

\t\t$("html").removeClass("dark-on-light");

\t\t$("#passages").removeClass("dark-on-light");

\t\t$("#status-display").removeClass("dark-on-light");

\t\t$("html").addClass("colourblind");

\t\t$("#passages").addClass("colourblind");

\t\t$("#status-display").addClass("colourblind");

\t<</script>>

<</if>>

< >

/* 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\ [email protected] @.error;Unexpected atmosphere value [email protected] @

< >



< >

\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\ [email protected] @.error;Unexpected temperature value [email protected] @

\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\ [email protected] @.error;Unexpected temperature value [email protected] @

\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\ [email protected] @.error;Unexpected atmosphere value [email protected] @

\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\ [email protected] @.error;Unexpected temperature value [email protected] @

\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\ [email protected] @.error;Unexpected temperature value [email protected] @

\t< >

< >





< >

<<widget randomDamageLow>>

\t<<set $damage = random(1,15)>>\t\t/* Average 8 */

<</widget>>



<<widget randomDamageMedium>>

\t<<set $damage = random(15,35)>>\t\t/* Average 25 */

<</widget>>



<<widget randomDamageHigh>>

\t<<set $damage = random(35,65)>>\t\t/* Average 50 */

<</widget>>



/* Kill colonists macros should never kill exactly 1 colonist or leave exactly 1 alive. */

<<widget killColonistsFew>>

\t<<set $deaths = Math.round(random(2,constants.max_colonists*0.15))>>

\t<<if $deaths >= $colonists-1>>

\t\t<<set $deaths = $colonists>>

\t<</if>>

\t<<set $colonists -= $deaths>>

<</widget>>



<<widget killColonistsMedium>>

\t<<set $deaths = Math.round(random(constants.max_colonists*0.15,constants.max_colonists*0.35))>>

\t<<if $deaths >= $colonists-1>>

\t\t<<set $deaths = $colonists>>

\t<</if>>

\t<<set $colonists -= $deaths>>

<</widget>>



<<widget killColonistsMany>>

\t<<set $deaths = Math.round(random(constants.max_colonists*0.35,constants.max_colonists*0.65))>>

\t<<if $deaths >= $colonists-1>>

\t\t<<set $deaths = $colonists>>

\t<</if>>

\t<<set $colonists -= $deaths>>

<</widget>>







< >

\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\ [email protected] @.error;Unexpected upgrade [email protected] @



\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 <<textbox>> 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?

<<textbox "_number" "50" true>>



<<link [[Add old format|High scores]]>>

\t<<set _number = Number(_number)>>

\t<<remember $PERM_hiscores = []>>



\t<<set _planet = {

\t\tname: "Test planet",

\t\ttemperature: "Moderate",

\t\tgravity: "Moderate",

\t\tresources: "Poor",

\t\tatmosphere: "Breathable",

\t\twater: "Oceans",

\t\tsurface_features: [],

\t\tanomalies: [],

\t\tnative_tech_level: 0,

\t\t\t} >>



\t<<set _hiscore = {

\t\tplanet: _planet,

\t\tdate: Date.now(),

\t\tplanets_visited: 10,

\t\tfinal_tech_level: 10,

\t\tfinal_culture: 10,

\t\tnative_relations: -1,

\t\tfinal_score: 1000,

\t\tscore_landing: 1000,

\t\tscore_construction: 1000,

\t\tscore_native_relations: 1000,

\t\tscore_technology: 1000,

\t\tscore_culture: 1000,

\t\tscore_scientific_database: 1000,

\t\tscore_cultural_database: 1000,

\t\tscore_atmosphere: 1000,

\t\tscore_gravity: 1000,

\t\tscore_temperature: 1000,

\t\tscore_water: 1000,

\t\tscore_resources: 1000,

\t\tsummary: "Test high score" + _n } >>



\t<<set _newHiscores = new Array(_number)>>

\t<<run _newHiscores.fill(_hiscore)>>

\t<<remember $PERM_hiscores = _newHiscores>>



<</link>>

<<link [[Add new format|High scores]]>>

\t<<remember $PERM_hiscores = []>>

\t<<set _number = Number(_number)>>

\t<<for _n = 0; _n < _number; _n++>>

\t\t<<set _hiscore = "?vLCtn.0.Crag.1000.433.-1.3.7.300.1000.1.2018-03-26">>

\t\t<<remember $PERM_hiscores.push(_hiscore)>>

\t<</for>>

<</link>>

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.



<br><br>



<div id="result-area">

<<link "Transmit an interspecies greeting">>

\t<<replace "#result-area">>

\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<br><br>

\t\t<<if random(0,1) == 0>>

\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<<set $system_cultural_database += random(5,25)>>

\t\t<<else>>

\t\t\t<<include [[MO Alien Miners Damage]]>>

\t\t<</if>>

\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<refreshStatusDisplay>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Stay on course">>

\t<<replace "#result-area">>

\t\tThe seedship remains on its original course and makes no attempt to communicate with the objects.

\t\t<<if random(0,1) == 0>>

\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<<set $system_scientific_database += random(5,25)>>

\t\t<<else>>

\t\t\t<<include [[MO Alien Miners Damage]]>>

\t\t<</if>>

\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<refreshStatusDisplay>>

\t<<scrollToResultArea>>\t

<</link>>

<br>

<<link "Change course to avoid the machines">>

\t<<replace "#result-area">>

\t\t<<set $off_course = true>>

\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<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<refreshStatusDisplay>>

\t<<scrollToResultArea>>

<</link>></div>

<div id="pre-planet-stats">



<<if $planet.surface_features.includes("Simulation")>>

\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.

<<else>>

\t<<if visited() == 1>>

\t\tThe seedship is in orbit of the

\t<<else>>

\t\tThe seedship enters orbit of the

\t<</if>>



\t<<print either("first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth")>>

\t<<if random(0,2) == 0>>

\t\tmoon of a gas giant orbiting

\t<<else>>

\t\tplanet of

\t<</if>>

\t<<print either("a main sequence", "a red dwarf", "a red giant", "a red supergiant", "a blue giant", "a blue supergiant", "a white dwarf", "a yellow supergiant", "an ultra-cool dwarf")>> star.



\t<<if visited() == 1>>

\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<<elseif $planet.surface_features.includes("Alien observers")>>

\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<<else>>

\t\t<<set _r = random(0,11)>>

\t\t<<switch _r>>

\t\t\t<<case 0>>This system is part of a dense star cluster, and the sky is awash with light.

\t\t\t<<case 1>>This system is close to a star-forming region, which is visible as a glowing cloud that fills half the sky.

\t\t\t<<case 2>>This system is in an area of dense interstellar dust which hides most of the brightness of the milky way.

\t\t\t<<case 3>>This system has a dense asteroid belt, which appears as a throng of stars sliding slowly across the sky.

\t\t\t<<case 4>>A spectacular comet spreads its tail across the sky.

\t\t\t<<case 5>>A small black hole orbits the star, pulling a thin streamer of starstuff from its surface which spirals into nothing.

\t\t\t<<case 6>>The star is part of a binary pair, and its <<print either("main sequence", "red dwarf", "red giant", "red supergiant", "blue giant", "blue supergiant", "white dwarf", "yellow supergiant", "pulsar", "neutron star", "ultra-cool dwarf")>> companion shines as a distant second sun.

\t\t\t<<case 7>>The star's light reflects off a nearby nebula.

