Their Light Will Be Ours [Stellaris]

All really good, but I feel like rares are worth taking when they show up.
If the others are gonna stick around for a while, I like the idea of increasingly easy form changes. What if one day we can learn how to put ALL forms in ALL Klaxes, and it's just an act of will for them to shift between them? Combine that with Hybrid Vigor and Hyperspecialization, and... well, what if you walked into your math class you could decide to BECOME Steven Hawking, and then when you went to your job at the construction yard you could BECOME Arnold Schwarzenegger? Everyone just adapting on the fly to the task at hand as required, perhaps even /as far as/ required thanks to hyperspecialization.
I can certainly see how that could be Unmarked Dangerous though!
 
Normally I'd be on the side of radiation hardening, since it seems like the most directly applicable to our ability to safely explore space; but rkyeun makes a good point regarding taking rares when the opportunity arises, and as such, I'm instead going to go with Telomere Management.

[X] Telomere Management
 
[X] Hyperspecialization

A great boon for all the Klaxes everywhere. With this we can push the limits of crabkind even further, acquiring tools for our forms which we can only dream of today, like opposable thumbs. Shipwise, it means we can specialize our crew even more.
 
Unlocks the Telomere Management Polity Benefit, increasing the natural lifespan of the Klaxes species by approximately ten to twenty years. Clearly of theoretical interest for further research into treatment of Klaxes senescence.
I wonder what the mechanical effect of this is from our perspective? A slower turnover of named characters would mean longer for them to increase their stats/gain traits, so a higher average statline? Similarly a higher average statline across the whole Klaxes species, with more institutional knowledge?
 
Something else is that telomere management would be an incredibly valuable tech in a trade scenario, particularly in a highly individualist society. On earth you already have people spending their entire life savings to get an extra year or two, of what is comparatively a low quality of life, so imagine what a Light would trade.

This tech would give so much both quantitatively and qualitatively it's incredible. It's also a scarce product as while Light society may theoretically be able to research it, the time that would take means that those alive now wouldnt be alive to take advantage of it.

This should be a scenario that while in a game play situation techs are relatively equal as it makes things far easier to code, on a more societal and personal level the desire for this tech should be extreme.
 
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My shortlist for SCIENCE!! or the warp physics joint research so far.

Though we still have Political Science, Void Engineering, and Industry research to look at.

Subspace:
[ ] Subspace Equilibrium Theory
Theory - important

[ ] Subspace Cartography
Mapping - important

Computing:
[ ] Hierarchical Drone Algorithms [DANGEROUS]
GLOBALIZED ROBOT WONDERS!

[ ] Warpslip Hardening
Minimized warp core + drone warp computer = small jumpship drones maybe?

Genetics:
[ ] Hybrid Vigor
--Cutspawn--

[ ] Telomere Management
It looks like we will probably choose this.

[ ] Non-Invasive Genefixes
--Cutspawn--
 
I wonder what the mechanical effect of this is from our perspective? A slower turnover of named characters would mean longer for them to increase their stats/gain traits, so a higher average statline? Similarly a higher average statline across the whole Klaxes species, with more institutional knowledge?

For the sake of not having to figure everything out from scratch, natural Klaxes lifespans are similar to ours. Xartaxes is quite young for a Director - only 32 as of the start of the Quest. The oldest of our current specialists is Sponsor Varashta, who was 64 as of the beginning of the Quest, having deferred retirement. Most of the other directors are in their 40s or 50s, with the exception of Telthis Jagta, who is an astonishing prodigy: he's 23, almost a decade younger than Xartaxes! As for our jumpship crews, they're all in their 20s and 30s, having been selected for physical health and fitness. (I'll draw up a full list of ages for my next Specialist Report.)

Once Specialists get above 60 years of age, I start making Hardshell rolls against aging each year, modified by the medical facilities available to the target. These rolls are against a very easy difficulty, but suffer increasing penalties for each year beyond "expected lifespan." Close failures impose negative Traits: a serious failure results in death. Sponsor Varashta has been "rolling" these behind the scenes for the last five years: however, the positive modifiers from their high Hardshell and our advanced medical science have made it literally impossible for them to fail.

However, this 60-or-older boundary is for people with desk jobs! Environmental hazards such as chronic radiation exposure can lower the expected lifespan of specialists working in dangerous professions, making them have to make anti-aging rolls sooner. Career injuries can also reduce expected lifespan: even if Aletas fully recovers from her radiation sickness and returns to active duty, I'm likely to roll a d6 and subtract that many years from her expected lifespan.

Telomere Management means you get another 10 to 20 years before I start rolling in all cases, and reduces penalties on anti-aging rolls for those who are already beyond their "expected lifespan." It won't remove negative Traits gained from aging, though, nor can it revive the dead. It's a purely preventative technology that only staves off damage: it can't reverse it.

