Damn, I was so busy packing I forgot to close the vote. Alright, vote closed, the next turn will probably not come for a few weeks since I'll be moving.
Adhoc vote count started by ScottishMongol on Aug 16, 2022 at 2:16 PM, finished with 51 posts and 34 votes.
Merchants – the men and women who make deals and move goods in the trade that is the League's lifeblood
Holy Men – the religious leaders of the League who mediate between them and the spirits
Intellectuals – the Historians, magicians, alchemists, and academics who provide mental labor for the League, who experiment and develop new magic and technology, and who are bound together by their education.
Mechanicals – skilled professional craftsmen who produce the everyday things and trade goods the League needs
Workers – the laboring classes of the League, comprised of great masses of urban workers as well as miners and foresters, bound together by folkways which revolve around their labor practices
The crisis is passed, and the war is over. The Warrior Societies, humbled by their eviction from the halls of power, are reorganized into a branch of the military and stripped of many of their special privileges. In fact, your whole military must now undergo reorganization, as many troops are being demobilized.
In the former League of Strength, there is widespread approval for integration, but there are many problems to address before this can be completed. There are holdouts, bandits, and evil spirits to be hunted down, the economy is in desperate need of reconstruction, and the new social order must be stabilized. Already you have begun investing in the former territories, rebuilding and improving their technology, but far more needs to be done.
Diplomacy Actions You may take one Diplomatic action per turn.
[] Recruit for the League.
There are always neutral tribes who could be added to the League, especially those who now desire strength in unity after the invasion by the Machine Army offshoot and the expansion of the League of Strength.
[] Expand the League by force.
The League is never truly at peace. Pinpoint raids are still launched by – and against – neighboring tribes, and with your growing wealth you are tempting targets. The Warrior Societies want a chance to prove your strength and settle these raiders for good.
[] Establish relations with the League of Five Shields.
This new League that has arisen to your south is primarily a defensive pact, their main concern being the belligerent and powerful Tech Barons. Perhaps these people would welcome the support of a strong power such as yourself.
[] Establish relations with the Islander Folk.
As it turns out, the Islander Folk come to Sanctuary so frequently to trade they have established permanent embassies, allowing you to potentially walk right in and request an audience with their diplomats. Convenient!
[] Establish relations with the Machine Army of All-Under-Heaven.
The vast empire of the Machine Armies has come ever closer to our doorstep. With their recent moves towards expansion, it is more pressing than ever that we learn more about these people and establish formal communications with them, to safeguard against any future surprises.
Material Science You have 5 Research Points to spend.
[] Fortifications (0/1)
Your cities have grown large, but they lack any large-scale fortifications, leaving them vulnerable to attack. Walls and citadels at strategic points could deter raids and make key locations harder to capture.
[] Hydrogen Fuel (0/5)
Hydrogen fuel is one of the two economical and efficient ways of powering your new engines, but the process is complex and requires several steps to implement, not least of which is the actual conversion of water into pure hydrogen – although perhaps this conversion could be assisted with alchemical processes.
Research Cost can be reduced to (0/1) with Sanctuary Actions.
[] Food Trucks (0/2)
Among the capture devices are great vats of cultured meat and tanks of algae, which the Machine Armies used to feed their troops on the go. Your culture already has rich foodways, but perhaps you can exploit these food sources as well, once they are properly understood and the infrastructure is expanded for widespread use.
[] Physics (0/2)
Mathematics is one thing. However, the laws that govern the movement of bodies is another entirely. Fundamental concepts about how objects move through time and space have infinite potential when built upon, but first the brightest minds among your Historians must contemplate and, most of all, experiment with motion, velocity, momentum, gravity, and force. Not to mention, how all of these principles interact with magic.
[] Deep-Water Vessels (0/2)
Sanctuary lacks a strong blue-water navy, and you have never had a coastline. Now, with the Islander Folk coming to your very doorstep and new continents waiting to be explored beyond the horizon, it may be time to establish a naval tradition.
[] Trains (0/2)
With electrification, your expert Mechanicals have developed an alternative to the fuel-powered vehicles of Sanctuary or the Machine Army. An engine that runs on rails, capable of moving great quantities of men and material. These lines could be run through both the countryside and, on a smaller scale, through cities, creating urban rail lines to move people.