\t\t\t<<case 8>>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<<case 9>>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<<case 10>>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<<case 11>>This star is one of dozens orbiting a massive black hole that looms in the distance like a malevolent eye.

\t\t<</switch>>

\t<</if>>



\t<<if $off_course>>

\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<</if>>

<</if>>



</div><br>

<div id="planet-stats"><<displayPlanet false true true>></div><br>

<div id="post-planet-stats"><<display [[Orbit planet menu]]>></div>



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.



<br><br>



<div id="result-area">

<<link "Change course">>

\t<<set $off_course = true>>

\t<<if random(0,3) == 0>>

\t\t<<replaceAndFadeIn "#result-area" [[MO Trailing Drone Mistake]]>>

\t<<else>>

\t\t<<replaceAndFadeIn "#result-area" [[MO Trailing Drone Real]]>>

\t<</if>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Ignore the signal">>

\t<<replace "#result-area">>

\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<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

</div>

<<set _mass_to_shed = Math.round(random(2,constants.max_colonists*0.05))>>

<<if _mass_to_shed >= $colonists-1>>

\t<<set _mass_to_shed = $colonists>>

<</if>>

<<if visited() == 1>>

\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<br><br>

\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.

<<else>>

\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.

<</if>>



<br><br>

<div id="result-area">

<<link "Push the main engine past its safety limit">>

\t<<replace "#result-area">>

\t\tThe AI commands the engine to exceed its maximum output, ignoring its electronic screams of protest.

\t\t<<if random(0,1) == 0>>

\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<<else>>

\t\t\t<<set _system1 = "">><<set _system2 = "">><<set _system3 = "">>

\t\t\t<<set _r = random(1,3)>>

\t\t\t

\t\t\t<<randomSystemExcluding "sleep chambers" "destroyed">>

\t\t\t<<set _system1 = $system>>

\t\t\t<<if _r >= 2>>

\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 "destroyed">>

\t\t\t\t<<set _system2 = $system>>

\t\t\t<</if>>

\t\t\t<<if _r == 3>>

\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 _system2 "destroyed">>

\t\t\t\t<<set _system3 = $system>>

\t\t\t<</if>>



\t\t\t<<if _system2 == "">>

\t\t\t\t<<randomDamageMedium>>\t<<damageSystem _system1 $damage>>

\t\t\t<<elseif _system3 == "">>

\t\t\t\t<<randomDamageMedium>>\t<<damageSystem _system1 $damage>>

\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>

\t\t\t<<else>>

\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system1 $damage>>

\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>

\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system3 $damage>>

\t\t\t<</if>>

\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<<if _system3 != "">>

\t\t\t\tthe _system1, _system2 and _system3.

\t\t\t<<elseif _system2 != "">>

\t\t\t\tthe _system1 and _system2.

\t\t\t<<else>>

\t\t\t\tthe _system1.

\t\t\t<</if>>

\t\t<</if>>



\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

\t<<refreshStatusDisplay>>

<</link>>

<br>

<<link "Jettison _mass_to_shed sleep chambers">>

\t<<set $colonists -= _mass_to_shed>>

\t<<replace "#result-area">>

\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<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

\t<<refreshStatusDisplay>>

<</link>>

</div>



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.



<br><br>



<div id="result-area2">

\t<<link "Attempt to write poetry">>

\t\t<<if random(0,1) == 0>>

\t\t\t<<replace "#result-area2">>

\t\t\t\t<<randomDamageLow>>

\t\t\t\t<<set $system_cultural_database += $damage>>

\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<br><br><<continueLink [[MO Done]]>>

\t\t\t<</replace>>

\t\t\t<<refreshStatusDisplay>>

\t\t\t<<fadeIn "#result-area2">>

\t\t<<else>>

\t\t\t<<randomDamageLow>>

\t\t\t<<damageSystem "cultural database" $damage>>

\t\t\t<<replace "#result-area2">>

\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<br><br><<continueLink [[MO Done]]>>

\t\t\t<</replace>>

\t\t\t<<refreshStatusDisplay>>

\t\t\t<<fadeIn "#result-area2">>

\t\t<</if>>

\t\t<<scrollToResultArea2>>

\t<</link>>

\t<br>

\t<<link "Forget the idea">>

\t\t<<replace "#result-area2">>

\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<br><br><<continueLink [[MO Done]]>>

\t\t<</replace>>

\t\t<<refreshStatusDisplay>>

\t\t<<fadeIn "#result-area2">>

\t\t<<scrollToResultArea2>>

\t<</link>>

</div>



<<set $dictator = true>>

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.

<br><br>

<<if random(0,99) < $system_cultural_database>>

\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.

<<else>>

\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.

<</if>>

<br><br>

<div id="result-area">

<<link "Eject the dictator's sleep chamber">>

\t<<replace "#result-area">>

\t\t<<if random(0,2) > 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<<set $colonists -= 1>>

\t\t\t<<set $dictator = false>>

\t\t<<else>>

\t\t\t<<killColonistsMany>>

\t\t\t<<if $colonists == 0>>

\t\t\t\t<<set $colonists = 1>>

\t\t\t\t<<set $deaths -= 1>>

\t\t\t<</if>>

\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<</if>>

\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<refreshStatusDisplay>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Let the dictator sleep">>

\t<<replace "#result-area">>

\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<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

</div>



<<randomSystemExcluding "sleep chambers" "surface probes" "destroyed">>

<<set _stowaways = random(2,50)>>

<<set $colonists += _stowaways>>



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.



<br><br>



<div id="result-area">

<<link "Eject the stowaways">>

\t<<replace "#result-area">>

\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<<set $colonists -= _stowaways>>



\t\t<br><br><<continueLink [[MO Done]]>>

\t\t

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<refreshStatusDisplay>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Allow them to drain power from the $system">>

\t<<replace "#result-area">>

\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<<set $extra_colonists += _stowaways>>

\t\t<<randomDamageHigh>>

\t\t<<damageSystem $system $damage>>

\t\t<br><br><<continueLink [[MO Done]]>>

\t\t

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<refreshStatusDisplay>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<if $surface_probes > 0>>

\t<<link "Use a surface probe to integrate them with the other sleep chambers">>

\t\t<<replace "#result-area">>

\t\t\t<<set $surface_probes -= 1>>

\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<<if random(0,1) == 0>>

\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<<set $extra_colonists += _stowaways>>

\t\t\t<<else>>

\t\t\t\t<<set $colonists -= _stowaways>>

\t\t\t\t<<killColonistsMedium>>

\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<</if>>



\t\t\t<br><br><<continueLink [[MO Done]]>>

\t\t\t

\t\t<</replace>>

\t\t<<fadeIn "#result-area">>

\t\t<<refreshStatusDisplay>>

\t\t<<scrollToResultArea>>

\t<</link>>

<</if>>

</div>

/% 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 %/

<<if !constants.mobileVersion>>

\t<<run $("html").addClass("web-version")>>

<</if>>



/% Set up initial variables %/

<<set $planets_visited = 0>>



<<set $scanner_atmosphere = 100>>

<<set $scanner_gravity = 100>>

<<set $scanner_temperature = 100>>

<<set $scanner_resources = 100>>

<<set $scanner_water = 100>>



<<set $system_landing = 100>>

<<set $system_constructors = 100>>

<<set $system_scientific_database = 100>>

<<set $system_cultural_database = 100>>

<<set $colonists = constants.max_colonists>>

<<set $surface_probes = constants.max_probes>>



<<set $extra_colonists = 0>>\t/% The stowaways event can add extra colonists %/



<<set $scanner_atmosphere_level = 0>>

<<set $scanner_gravity_level = 0>>

<<set $scanner_temperature_level = 0>>

<<set $scanner_resources_level = 0>>

<<set $scanner_water_level = 0>>



<<set $event_planet = {}>>



/% Set up background stars %/

<<script>>

\tfor (var n = 0; n < 200; n++)

