Ficool

Chapter 3 - Chapter 1 A New Body (Part 2)

Once the base location was decided, other issues needed to be resolved. Although the time for decision-making was limited, the capabilities of a computerized mind are astonishing. Information that would have taken hours to analyze manually is now processed in minutes.

Of course, there's a downside. Beyond the lack of a physical body, the auxiliary system is both a help and a potential threat. It constantly reports on the status of my modules, which is useful, but, as I discovered, it can also forcibly open messages from command for review.

Seems harmless, right? But who can guarantee the following won't happen: Suppose I become the ruler of my world, and a directive arrives from central authority. The order is so terrible that an irresistible desire to sabotage it arises. I act on that desire. Then the displeased authority sends another message. The problem is that this message might include a command to the auxiliary system that, if executed, could inflict fatal damage on the main AI, incompatible with pseudo-life.

So, one must never forget that a personal executioner stands behind me, ready to enforce the judgment swiftly and without hesitation…

Next on the agenda was deciding the type of production to establish at the base. I had already crossed mining off the list. Ammunition production was also removed, since a competitor was nearby, and I had no desire to start with a market war. Electronics or gear manufacturing seemed promising, but there was the same risk the ammo producer would face: no guarantee the trade hub would gain traction quickly. Every competent leader would stock necessary consumables in advance, a separate line item in the budget for a reason.

Construction materials looked like another viable option. Yet by the time miners extract resources to sell to off-world buyers, no one would have spare capital for new construction. Making a profit on initial structures required to launch a base was unlikely. This task was already being handled by the colonization prep ship in orbit, which was to erect buildings based on transmitted plans and deliver most of the necessary supplies to the base warehouses.

Agriculture was also undesirable. Perennial crops take time to yield, causing developmental delays, and annual crops still require waiting for harvests. There's no guarantee neighbors wouldn't sabotage fields, destroying crops. Setting up perimeter control for fields, with only a hundred soldiers in the basic garrison, is practically impossible.

Ultimately, there was only one viable option: manufacturing ground vehicles. This appealed to me for several reasons. First, almost the entire budget for acquiring equipment could go toward buying cheaper components, with assembly done locally.

I would gladly spend everything, but there's no guarantee that upon arrival, I wouldn't immediately need vehicles. Who can predict that transport might be urgently required to move a group of citizens involved in a bar fight, or an elderly colonist suffering a heart attack from the excitement of new life? And that's only when no armored vehicles are needed on-site. Considering the number of "urban underclass" colonists-unexpectedly now armed-such trips can't be ruled out.

Second, some bases likely miscalculated their vehicle needs during colonization. Consequently, they will prioritize buying vehicles, possibly going into debt, as a missing piece of equipment halts production. Sure, the same could apply to electronics or uniforms, but miscalculating a few components doesn't significantly harm buyer or seller, except in rare cases. Missing even one vehicle, however, hits the budget hard.

Third, maximum automation of vehicle assembly is possible. Given the widespread shortage of qualified staff that all leaders will face, staffing a factory with only five or six people (a production engineer and a small team of technicians) instead of hundreds of unskilled workers is almost unbelievable-albeit at a higher salary for the skilled staff.

After deciding on the type of production, I set a reminder to contact future neighbors and propose a cost-saving measure: postpone purchasing all or part of the vehicles, using the saved money to buy additional transport instead.

The next stage was designing the base buildings. On one hand, standard structures could be erected and I could move on to other issues. On the other, standardization must be balanced. Take housing for example: planned for factory specialists or base maintenance staff. Standard three-story apartment buildings suit junior personnel, and small private houses for mid- and senior-level staff are appropriate.

Strategically important buildings for defense and base operations, however, were divided into several security zones:

Citadel - planned for my own AI core, the satellite communications system with the Arbiter, and the main reactor. No living human should ever enter this building. The entrance will initially have an airlock. Once sufficient funds are available, airlock doors will be replaced with hermetic doors. The atmosphere will be evacuated and replaced with a high-pressure inert gas mix. This not only improves fire safety-no oxygen means no combustion-but also significantly enhances anti-sabotage measures. Any pressure drop in the room, with pumps operating normally, triggers a perimeter breach alert. After each resupply delivery, the airlock will be filled with inert gas before the inner doors open and a specialized robotic loader transfers resources to the internal warehouse, which can take a week to a month depending on scheduling.

I hoped that my enemies would be careless enough not to supply a saboteur with a month's worth of breathable gas-and where would they even store that much in a container? If a booby-trapped container somehow made it into my airlock, its explosion there would cause me the least trouble. Of course, the number of security systems in the Citadel will only increase from here. And no, I'm not paranoid-I'm enjoying it under the circumstances.

Factory and Warehouse Zone. Access to this security zone is limited to factory personnel, individuals invited through a special procedure, and military patrols for territory rounds or emergency calls. The military compound is positioned between the first two security zones and the main territory. Its design required serious planning. It is to be the last line of defense in case of a riot or perimeter breach. Besides the main warehouses, this zone includes essential buildings for life support.

Specialists' Quarter. It directly adjoins the military compound. In its well-equipped buildings, off-duty soldiers with families and civilians engaged in productive work-or those who can afford the rent-may reside.

