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Part 2 of From a Ristar to a Lady
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To Step Beyond
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Published:
2026-01-11
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2026-01-11
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Mystery of Fort Lambourne

Chapter 4: Updated Germanium Economics and Jumpship Design

Chapter Text

Interestingly enough, the cost calculations for jumpships did not factor in jump range at all, so I fudged a bit and reduced the cost of the KF core. The other advantages for a smaller jump range were already discussed - less germanium required, larger cargo capacity due to smaller KF drive.

There’s no canon figure for how much germanium is required for a KF core, but I postulate it to be 0.5%, based on a number of factors to make the FASAnomics fit. For example, the Scout jumpship has a KF core of 85500 tons. 0.5% of that is already 427.5 tons. Earth’s IRL current annual germanium production is only 240 tons, much of it byproducts from coal ash and other ore residues, since germanium does not really exist as an ore on its own.

There is quite a bit of it in the crust, but it is all evenly spread out, so to get a quantity of germanium requires processing a lot of other stuff. If not extracted from coal ash and zine residues, then germanium can be extracted from sphalerite ores with only 0.3% germanium by mass. That 0.3%? That’s already considered high concentration.

So 0.5% already seems a lot of germanium for just one KF core. Any higher percentage would strain credulity, especially when we consider the initial colonisation wave from Earth, which used a lot of jumpships and hence KF cores. Some of it can be accounted for by Belter mining from germanium-rich asteroids, but even then they won’t be especially rich, because the abundance and distribution of germanium even in the asteroids of the Solar System would not be too far different from Earth’s.

Example, the Aquilla class was one of the designs used in the big Exodus from Sol. Its KF core was 50000 tons. So if 0.5% of it is germanium, then that means 250 tons of germanium was required for every Aquilla. Just ten of these ships, or similar sized FTL vessels, would mean 2500 tons of germanium would be required, which is already an incredible number and seems just plausible enough at a stretch.

Going back to the germanium economics calculations way back in Act II, I needed to rework it given the above estimate of 0.5% and the known cost of the KF drive. Since the Scout’s KF drive is 85,500 tons, and costs 217,950,000 C-bills, my earlier assumption of 25 million C-bills per ton of germanium just doesn’t work.

Instead, let’s say the germanium consists of 90% of the cost of the drive, but takes up only 0.5% of the mass. Then 427.5 tons of germanium costs 196,155,000 C-bills. Each ton costs about 460,000 C-bills, which seems more reasonable now, so that will be my personal figure going forward. In fact, the price of 460,000 C-Bills is almost double the IRL cost per ton of germanium in C-Bills (3062 C-Bills converted to 2021 USD).

That also means the stash Johann O’Reilly found on Alphard, worth 50 billion C-bills, was about 100,000 tons of germanium, enough to build the KF cores for about 200 Scout jumpships. Somewhat believable.

Somebody else said that having such a small amount of germanium in the KF core is a trivial mass, but I’ll just handwave it away as the secret sauce for the KF drive to work - a critical component, not the main component. Without this quantity of germanium, the process just would not work.

The ecosystem alluded to consists of several components - space/recharge station at the zenith/nadir jump point, starport in orbit around the colony. Jumpship jumps in, pushes cargo containers to station at the jump point. Dedicated space-only haulers run the station-to-starport route the usual way, accelerate, flip, then decelerate. They offload their cargo at the starport, then specialised ground-to-orbit ships would make the transit up and down the gravity well (too bad they don’t have space elevators). All these vessels should be cheaper, so to speak, because they do not need docking collars to negotiate with the KF field for FTL jumps. Strictly local assets.

The dropship on the collar would carry passengers, tourists, and more sensitive cargo, e.g. military equipment.

And there’ll be interesting implications of using a ‘primitive’ jump drive with a smaller maximum range. In science, we need a minimum of three data sets to establish any pattern or trendline. If only Winston had access to data from another jump drive that could jump further than 30 light years… 😛

Elcano Jumpship

Item Quantity / Value Mass Notes
Jumpship (Elcano) NA 50000
Component
KF drive 'Primitive' (Light Years) 25 40000 0.5%: 200 tons of germanium
Engine (modern) 1 600
Fuel (tons) + Pumps 100 102 Fuel points
Structure (SI=1) 1 334
Sail (modern) 1 37
Control Modern 1 125
Docking Collars 1 1000
Grav Deck (80m) 1 50
Crew Quarters Minimum crew: 9 base crew, 2 officers
1st Class 3 30
Standard 12 84
Armor (std aerospace) (tons) 23.5 23.5 Note: 3 on each arc
Escape Pods 4 28
Small Craft Bay 2 400 1 door
Additional Heat Sinks 0 0
Subtotal NA 42813.5
Heat sinks (Free, Primitive) 69 0
Cargo space NA 7186.5 1 door
Total NA 50000

Cost Breakdown

Item Cost per unit Cost
Controls
Bridge NA 700,000
Computer NA 200,000
Life Support NA 175,000
Sensors NA 80,000
FCS NA 100,000
Gunnery Control Systems NA N/A
Structural Integrity Na 100,000
Manuevering/Station Keeping Drive
Engine 1000 per ton 600,000
Engine Control Unit NA 1,000
KF Drive (standard core)
Drive Coil NA 125,000,000
Initiator NA 30,000,000
Controller NA 50,000,000
Tankage 50000 per KF Drive Integrity 100,000 KF Drive Integrity 2.00
Sail 50000 per ton 1,850,000
Charging System NA 700,000
KF Drive Core Sub-Total x1 for standard, x5 for compact 207,650,000
KF Drive Support systems NA 50,000,000
Additional Ship Systems
Altitude Thrusters NA 25,000
Docking Collars 100000 per collar 100,000
Fuel Tanks 200 per ton 20,400
Armor 10000 per ton 235,000
Heat Sinks 2000 per ton 138,000
Life Boats/Escape Pods 5000 per LB/EP 20,000
Grav Deck NA 5,000,000
Small Craft Bay 20000 per cubicle 40,000
Cargo Bay 1000 per bay door 1000 1 door
Quarters
1st Class NA NA
2nd Class/Standard NA NA
Weapons/Equipment NA NA
Base cost (C-Bills) NA 265,185,400
Weight Multiplier NA 1.25
Actual Cost (C-Bills) NA 331,481,750

Notes:

I've posted Mystery of Fort Lambourne in one shot. Will do so with Recruitment/Drive soon too. Finishing Should Auld Acquaintance, will posted that one up once completed.

Then I'll take a long break before "Valour Ignites Destiny". Need to focus on my IRL work and add storyline details.

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