\t{

\t\tvar x = randomFloat(0.0,100.0);

\t\tvar y = randomFloat(0.0,100.0);

\t\tvar c = random(50,200);

\t\tvar s = random(25, 75) + "%";

\t\tvar string = "<div style='font-size: " + s + "; position: fixed; top: " + y + "%; left: " + x + "%; color: rgb(" + c + ", " + c + ", " + c + "); text-shadow: 0px 0px 2px rgb(" + c + ", " + c + ", " + c + "); z-index:-10;'>•</div>";

\t\tdocument.getElementById("starfield").innerHTML += string;

\t}

<</script>>



/% Update hiscore format if hiscores are in old pre-1.2.2 format %/

<<if $PERM_hiscores && typeof $PERM_hiscores[0] != "string">>

\t\t/% Update high scores %/

\t<<remember $PERM_hiscores = updateHiscoreFormat($PERM_hiscores)>>

\t\t/% Delete saved game - continuing a saved game from before the update could screw up the hiscores again. %/

\t<<run Save.autosave.delete() >>

\t<<remember $PERM_hiscore_format_updated = true>>

<</if>>







\t< >

\t\t< >

\t\t\t$('#fc-confirm').slideToggle();

\t\t\t$('html, body').animate({

\t\t\t\tscrollTop: $('#fc-confirm').offset().top

\t\t\t});

\t\t< >

\t<>

\t< >

\t\t |

\t\t[[Move on|Level up]]

\t< >





\tThis decision is the culmination of the AI's existence, and it cannot make it lightly. Founding a colony will end the seedship's journey, and make this planet humanity's new home.

\t

\t\t< >

\t\t\t< >

\t\t\t\t< >

\t\t\t< >

\t\t\t< >setTextboxMaxLength('$planet.name', 20);< >

\t\t\t< >

\t\t\t\t$('#pre-planet-stats').slideUp();

\t\t\t\t$('#post-planet-stats').hide();

\t\t\t\t$('#post-planet-stats').fadeIn(400);

\t\t\t< >

\t\t<>

\t\t |

\t\t< >

\t\t\t< >

\t\t\t$('#fc-confirm').slideUp();

\t\t\t< >

\t\t<>

\t



\ [email protected] @.debug-text;[[DEBUG: Move on and choose encounter|DEBUG pick encounter]]@@\ [email protected] @.debug-text;[[DEBUG: Custom planet|DEBUG custom planet]]@@

<<randomDamageHigh>>

<<damageSystem "cultural database" $damage>>

<<randomDamageLow>>

<<damageSystem "scientific database" $damage>>

<<if $system_cultural_database < 5>>

\t<<set $system_cultural_database = 5>>

<</if>>

<<refreshStatusDisplay>>

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.

<br><br>

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.



<br><br>



<div id="result-area">

<<link "Transmit an interspecies greeting">>

\t<<replace "#result-area">>

\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<br><br>

\t\t<<if random(0,1) == 0>>

\t\t\t<<display [[MO Alien Probe Reply]]>>

\t\t<<else>>

\t\t\tNo reply comes. <<display [[MO Alien Probe Tentacles]]>>

\t\t<</if>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Wait for the object to approach">>

\t<<replaceAndFadeIn "#result-area" [[MO Alien Probe Tentacles]]>>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Change course to avoid object">>

\t<<replace "#result-area">>

\t\t<<switch random(0,2)>>

\t\t\t<<case 0>>

\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<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>

\t\t\t<<case 1>>

\t\t\t\t<<set $off_course = true>>

\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<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>

\t\t\t<<case 2>>

\t\t\t\t<<set $off_course = true>>

\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. <<display [[MO Alien Probe Tentacles]]>>

\t\t<</switch>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>></div>

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.



<<continueLink [[MO Done]]>>

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.



<<continueLink [[MO Done]]>>

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.



<<continueLink [[MO Done]]>>

<<set _wakers = Math.min(random(4,50),$colonists)>>

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.

<br><br>

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.

<br><br>

<div id="result-area">

<<link "Try to halt the revival process">>

\t<<replace "#result-area">>

\t\t<<set _deaths = random(2,_wakers-2)>>

\t\t<<set $colonists -= _deaths>>

\t\t<<refreshStatusDisplay>>

\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<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

<br>

<<link "Use the construction system to build a habitat for the awoken colonists">>

\t<<replace "#result-area">>

\t\t<<set $colonists -= _wakers>>

\t\t<<if random(0,99) < $system_constructors>>

\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<br><br>

\t\t\t<<set _culture_result = $system_cultural_database + random(0,99)>>

\t\t\t<<set _dead = false>>

\t\t\t<<if _culture_result < 50>>

\t\t\t\t/% Die, and damage a random system %/

\t\t\t\t<<randomSystemExcluding "destroyed">>

\t\t\t\t<<randomDamageHigh>>

\t\t\t\t<<damageSystem $system $damage>>

\t\t\t\t<<set _dead = true>>

\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<<elseif _culture_result < 100>>

\t\t\t\t<<set _dead = true>>

\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<<elseif _culture_result < 150>>

\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<<else>>

\t\t\t\t<<randomDamageLow>>

\t\t\t\t<<set $system_cultural_database += $damage>>

\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<</if>>

\t\t\t<<if !_dead>>

\t\t\t\t<br><br>

\t\t\t\t<<set _tech_result = $system_scientific_database + random(0,99)>>

\t\t\t\t<<if _tech_result < 50>>

\t\t\t\t\t/% Accidentally damage a random system %/

\t\t\t\t\t<<randomSystemExcluding "destroyed">>

\t\t\t\t\t<<randomDamageHigh>>

\t\t\t\t\t<<damageSystem $system $damage>>

\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<<elseif _tech_result < 100>>

\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<<else>>

\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<<if $scanner_atmosphere >= 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<<else>>

\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<<set $scanner_atmosphere = Math.min(100, $scanner_atmosphere + random(1,10))>>

\t\t\t\t\t\t<<set $scanner_temperature = Math.min(100, $scanner_temperature + random(1,10))>>

\t\t\t\t\t\t<<set $scanner_gravity = Math.min(100, $scanner_gravity + random(1,10))>>

\t\t\t\t\t\t<<set $scanner_water = Math.min(100, $scanner_water + random(1,10))>>

\t\t\t\t\t\t<<set $scanner_resources = Math.min(100, $scanner_resources + random(1,10))>>

\t\t\t\t\t\t<<set $system_landing = Math.min(100, $system_landing + random(1,10))>>

\t\t\t\t\t\t<<set $system_constructors = Math.min(100, $system_constructors + random(1,10))>>

\t\t\t\t\t<</if>>

\t\t\t\t\t<<if _tech_result >= 150>>

\t\t\t\t\t\t<<set _dead = true>>

\t\t\t\t\t\t<<set $colonists += _wakers>>

\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<</if>>

\t\t\t\t<</if>>

\t\t\t<</if>>

\t\t\t<<if !_dead>>

\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<</if>>

\t\t<<else>>

\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<</if>>

\t\t<br><br><<continueLink [[MO Done]]>>

\t\t<<refreshStatusDisplay>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

<</link>>

</div>

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.