Current Tally looks pretty decisive for Telomere Management. I'll lock this vote in an hour if nobody has a strong argument against it.
Adhoc vote count started by Evenstar on Oct 21, 2018 at 12:56 PM, finished with 22 posts and 14 votes.
 
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[X] Telomere Management

eventually we will find the reverse way of dealing with the damage to cells. Immortal Trait here we come!
 
3005 Research Grant Cycle: Xenology & Political Science
RESEARCH AREA: BIOLOGY AND SOCIOLOGY
LOW PRIORITY RESEARCH (-1 Hand Size, all subfields)

Sociology & Political Science:
Political Sponsor: Alkata Varashta

Trait: Innovative (Higher chance to draw rare technologies.)

COMPLETED: FORM-BASED EDUCATION

While some grumble about the new curriculums narrowing the access of young Klaxes to outspecialty resources, Sponsor Varashta's new educational programs are overall a resounding success, increasing the amount of useful material covered while cutting down on cruft and irrelevancies. Even our current specialists have benefited from the targeted education methods developed by Sponsor Varashta's new programs.

Form-Based Education Polity Benefits:

All specialists with non-Hybrid Forms have gained an additional +2 to the natural stat bonuses of their Forms.
All future specialists have an increased chance of positive traits.
All future specialists are less likely to have traits not applicable to their specialties.
The positive trait "As According To Form" has been unlocked.
The negative trait "Shell-Bound" has been unlocked.
The Specialization and Eugenics polity memes have been significantly reinforced.
The Self-Modification and Workability polity memes have been weakened.

Technology Cards Decked:

Formal Representatives [Political Science]
Formal Apprenticeships [Political Science]

PROSPECTIVE TECHNOLOGIES:
Interstellar War Doctrine

While the Warp Drive has obvious applications to warfare, its full military implications are not wholly understood. We want to avoid attempting to fight an interstellar war as if it were all within a single gravity well: however, rethinking our assumptions on that front will require a serious and thorough look at our current military doctrines.

Of obvious theoretical importance, but has no known practical applications at this time.

Coordinated Voidborne Tactics

As we begin to develop a proper presence in interstellar space, the question of maintaining coordination between military ships, their drones, and any stations or other Klaxes assets in the local area is of growing importance - especially given our current lack of any FTL communications.

Unlocks battlegroups and military commanders for our Voidcraft. Of obvious theoretical importance for further research into interstellar military logistics.

Independent Enterprise [Dangerous]
The recent successes of the outspecialty actions of multiple Klaxes have intrigued many of our sociologists, as has the Lights' ability to survive and even thrive despite their astonishing lack of coordination. Upon careful review of Directorate records, we've discovered no less than a dozen scientists before Xartaxes who observed the same odd phenomena that lead to the discovery of the Warp Drive, but were quietly censured through social shunning, grant withdrawals, and other forms of social reprimand - often so vague and diffuse that it's difficult to ascribe blame to any individual. Clearly, our system has a flaw.

If we want to encourage the next Xartaxes, we need to overhaul our decision systems to allow more resources to unpopular opinions and long-shot technologies. While some say we're risking the same kind of anarchy that the Lights work under, it's unlikely that a small shift like this will result in major issues.

Increases the likelihood of our Specialists gaining rare Major Traits, and makes them more likely to have positive Traits related to out-specialty work.

Political Science Cards in the Innovation Deck: 6
Never-Drawn Technologies: 4
Hand Size: 3

Xenology:
Xenologist-Director: Ak Tratka

Trait: Firebrand (+1 Hand Size: Unresearched Technologies are always discarded.)

MEMETIC SYNTHESIS EFFECT: SCIENTIFIC GOLD RUSH

The combination of the Workability and SCIENCE!! memes allows a random technology to be researched in the newly-established field of Xenology, despite its discovery partway through a Grant Cycle!

COMPLETED: XENOECOLOGICAL ADAPTATION

Ak Tratka's pioneering research on genetic adaptation to alien environments, performed on a shoestring budget partially appropriated from a Genetics grant, is a truly astonishing study, full stop. That they managed it under ridiculous constraints only makes their achievement more impressive.

Rather than attempting direct genetic modifications to adult Klaxes, Ak's work focusses on improving the hardiness of our crops, alternate biosynthesis of common industrial materials and required nutrients, and better understanding of the likely conditions on alien worlds, fed both by survey reports and Light codex data. As a result, their work is likely to be broadly applicable to many exoplanets, a truly rare achievement in this newborn field.

In the process of making the Directorate recognize the importance of their research, Ak Tratka became the standout candidate among those jockeying for the newborn Xenology chair: their drive, passion, and personal charisma in their steadfast advocacy for their work has won over both you and Director Vashtex. (...though you do suspect Vashtex voted to confirm them because they wanted to make sure the new chair was filled by a Klaxes with a genetics background.)