Reception Building for New Settlers. I planned to eventually convert this into a city prison and build a permanent structure closer to the outskirts once funds allow. Therefore, a non-standard building design was required. The building will have thick walls, straight corridors with mountable automatic turrets at the ends, and temporary holding cells. Under the migration law, settlers are provided free lodging and three meals for up to three days.

I will comply with the letter of the law-especially since I receive a small subsidy for hosting each settler for those three days-but the spirit of the law will be revised heavily in my favor. No one cares that the free "low-grade" sleeping quarters are narrow rooms furnished with: two triple-decker beds, a vandal-proof restroom, two wall-mounted personal lockers with fingerprint access. The free meals will consist of a jelly-like substance-flavorless, odorless, but nutritionally sufficient.

For an additional fee, settlers may move to larger accommodations with one or two beds, a head-up display for local programs, optional galactic television, a shower, and higher-quality food. This extra cost creates an incentive to find work quickly for those starting life from scratch.

Guest Zone. Includes warehouses, living quarters, and entertainment facilities for traveling caravans.

The final security zone is the "slum area." Here, the urban underclass from other planets can blow their remaining funds. From there, they can either reconsider their choices and find work, or get a one-way ticket off the base. Even here, they have a chance to reconsider-by signing a contract for specialized work, if available, or joining the armed forces. Initially, staff turnover due to losses will be significant, meaning soldiers will be needed. But something tells me most of these individuals will choose the freelance life of "caravan hunters" and end up as prey for the first predator-or a guard's bullet.

Three of six planning points were completed. Fortunately, during my previous life, I had access to engineering knowledge bases and security system manuals, which allowed me to place buildings so that, once security sensors are available, nearly no blind spots remain on the base.

I postponed the fourth point-most interesting-because I can produce part of the technical equipment for planetary development myself.

The fifth point required lengthy calculations: figuring out what and how much is needed to launch an internal trade system. I knew humans consume far more than they realize, but still-so much? Thankfully, statistical guides for various climate zones were available. Since supply transport was scheduled for a year later, I had to stock everything for one year and three months. Again, paranoia played a part-I prefer having the stock rather than risking a shortage, even if local producers could provide the same resources at the same price.

At the same time, the final point of the request was resolved. The base's initial population was calculated at fifteen thousand intelligent beings. Only 1,500 qualified as skilled specialists. The rest, once funds for rent and meals run out, will be instructed to leave the base or find employment.

Honestly, I expected many to want work-even as janitors. Those willing to earn a living and learn useful skills will not be expelled. It's clear that over time, infrastructure development will require more qualified personnel. Meanwhile, the bandit activity in the "slum zone" will gradually be controlled-though it may require clearing out many of the criminals. For now, survival is the priority.

The final task: determine the equipment needed for development and what can be produced in-house.

Fuel Truck. Scrapped. Specialized vehicles are undesirable. Better to buy an additional module for a modular truck, converting it into a fuel truck. The module should meet military standards and be armored against light firearms. Notably, one sniper positioned along a road for a couple of days can pressure a merchant into using my "tech support" services, giving me the chance to keep the idle production line busy with an extra military fuel truck. But moderation is important. It's better to sell incendiary ammunition to citizens in the slum area-perhaps they will create a minor profit incidentally.

All base-made vehicles must be armored against all light firearms. Otherwise, both vehicles and drivers are at risk.

Crane Truck. I will assemble it myself. Early on, it won't be needed, and by the time construction requires it, I can complete it.

Firefighting Equipment. Replace with a more advanced military-grade vehicle immediately. Only one truck is needed, but it is equipped with powerful fire suppression systems. It's a large, specialized firetruck designed for military bases, armored against shrapnel and firearms.

The RPV1-SM firefighting robot is a special surprise for vandals: it autonomously extinguishes fires and evacuates victims safely while the crew remains secure. It also has dual-purpose light laser weapons: cutting through walls or doors for robot access, or neutralizing armed civilians interfering with firefighting.

Ambulances. Replace standard civilian vehicles with military variants. Six patients can be accommodated, with full resuscitation equipment. This handles multiple casualties during attacks, unlike civilian ambulances, which can't carry all patients at once.

Police Vehicles. Instead of three, acquire six. Additionally, two minibuses: one for assault units, another for detainees. Prepare rapid assembly of additional vehicles and purchase modular truck kits (riot control, prisoner transport). Armed response should be minimal, preferably machine guns only when absolutely necessary, following regulations. Local frontier laws justify use of heavy weaponry against unauthorized demonstrations-citizens may carry light firearms, making the police action legally defensible.

However, using lethal force is undesirable for two reasons: moral principles allow killing only as a last resort, and pragmatically, dead people pay no taxes or purchase goods. Some can be paid for officially, e.g., bounties or insurgent bonuses, when identification modules are disabled. Each AI or citizen carries such a module, which, if disabled off private property, classifies them as insurgents. Law-abiding citizens remain traceable on scanners, increasing the likelihood of being corrected if they commit crimes.

Buses. Must be assembled with armored exteriors and vandal-resistant interiors, suitable for automated passenger transport between bases. Toilets must be included. Cost savings allow for purchasing several cars for base managers and the factory's chief engineer. Three minibuses will serve workers and soldiers, ensuring transport between residential and work areas.

All minibuses will be autonomous; I will only monitor their movement. The onboard computer manages navigation, preventing saboteurs from infiltrating military or strategic sites under the guise of drivers. Trucks for base operations will also be assembled in-house, though modules must be purchased. No way around that.

More Chapters