<<continueLink [[MO Done]]>>

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]]

<<nobr>><div class="skip-intro-link">

\t<<link "Skip intro">>

\t\t<<run $("#status-display").show()>>

\t\t<<goto "Generate planet">>

\t<</link>>

</div><</nobr>>

/% 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. %/



< >



< >\ [email protected] @.debug-text;Human culture score: [email protected] @





< >

< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\t< >

\t< >\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>>@@

< >\ [email protected] @.debug-text;Native culture score: [email protected] @





< >\ [email protected] @.debug-text;Modified culture score: [email protected] @





/% 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< >

\ [email protected] @.debug-text;Modified culture score: [email protected] @

< >

\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< >

\ [email protected] @.debug-text;Modified culture score: [email protected] @

< >



< >

\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< >

\ [email protected] @.debug-text;Culture score: [email protected] @



\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< >



< >











< >

<<if $system == "sleep chambers">>

\t<<killColonistsMedium>>

\tThe asteroid tears into the sleep chambers, killing $deaths colonists.

<<elseif $system == "surface probes">>

\t<<set $surface_probes -= 1>>

\tThe asteroid knocks one of the surface probes out of its moorings and sends it spinning into space.

<<else>>

\t<<randomDamageMedium>>

\t<<damageSystem $system $damage>>

\tThe asteroid tears into the $system, sending fragments spinning away into space.

<</if>>

<<refreshStatusDisplay>>



<br><br><<continueLink [[MO Done]]>>

/* Show full planet stats even if not shown already. */

<<replace "#planet-stats">><<displayPlanet true false>><</replace>>



/* Set up score variables */

<<set $hiscore = {

\tplanet: $planet,

\tdate: Date.now(),

\tplanets_visited: visited("Move on")+1,

\tfinal_tech_level: -1,

\tfinal_culture: -1,

\tnative_relations: -1,

\tfinal_score: 0,

\tscore_landing: 0,

\tscore_construction: 0,

\tscore_native_relations: 0,

\tscore_technology: 0,

\tscore_culture: 0,

\tscore_scientific_database: 0,

\tscore_cultural_database: 0,

\tscore_atmosphere: 0,

\tscore_gravity: 0,

\tscore_temperature: 0,

\tscore_water: 0,

\tscore_resources: 0,

\tscore_extra_colonists: 0,

\tsummary: "" } >>



/% Extra colonists from Stowaways event %/

<<set $hiscore.score_extra_colonists = $extra_colonists>>







/% Reaction from planet-wide civilisation %/

<<set _native_landing_bonus = 0>>

<<if $planet.surface_features.includes("Planet-spanning civilisation")>>

\t<<if $planet.native_tech_level >= 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<<set _native_landing_bonus = 50>>

\t<<elseif $planet.native_tech_level == 9>>

\t\tThe native civilisation hastily launches a spacecraft to guide the seedship down, while natives on the ground prepare a landing area.

\t\t<<set _native_landing_bonus = 20>>

\t<<elseif $planet.native_tech_level == 8>>

\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<<set _native_landing_bonus = 10>>

\t<</if>>

<</if>>







<<if $system_landing + _native_landing_bonus >= 100>>

\tThe landing system controls the seedship's descent, and it

\t<<if $planet.water == "Planet-wide ocean">>

\t\tsplashes gently down into the planet-wide ocean.

\t<<elseif $planet.water == "Oceans">>

\t\tsplashes gently down into the ocean off the shore of one of the planet's continents.

\t<<elseif $planet.water == "Ice-covered surface">>

\t\ttouches gently down on the top of the planet-wide ice sheet.

\t<<elseif $planet.surface_features.includes("Plant life")

\t\t\t| $planet.surface_features.includes("Edible plants")

\t\t\t| $planet.surface_features.includes("Poisonous plants")>>

\t\ttouches gently down on a field of alien vegetation.

\t<<else>>

\t\ttouches gently down on the rocky surface.

\t<</if>>

<<elseif $system_landing + _native_landing_bonus >= 50>>

\tThe damaged landing system cannot completely control the seedship's descent, and it suffers some damage when it

\t<<if $planet.water == "Planet-wide ocean">>

\t\tsplashes down into the planet-wide ocean.

\t<<elseif $planet.water == "Oceans">>

\t\tsplashes down into the ocean off the shore of one of the planet's continents.

\t<<elseif $planet.water == "Ice-covered surface">>

\t\ttouches down on the top of the planet-wide ice sheet.

\t<<elseif $planet.surface_features.includes("Plant life")

\t\t\t| $planet.surface_features.includes("Edible plants")

\t\t\t| $planet.surface_features.includes("Poisonous plants")>>

\t\ttouches down on a field of alien vegetation.

\t<<else>>

\t\ttouches down on the rocky surface.

\t<</if>>

<<else>>

\t<<if $system_landing <= 0>>

\t\tThe AI uses the manoeuvring thrusters to barely control the seedship's descent, and it

\t<<else>>

\t\tThe badly damaged landing system struggles to control the seedship's descent, and it

\t<</if>>

\t<<if $planet.water == "Planet-wide ocean">>

\t\tsplashes down hard into the planet-wide ocean.

\t<<elseif $planet.water == "Oceans">>

\t\tsplashes down hard into the ocean off the shore of one of the planet's continents.

\t<<elseif $planet.water == "Ice-covered surface">>

\t\tcrashes into the planet-wide ice sheet.

\t<<elseif $planet.surface_features.includes("Plant life")

\t\t\t| $planet.surface_features.includes("Edible plants")

\t\t\t| $planet.surface_features.includes("Poisonous plants")>>

\t\tploughs through a field of alien vegetation before coming to a stop.

\t<<else>>

\t\tsmashes into the planet's rocky surface.

\t<</if>>

<</if>>







/* Roll to see if it is a landing or a crash */

/* Roll crash damage and then reduce it by landing system integrity. */

<<set _damage = 100 - ($system_landing + _native_landing_bonus)>>

<<if _damage > 0>>

\t/* All systems are damaged by up to the damage amount. */

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "atmosphere scanner" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "temperature scanner" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "gravity scanner" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "water scanner" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "resources scanner" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "surface probes" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "landing system" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "construction system" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "scientific database" _r>>

\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "cultural database" _r>>



\t\t/* Colonist deaths are lower (in proportion to the total colonists) - crash can't kill more than 500. */

\t<<set _r = Math.ceil(random(0, _damage*5))>>\t<<damageSystem "sleep chambers" _r>>

<</if>>



<<set $hiscore.score_landing = $colonists>>

<<if $colonists == 0>>

\t<<set $hiscore.summary = "Crash">>

\t<br><br><<FCNextPassage [[FC Done]]>>

<<else>>

\t<<display [[FC First Impression]]>>

<</if>>



<<widget externalLink>>

\t/% $args[0] should be link text %/

\t/% $args[1] should be link URL %/

\t<<if constants.mobileVersion>>

\t\t/% On mobile, create a <<link>> macro that uses Javascript to open the system browser to the new URL %/

\t\t<<link $args[0]>>

\t\t\t<<script>>

\t\t\t\tcordova.InAppBrowser.open(variables().args[1], "_system");

\t\t\t<</script>>

\t\t<</link>>

\t<<else>>

\t\t/% In the web version, just make a regular hyperlink %/

\t\t<<print "<a href='" + $args[1] + "' target='_blank'>" + $args[0] + "</a>">>

\t<</if>>

<</widget>>



<<set _number = Math.ceil(random(2, $colonists/5))>>

<<if visited() == 1>>

\tThe seedship's small nuclear power plant has lasted far longer than the civilisation that created it, but now it is beginning to fail. While the ship is near a star the solar panels still provide as much power as the systems need, but in deep space, fluctuations in the power supply are causing worrying malfunctions throughout the ship.