As such, they are now the third member of a new spawning of Directors, young, agile, and fundamentally more flexible and demanding than their more traditional peers. If their tongue doesn't get away with them, their name might go down in history next to your own.

Polity Benefit: Xenoecological Adaptation

All alien worlds gain a +1 modifier to their Habitability.

Technology Cards Decked:

Habitability Studies [Xenology]
Tailored Speciation [Genetics]

PROSPECTIVE TECHNOLOGIES:
Xenoarcheological Codex: Nova

Despite our salvage team's detailed investigations of the Precursor ship, we still know very little about the species that built it: their culture, biology, and industry are still largely unknown to us. However, a dedicated grant would allow thorough processing of the masses of data recovered from the precursor cruiser. Dedicated specialists will no doubt catch information the Carcina's crew missed in three days.

Unlocks a basic Codex containing more information on the Precursors whose ship we discovered in Proxima Axtra. Of obvious theoretical interest for further xenoarcheological research.

Cultural Analysis: Far-Flung Lights

Though we've known of the Lights for some years now, it's only recently that we've gained the ability for some of us to go live among them. With a dedicated grant, we could send a full xenographic research team to learn as much about the Lights as possible, as fast as possible.

Unlocks a detailed Codex containing extensive information on Light culture and its current political realities. Also contains basic dossiers on major Light public figures. Of obvious theoretical interest for further xenoethographic research.

Xenopropaganda

Though our persuasive techniques are known to work well on Klaxes, adapting them to entirely alien biologies and cultures is no small task. In order to try and avoid this yawning cultural gap, a team of xenographers are seeking to find shared motivations and instincts between us and the Lights, in the hope of finding truly universal negotiation methods.

Increases the projective memetic power of the Klaxes Directorate, making it more likely that aliens we are in contact with will experience memetic drift towards us. Of obvious theoretical interest for further research into commonality of minds between species.

Diplomatic Miniclimates

Given the difficulties experienced by Lights in our default station environments, and the discomfort experienced by Klaxes collaborators in Light-modified station environments, the development of tailored environments both species can comfortably reside in would improve quality of life for everyone. It would likely also be of some value to us in understanding how to modify alien worlds' conditions to make them more friendly to ourselves.

Reduces penalties suffered by collaboration between species that prefer different climate types. Of theoretical interest for further research into terraforming technologies.

Xenology Cards in Innovation Deck: 4
Never-Drawn Technologies: 4
Hand Size: 4

Choose one technology to receive the Political Science grant for this cycle.
[ ][Political Science] Interstellar War Doctrine
[ ][Political Science] Coordinated Voidborne Tactics
[ ][Political Science] Independent Enterprise

Choose one technology to receive the Xenology grant for this cycle.
[ ][Xenology] Xenoarcheological Codex: Nova
[ ][Xenology] Cultural Analysis: Far-Flung Lights
[ ][Xenology] Xenopropaganda
[ ][Xenology] Diplomatic Miniclimates
 
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[X][Xenology] Xenoarcheological Codex: Nova
[X][Xenology] Diplomatic Miniclimates
[X][Political Science] Interstellar War Doctrine
[X][Political Science] Coordinated Voidborne Tactics

Adhoc vote count started by Rockeye on Oct 21, 2018 at 10:23 PM, finished with 36 posts and 11 votes.
 
@Evenstar? Do we have any potential colony sites yet? In Proxima Axtra, perhaps? I think there's a gas giant with life there that I'd like to send an inflatable station to, too.
 
[X][Political Science] Independent Enterprise
[X][Xenology] Cultural Analysis: Far-Flung Lights

I know the Indepentent Enterprise is a dangerous technology for our society, but at it's core, it does address one of our fundamental weaknesses of overspecialization as we've seen through the narrative. Because of it's dangerous nature of the inspiration it takes from Light society, I feel that it would synergy with us taking the cultural analysis tech at the same time to mitigate some of the dangers. The Cultural Analysis tech is also valuable on it's own for obvious reasons as epaceful interaction is the best way to prosperity, and we've already had a very fruitful trade with them advancing both of our societies. Advancing our relationship with them by better understanding their society and culture should be a major benefit.

It may also give us some special insight on their tech that allows them to scan so far too.
 
@Evenstar? Do we have any potential colony sites yet? In Proxima Axtra, perhaps? I think there's a gas giant with life there that I'd like to send an inflatable station to, too.

We have an Arid Planet that's sort-of-habitable in Proxima Axtra, and in that same system a gas giant with airborne fungimals that might make a good station site.

There's a Tropical Moon and an Arctic Planet in Proxima Jaxus B, but we'd have to negotiate the colony with the Stargazers who already have a research station there.

We haven't found any other potential colony sites as of yet: the Carcina's mostly been sent on research missions so far, rather than exploratory ones.
 
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