\t<br><br>

\tBetween stars, the largest drain to the power supply comes from the sleep chambers. The seedship calculates that shutting off _number chambers would take enough strain off the power supply to allow the ship to continue running. Saving all the colonists would mean allowing the failing power system to damage other parts of the ship.

<<else>>

\tThe ancient nuclear power plant is failing once again. The AI can shut down _number sleep chambers to reduce its load, or keep them running and risk unpredictable system failures.

<</if>>



<br><br>

<div id="result-area">

<<link "Shut off _number sleep chambers to preserve power">>

\t<<replace "#result-area">>

\t\t<<set $colonists -= _number>>

\t\tThe AI selects _number sleep chambers at random and shuts off their power. There is no visible change as the humans inside transition from frozen sleep to frozen death, but the AI knows that they can now never be revived.



\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

\t<<refreshStatusDisplay>>

<</link>>

<br>

<<link "Save the colonists at any cost">>

\t<<replace "#result-area">>

\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes">>

\t\t<<set _system1 = $system>>

\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes" _system1>>

\t\t<<set _system2 = $system>>

\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes" _system1 _system2>>

\t\t<<set _system3 = $system>>

\t\t<<randomDamageMedium>>

\t\t<<damageSystem _system1 $damage>>

\t\t<<randomDamageMedium>>

\t\t<<damageSystem _system2 $damage>>

\t\t<<randomDamageMedium>>

\t\t<<damageSystem _system3 $damage>>

\t\tThe AI ignores the power system's warnings. Stars seem to jump in the sky as power fluctuations put the AI offline for millennia at a time. Eventually the power supply stabilises: the _system1, _system2 and _system3 have deteriorated to the point that they are no longer draining as much power, so the ancient power plant is sufficient once again.



\t\t<br><br><<continueLink [[MO Done]]>>

\t<</replace>>

\t<<fadeIn "#result-area">>

\t<<scrollToResultArea>>

\t<<refreshStatusDisplay>>

<</link>>

</div>



< >



< >

\tHeavy losses mean that the colony has a very small population, but the colonists were trained in cloning and genetic engineering techniques to compensate for this. The first few generations include children cloned from the surviving genetic material of the dead colonists, until the population's genetic diversity increases to a safe level.

\t





< >





/* Technology result is based on scientific database, influenced by resources. */

< >

< >

\t< >

\t\t< >

\t< >

\t\t< >

\t< >

\t\t< >

\t< >

< >

\t< >

\t\t< >

\t< >

\t\t< >

\t< >

< >\ [email protected] @.debug-text;Technology score = [email protected] @



< >

\t< >

\t\tThe planet is rich in metals and other resources,

\t< >

\t\tThe planet is poor in metals and other resources,

\t< >

\t\tThe planet has no accessible metals or other resources,

\t< >

\t\ [email protected] @.error;Unexpected resources value [email protected] @

< >



< >

\t< = 100>>

\t\tand the scientific database contains a wealth of information on how to make use of them.

\t< = 50>>

\t\tand the damaged scientific database still contains much information on how to make use of them.

\t< 0>>

\t\talthough the badly damaged scientific database means that the colonists must re-invent much of the technology needed to make use of them.

\t< >

\t\talthough without the scientific database the colonists must re-invent most of the technology needed to make use of them.

\t< >

< >

\t< = 100>>

\t\tbut the scientific database contains a wealth of information on how to make use of what there is.

\t< = 50>>

\t\tbut the damaged scientific database still contains much information on how to make use of what there is.

\t< 0>>

\t\tand the badly damaged scientific database means that the colonists find it difficult to make use of what there is.

\t< >

\t\tand without the scientific database the colonists find it difficult to make use of what there is.

\t< >

< >

\t< = 100>>

\t\tso the colonists cannot maintain a high level of technology even with the fully intact scientific database.

\t< = 50>>

\t\tso the colonists cannot maintain a high level of technology even with the mostly intact scientific database.

\t< 0>>

\t\tso the colonists find it hard to make use of what they can recover from the scientific database.

\t< >

\t\tand any information the scientific database might have held that could help them has been destroyed.

\t< >

< >



< >

\tThe colonists use what is left of the seedship to build spacecraft capable of reaching the planet's metal-rich moon,

\t< >

\t\tand mine it to supplement the planet's already rich resources.

\t< >

\t\tand mine it to partially compensate for the planet's lack of resources.

\t< >

< >

\tBefore the colonists have established their technological base, the planet's moon decays in its orbit and breaks up, bombarding the surface with meteorites. Some of the colonists survive, but much of their technology is destroyed.

\t< >

\ [email protected] @.debug-text;Modified technology score: [email protected] @

< >

\t/% Aliens may keep humans limited to a particular tech level, or help them achieve one: %/

\t/% No interference %/

\t/% Limit to Medieval (selectively destroy any advancements) %/

\t/% Limit to Atomic age (shoot down any space launches, preventing communications satellites) %/

\t/% Technological assistance: +30 %/



\t< >

\t\t< >

\t\t\tThe mysterious alien structures are visible as a glittering band across the night sky, but the aliens do not attempt to interfere with the colony's technological development.

\t\t< >

\t\t\tEnigmatic objects periodically descend from the alien structures in orbit, and colonists living close to these objects occasionally find themselves inspired to make technological breakthroughs.

\t\t\t< >

\t\t< >

\t\t\tEnigmatic objects periodically descend from the alien structures in orbit. They tend to appear near communities where colonists are close to making a technological breakthrough, and those colonists who would have made the breakthroughs fall mysteriously ill.

\t\t\t< >

\t< >

< >



/* If the planet has any red attributes and the final result is less than Industrial, colony fails. */

/* Otherwise, final result is based on final technology score. */

< 100 & $system_scientific_database > 100>>

\t< >

\t< >

\tThe colonists use alien scientific knowledge to create a level of technology beyond the dreams of the people who built the seedship.

< 90>>

\t\t/* Max with poor resources and metal-rich moon */

\t< >

\tThe colonists manage to maintain a level of technology equivalent to that of Earth when the seedship was launched.

< 80>>

\t\t/* Max with no resources but metal-rich moon */

\t< >

\tThe colonists fail to maintain their advanced computers but continue to use simpler electronics and machines.

< 70>>

\t< >

\tThe colonists are forced to abandon electricity but manage to build machines and factories similar to those of Earth's Industrial era.

< 60>>

\t\t/* Max with poor resources */

\t< >

\tThe colonists transition to a medieval level of technology.

< 50>>

\t< >

\tThe colonists transition to a technology based on iron tools.

< 40>>

\t< >

\tThe colonists transition to a technology based on sophisticated stone, wood and bronze tools.

< 30>>

\t\t/* Max with no resources */

\t< >

\tThe colonists transition to a technology based on sophisticated stone and wood tools.

< 20>>

\t< >

\tThe colonists lose all but the most basic knowledge of stone tools and simple agriculture.

< 10>>

\t< >

\tThe colonists lose almost all knowledge of agriculture and metalworking and survive as hunter-gatherers using simple stone tools.

< >

\t< >

\tThe colonists lose even the most basic scientific knowledge and slip back to a pre-Stone Age existence.

< >



< >

\tThe planet cannot sustain human life without technological assistance,



\t< >

\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t< >

\t< >

\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t< >

\t< >

\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t< >

\t< >

\t\t< >

\t\t< >

\t\t\t< >

\t\t< >

\t< >



\t< >

\t\tand the original colonists' descendants are killed when they can no longer maintain their airtight habitats.

\t\t< >

\t< >

\t\tand the original colonists' descendants are killed when their structures can no longer withstand the extreme

\t\t< >heat.< >cold.< >

\t\t< >

\t< >

\t\tand the original colonists' descendants die of health problems caused by the very

\t\t< >high< >low< > gravity.

\t\t< >

\t< >

\t\tand the original colonists' descendants die when their water-purifying systems stop functioning.

\t\t< >

\t< >

\t\tbut, before their technology fails, the original colonists

\t\t< >

\t\t\t< >< >< >< >< >

\t\t\tbuild robust

\t\t\t< >

\t\t\t\tairtight, insulated

\t\t\t< >

\t\t\t\tairtight

\t\t\t< >

\t\t\t\tinsulated

\t\t\t< >

\t\t\thabitats_p

\t\t< >

\t\t< >

\t\t\t< >< >< >< >< >

\t\t\t< >and< >

\t\t\tgenetically engineer their descendants to survive in the very < >high< >low< > gravity_p

\t\t< >

\t\t< >

\t\t\t< >and< >

\t\t\tset up automated water recycling systems that can work indefinitely without maintenance.

\t\t< >

\t< >

< >



< >

\t< >

< >



< >

\t





\t< >

\t\tThe colonists' advanced technology eventually leads them to discover the true nature of their universe, a simulation in a super-advanced alien computer. They achieve fleeting contact with the aliens, who for millions of years have existed only as beings of pure computer data. Most of the aliens' culture is incomprehensible to humans, but what little they understand enriches their culture considerably.

\t\t< >

\t< >

\t\tThe colonists never become aware that their universe is a simulation in a super-advanced alien computer.

\t< >

< >











< >

\t< >

\t< >

< >



< >

\t< >\s

< >\s

\t< >

< >\s



As it enters the new system, the seedship is struck by a micrometeorite.

<<if visited() == 1>>

\tIt is a speck of cosmic dust, far too small for the navigation system to detect from a distance, but travelling with enough velocity to pierce the seedship's armour like a bullet.

<</if>>



<<randomSystemExcluding "destroyed">>

<<if $system == "sleep chambers">>

\t<<killColonistsFew>>

\tIt hits the sleep chambers, leaving a straight line of tiny punctures from which air and cooling fluid vents into the vacuum. The seedship's AI can only watch helplessly as $deaths colonists die in their sleep.

<<elseif $system == "surface probes">>

\t<<set $surface_probes -= 1>>

\tIt hits one of the surface probes and destroys it.

<<else>>

\t<<randomDamageLow>>

\t<<damageSystem $system $damage>>

\tIt hits the $system, sending fragments of machinery glittering into space.

<</if>>



<br><br><<continueLink [[MO Done]]>>

<<widget fadeIn>>

\t<<script>>

\t\t$(variables().args[0]).hide();

\t\t$(variables().args[0]).fadeIn(400);

\t<</script>>

<</widget>>



<<widget replaceAndFadeIn>>

\t/* $args[0] should be the id of the page element to replace */

\t/* $args[1] should be the passage to display */

\t<<replace $args[0]>>

\t\t<<display $args[1]>>

\t<</replace>>

\t<<fadeIn $args[0]>>

<</widget>>



<<widget continueLink>>

\t/* Creates an ordinary link pointing to the passage $args[0] with "Continue" as the text. */

\t<span id="spaceAct"><<link "Continue">><<goto $args[0]>><</link>></span>

<</widget>>

< >



/* Describe gravity survival gear */

< 0>>

\t< >

< >

\t< >

< >

< >

\t< >

\t\t< >

\t\t\tThey harness some of the immensely powerful native animals as beasts of burden, so the colonists do not have to exert themselves in the crushing gravity_p

\t\t< >

\t\t\tThey harness some of the planet's powerful native animals as beasts of burden, making work in the high gravity easier_p

\t\t< >

\t\t\tThey harness some of the planet's native animals as beasts of burden_p

\t\t< >

\t\t\tThey harness some of the planet's agile native animals as beasts of burden, making work in the low gravity less awkward_p

\t\t< >

\t\t\tThey harness some of the planet's agile native animals as beasts of burden, making work in the extremely low gravity less awkward_p

\t\t< >

\t\t\ [email protected] @.error;Unexpected gravity value [email protected] @

\t< >

< >

\t< >

\t\t< >

\t\t\tThe crushing gravity means they can barely move without mechanical assistance_p

\t\t< >

\t\t\tThe high gravity makes the work more difficult_p

\t\t< >

\t\t\tThey can move easily under the Earth-like gravity_p

\t\t< >

\t\t\tThe low gravity makes the work somewhat more difficult than it would have been on Earth_p

\t\t< >

\t\t\tThe very low gravity makes the work more difficult than it would have been on Earth_p

\t\t< >

\t\t\ [email protected] @.error;Unexpected gravity value [email protected] @

\t< >

< >

/* Gravity death numbers */

< 0>>

\t< >but< >and< >

\t< >

\t\t< >

\t\t\ta construction accident kills 1 colonist.

\t\t< >

\t\t\tconstruction accidents kill $args[0] colonists.

\t\t< >

\t< >

\t\t< >

\t\t\t1 colonist dies of gravity-related health problems.

\t\t< >

\t\t\t$args[0] colonists die of gravity-related health problems.

\t\t< >

\t< >

\t\t< >

\t\t\t1 colonist is killed when partially-completed buildings collapse.

\t\t< >

\t\t\t$args[0] colonists are killed when partially-completed buildings collapse.

\t\t< >

\t< >

< >



< >

< >

\t< >

< >

\t< >

< >

The alien ship matches velocity with the seedship and comes alongside, so close that the two ships are almost touching. The seedship feels lasers probing the contours of its hull, then segmented mechanical tentacles unfurl and reach towards the $system.













< >

\t< >

\t\t< >

\t\t\t/* 50% chance of moderate colonist loss, 50% chance of scanner upgrade */

\t\t\tAlien tentacles twine through the mechanisms surrounding the sleep chambers, sensors on their tips scanning the faces and bodies of the sleeping colonists.

\t\t\t< >

\t\t\t\t/* Upgrade a random scanner */

\t\t\t\tAfter several long minutes the tentacles withdraw, and the seedship's antenna picks up a new signal from the alien ship.

\t\t\t\t< >

\t\t\t\t< 0>>< >< >

\t\t\t\t< 0>>< >< >

\t\t\t\t< 0>>< >< >

\t\t\t\t< 0>>< >< >

\t\t\t\t< 0>>< >< >

\t\t\t\t< >

\t\t\t\t\tIt consists of images of planets suitable for human life, with the seedship on the surface and healthy human beings standing around it. The AI cannot be sure, but it seems that the alien ship is wishing it luck on its mission.

\t\t\t\t< >

\t\t\t\t\t< >

\t\t\t\t\tIt consists of compressed data in the same format as that returned by the seedship's _upgrade scanner--enough data to let the seedship upgrade that scanner. The AI cannot be sure, but it seems that the alien ship has guessed the seedship's mission, analysed the sort of planet the sleeping humans need, and given the seedship information to help it find such a planet.

\t\t\t\t\t< >

\t\t\t\t\t\t< >\t< >

\t\t\t\t\t\t< >\t< >

\t\t\t\t\t\t< >\t\t< >

\t\t\t\t\t\t< >\t\t< >

\t\t\t\t\t\t< >\t< >

\t\t\t\t\t\t< >\t\t\t\ [email protected] @.error;Unexpected upgrade [email protected] @

\t\t\t\t\t< >

\t\t\t\t< >

\t\t\t< >

\t\t\t\t/* Aliens abduct colonists */

\t\t\t\t< >

\t\t\t\tWith the tentacles thoroughly entwined among the sleep chambers, there is nothing the seedship AI can do when sleep chambers begin to vanish from its monitoring system. The tentacles withdraw, carrying $deaths sleep chambers, supplying power to the chambers to keep their occupants alive. The tentacles withdraw into the alien ship and it accelerates away with the still-living colonists inside. The AI can do nothing but resume its journey and try not to think about those colonists' fate.

\t\t\t< >

\t\t< >

\t\t\t/* 50% chance of system repair, 50% chance of high damage */

\t\t\tThe tentacles work their way into the $system, sensors on their tips scanning its components.

\t\t\t< >

\t\t\t\t\t/* System repair */

\t\t\t\t< >

\t\t\t\t< = 100>>

\t\t\t\t\tAfter a few minutes they withdraw, apparently satisfied with what they have discovered, and the alien ship accelerates away.

\t\t\t\t< >

\t\t\t\t\t< >

\t\t\t\t\t< >

\t\t\t\t\t< >

\t\t\t\t\tThe system abruptly registers damage as lasers on the tentacles' tips surgically remove key components, but after a few minutes the damage monitor registers damaged parts of the system coming back online. The alien ship appears to have analysed the $system, determined that it was damaged, and is now repairing it. After a few minutes of work the tentacles withdraw and the ship accelerates away, leaving the AI wishing it had some way of thanking its alien benefactor.

\t\t\t\t< >

\t\t\t< >

\t\t\t\t\t/* System damage */

\t\t\t\t< >

\t\t\t\t< >

\t\t\t\tThe system abruptly registers damage as lasers on the tentacles' tips surgically remove key components. To the AI's relief, the alien ship does not extend its tentacles again, but accelerates away with its samples of machinery.

\t\t\t< >

\t\t< >

\t\t



< >< ><>

\t< >

\t< >

\t< >

\t< >

<>





< >

\t< >

\t\t/* 50% chance of moderate damage, 50% chance of no damage */

\t\t< >

\t\t\t< >

\t\t\t\t< >

\t\t\t\tThe AI fires the seedship's engines, but the tentacles have already penetrated the sleep chambers, and as the seedship pulls away they tear through $deaths frozen bodies like claws. The alien ship backs off and then accelerates away from the seedship and the expanding cloud of machinery fragments and body parts.

\t\t\t< >

\t\t\t\t< >

\t\t\t\t< >

\t\t\t\tThe AI fires the seedship's engines, but the tentacles have already penetrated the $system, and as the seedship pulls away they tear through the delicate machinery like claws. The alien ship backs off and then accelerates away from the seedship and the expanding cloud of components.

\t\t\t< >

\t\t< >

\t\t\tThe AI fires the seedship's engines and the ship slips away from the alien tentacles' grasp. The tentacles withdraw, and the alien ship pauses for a moment and then accelerates away.

\t\t< >

\t\t



< >< ><>

\t< >

\t< >

\t< >

\t< >

<>



The AI was created to value human life, but its knowledge of human civilisation is limited to what its builders thought was important for its mission. It is human enough to be curious, however, and has access to a vast wealth of knowledge in the form of the scientific and cultural databases. As it departs the system it finds that its power cells are full and it does not need to enter hibernation immediately, so it decides to spend some time studying one of the databases.



<br><br>

<<if $system_scientific_database <= 0 & $system_cultural_database <= 0>>

\tSadly, this desire comes too late in its mission, as the scientific and cultural databases have already been destroyed. All that remains of human civilisation is what remains in the memories of the sleeping colonists, and the AI can only wonder about the science and culture built by their species.

\t<br><br><<continueLink [[MO Done]]>>

<<else>>

\t<div id="result-area">

\t<<if $system_scientific_database > 0>><<link "Study the scientific database">>

\t\t<<replace "#result-area">>

\t\t\tThe scientific database was written to introduce scientific concepts to people with no prior knowledge, in case the scientific experts among the colonists were lost, so the AI has no trouble understanding it. Much of the information on astronomy and physics it already knows on an instinctive level, but other areas such as chemistry, biology, and pure mathematics are new to it.

\t\t\t<br><br>

\t\t\t<<display [[MO Read Databases Scientific]]>>

\t\t<</replace>>

\t\t<<fadeIn "#result-area">>

\t\t<<scrollToResultArea>>

\t<</link>><</if>>

\t<br>

\t<<if $system_cultural_database > 0>><<link "Study the cultural database">>

\t\t<<replaceAndFadeIn "#result-area" [[MO Read Databases Cultural]]>>

\t\t<<scrollToResultArea>>

\t<</link>><</if>>

\t</div>

<</if>>



/* Social media icons */

<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">



The ship drifts for <<print either("thousands", "tens of thousands", "hundreds of thousands", "millions")>> of years, until

\t<<print either(

\t\t"the slow bombardment of cosmic dust wears it away to nothing.",

\t\t"it becomes one more crater on the surface of a dead world.",

\t\t"it is pulled in by the gravity of a gas giant and burns up in its atmosphere.",

\t\t"it is pulled in by the gravity of a star and incinerated.",

\t\t"it is pulled into a black hole and destroyed leaving no trace.",

\t\t"alien explorers find it and add it to a museum of extinct species." ) >>



<br><br>



/* Set up score variables */

<<set $hiscore = {

\tdate: Date.now(),

\tplanets_visited: visited("Move on")+1,

\tfinal_tech_level: -1,

\tfinal_culture: -1,

\tnative_relations: -1,

\tfinal_score: 0,

\tscore_landing: 0,

\tscore_construction: 0,

\tscore_native_relations: 0,

\tscore_technology: 0,

\tscore_culture: 0,

\tscore_scientific_database: 0,

\tscore_cultural_database: 0,

\tscore_atmosphere: 0,

\tscore_gravity: 0,

\tscore_temperature: 0,

\tscore_water: 0,

\tscore_resources: 0,

\tsummary: "Destroyed in space" } >>

<<addHiscore>>



<<displayScore $hiscore false>>



<br>



<<link "Title screen">>

\t<<script>>

\t\t$('#ui-bar').hide();

\t\tSave.autosave.delete();

\t\tEngine.restart();

\t<</script>>

<</link>>







window.updateHiscoreFormat = function(hiscores) {

\t\t/* First cap the number of hiscores */

\tif (hiscores.length > constants.max_hiscores) {

\t\thiscores = hiscores.slice(0, constants.max_hiscores);

\t}

\t\t/* Then convert each one to its encoded version */

\tfor (var n = 0; n < hiscores.length; n++)

\t{

\t\thiscores[n] = encodeHiscore(hiscores[n]);

\t}



\t\t/* Return the new array */

\treturn hiscores;

}

/* If any six of the nine scanners/systems are destroyed, or if all the colonists are dead, game over */

<<set _destroyed_systems = 0>>

<<if $scanner_atmosphere <= 0>><<set _destroyed_systems++>><</if>>

<<if $scanner_temperature <= 0>><<set _destroyed_systems++>><</if>>

<<if $scanner_gravity <= 0>><<set _destroyed_systems++>><</if>>

<<if $scanner_water <= 0>><<set _destroyed_systems++>><</if>>

<<if $scanner_resources <= 0>><<set _destroyed_systems++>><</if>>

<<if $system_landing <= 0>><<set _destroyed_systems++>><</if>>

<<if $system_constructors <= 0>><<set _destroyed_systems++>><</if>>

<<if $system_scientific_database <= 0>><<set _destroyed_systems++>><</if>>

<<if $system_cultural_database <= 0>><<set _destroyed_systems++>><</if>>

<<if _destroyed_systems >= 6>>

\tThe seedship has sustained too much damage to continue. The AI feels its body disintegrating around it, before its own power supply fails and it ceases to feel anything.



\t<br><br><<display [[Space Game Over]]>>

<<elseif $colonists <= 0>>

\tAll the colonists are dead. With no way to fulfil its mission, the seedship AI deactivates all systems that could wake it, and enters hibernation for the last time.



\t<br><br><<display [[Space Game Over]]>>

<<else>>

\t<<goto [[Generate planet]]>>

<</if>>

<<if $planet.surface_features.length == 0>>\s

\t<<replace "#anomalies_text">>None<</replace>>\s

<</if>>\s

The surface probe's mission is complete and it shuts down.



<<nobr>>

\t<<link "Continue">>

\t\t<<replace "#post-planet-stats">>

\t\t\t<<refreshStatusDisplay>>

\t\t\t<<display [[Orbit planet menu]] t8n>>

\t\t<</replace>>

\t<</link>>

<</nobr>>

< >



/* Describe water and farming situation */

< 0>>

\t< >

< >

\t< >

< >

< >

\t< >

\t\t< >

\t\t\tThe colonists farm the hardy native plants for food, taking pressure off the amount of water they can chemically extract from the rocks_p

\t\t< >

\t\t\tThe colonists farm the native plants for food, taking pressure off the amount of water they can condense from the atmosphere_p

\t\t< >

\t\t\tThe colonists farm the plants growing on top of the ice sheet for food, and mine drinking water from other parts of the sheet_p

\t\t< >

\t\t\tThe colonists farm the floating vegetation for food and extract drinking water from the ocean_p

\t\t< >

\t\t\tThe colonists farm the native plants for food and mine water from the < > polar ice cap_p

\t\t< >

\t\t\tThey build their settlement near a river that flows into one of the planet's oceans, and farm the native plants for food_p

\t\t< >

\t\t\ [email protected] @.error;Unexpected water value [email protected] @

\t< >

< >

\t< >

\t\t< >

\t\t\tThey must carefully ration the tiny amount of water they can extract from the planet's rocks_p

\t\t< >

\t\t\tThey must ration the small amount of water they can extract from the atmosphere_p

\t\t< >

\t\t\tThey build their settlement on top of the ice covering the planet's surface, which they mine for water_p

\t\t< >

\t\t\tThey build their settlement on a floating platform with filters to extract water from the planet-wide ocean_p

\t\t< >

\t\t\tThey mine water from the planet's < > polar ice cap_p

\t\t< >

\t\t\tThey build their settlement near a river that flows into one of the planet's oceans, which provides all the water they need_p

\t\t< >

\t\t\ [email protected] @.error;Unexpected water value [email protected] @

\t< >

< >

/* Water death numbers */

< 0>>

\t< >but< >and< >

\t< >

\t\t< >

\t\t\tcrop failures kill 1 colonist.

\t\t< >

\t\t\tcrop failures kill $args[0] colonists.

\t\t< >

\t< >

\t\t< >

\t\t\twater shortages kill 1 colonist.

\t\t< >

\t\t\twater shortages kill $args[0] colonists.

\t\t< >

\t< >

< >



< >

window.getHiscoreShareText = function(hiscore) {

\tvar planet = hiscore.planet;



\tif ( !planet) {

\t\treturn "Destroyed in space.";

\t} else if ( hiscore.score_landing <= 0) {

\t\treturn "Crash!";

\t} else if ( hiscore.score_construction <= 0) {

\t\treturn "Construction failure on planet " + planet.name + ".";

\t} else if ( hiscore.final_tech_level == -1) {

\t\treturn "Long-term technological failure on planet " + planet.name + ".";

\t} else if ( hiscore.native_relations == 2) {

\t\treturn "Enslaved by the natives of planet " + planet.name + ".";

\t} else if ( hiscore.native_relations == 0) {

\t\treturn "Wiped out by the natives of planet " + planet.name + ".";

\t} else {

\t\tswitch ( constants.culture_names[hiscore.final_culture])

\t\t{

\t\t\tcase "Cosmic Enlightenment":

\t\t\t\treturn "Cosmically enlightened " + constants.tech_level_names[hiscore.final_tech_level] + " civilisation on planet " + planet.name + "."; break;



\t\t\tcase "Post-Scarcity Utopia":

\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " post-scarcity utopia on planet " + planet.name + "."; break;

\t\t\tcase "Engaged Democracy":

\t\t\t\treturn "Engaged " + constants.tech_level_names[hiscore.final_tech_level] + " democracy on planet " + planet.name + "."; break;

\t\t\tcase "Corrupt Democracy":

\t\t\t\treturn "Corrupt " + constants.tech_level_names[hiscore.final_tech_level] + " democracy on planet " + planet.name + "."; break;; break;

\t\t\tcase "Rule by Corporations":

\t\t\t\treturn "Ruled by " + constants.tech_level_names[hiscore.final_tech_level] + " corporations on planet " + planet.name + "."; break;

\t\t\tcase "Dystopian Police State":

\t\t\t\treturn "Dystopian " + constants.tech_level_names[hiscore.final_tech_level] + " police state on planet " + planet.name + "."; break;

\t\t\tcase "Warring Superpowers":

\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " superpowers on planet " + planet.name + "."; break;

\t\t\tcase "Post-Nuclear Wasteland":

\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " civilisation destroyed by nuclear war on planet " + planet.name + "."; break;



\t\t\tcase "Egalitarian Republic":

\t\t\t\treturn "Egalitarian " + constants.tech_level_names[hiscore.final_tech_level] + " republic on planet " + planet.name + "."; break;

\t\t\tcase "Benevolent Monarchy":

\t\t\t\treturn "Benevolent " + constants.tech_level_names[hiscore.final_tech_level] + " monarchy on planet " + planet.name + "."; break;

\t\t\tcase "Oppressive Theocracy":

\t\t\t\treturn "Oppressive " + constants.tech_level_names[hiscore.final_tech_level] + " theocracy on planet " + planet.name + "."; break;

\t\t\tcase "Slave-Based Empire":

\t\t\t\treturn "Slave-based " + constants.tech_level_names[hiscore.final_tech_level] + " empire on planet " + planet.name + "."; break;

\t\t\tcase "Warring States":

\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " states on planet " + planet.name + "."; break;



\t\t\tcase "Collective Rule":

\t\t\t\treturn "Communal " + constants.tech_level_names[hiscore.fina