[] Printing Press (0/1)
You have developed your own writing system, but the time-consuming effort of writing means its use is still limited. With electricity, you can print written works many times over for almost no cost, making the written word freely available to everyone.
[] Radios (0/1)
The Machine Army uses devices called radios to communicate, a technology you have ignored due to your magical communications filling the same niche. However, with your expanding technological base there has been a renewed interest in studying radio communications technology, at least in order to understand it and potentially unlock new applications.
Social Science You have 5 Research Points to spend
[] Currency (0/1)
At the moment, barter is the only method of trade there is. However, your merchants would have a much easier time if there were, say, a system of tokens that could easily be exchanged for goods and services. Maybe we could use some of the more useless metals, or some similarly difficult to find material.
[] Labor Corps (0/2)
You have a professional standing army of soldiers, why not a professional standing army of labor? You can organize the usual labor gangs recruited to work on public works and infrastructure projects and reform them into a vast organization maintained and supplied by the Councils, one which can be deployed anywhere and which will provide employment for thousands.
[] Hospitals (0/3)
When someone is sick or injured, they will usually have a holy man make a house call to perform a healing ritual. Other times they may simply seek help at a Religious Lodge. However, there are ways you could centralize and improve this system. By building centralized locations where the sick can go to be treated and receive specialized medicines, you could treat many people more efficiently.
[] Industrial Production (0/1)
The methods used by the League of Strength, while distasteful in their implementation, are nevertheless intriguing. In times like this, when production is growing more bountiful and efficient with every new technology, there are certain ways to organize industrial labor. Standardization. Interchangeable parts. Assembly line production. A hundredfold increase in efficiency and output, and all it requires is training and coordination.
[] Promotion by Merit (0/1)
With the rapid reforms to your military, a new officer class is needed. The best option, as your soldiers see it, is to select members of the rank and file with proven competence and promote them to higher positions. You will select for leadership and intelligence, allowing for upward mobility within the military.
[] Reparations (0/3)
The new territories liberated from the League of Strength have many problems, not least of which is the large population of freed slaves. A brutalized people who have been stripped of much of their culture, they are already organizing, and you can help them along. Wealth redistribution in their favor will help them become productive members of the League, and help them to flourish as they recover from their subjugation.
[] Scribes (0/2)
Your economy and government are largely handled by your Historians, who effectively plan the production, collection, and distribution of goods. However, the rise of writing has led to a proliferation of written works. It has become necessary for a special class of scribes to copy and store written materials into easily-accessible archives, and to promulgate them where they can be seen by others.
[] Philosophy (0/1)
In your universities, there are some who are concerned with inquiry now into mere practical fields, but in asking heady questions about the nature of reality, the meaning of life, the search for truth and morality. A curious collection of topics, but if given the proper attention they may yield answers which give people richer, more fulfilling lives.
Exotic Science You have 6 Research Points to spend
[] Magical Healing - Tier 2 (0/3)
Your holy men can cure most diseases, treat injuries, and sterilize wounds. Child mortality rates are remarkably low and life expectancy is decent. Of course, there is always room for improvement and specialization, and your foremost experts on this could compile their current knowledge and expand on it, creating a systematized method of diagnosing and healing maladies.
[] Study the River-Dolphins (0/3)
The presence of a true non-human intelligence is a new thing for you. What is the nature of these beings, and can they really communicate with us? What do they have to offer?
[] Afterlife (0/3)
While working on venerating and communing with the spirits of the dead is a viable path, your holy men also believe they could construct a resting place to house these spirits, one that could act as another plane of existence entirely. This would require great amounts of magical energy and vast rituals to accomplish, but it would ease the passage of souls into the afterlife.
[] Study Homunculi (0/5)
The artificial humans produced by your alchemists are fascinating. The process creates a physically diminutive and stunted version of a human, but one possessed of a spirit and intellect on par with that of a baseline human, if not greater. If these beings and the process of their creation are sufficiently studied, analyzed, and refined, then perhaps it may revolutionize the very basis of society.
[] Salnitre Emitter (0/3)
From the notes of the eccentric alchemist known as Ishak is the design for a device known as the salnitre emitter. This device uses an alchemical forge to produce what the inventor claims is an anti-gravity field, and from initial tests his claims seem to be accurate.
[] Suspended Mercury Engine (0/3)
Another intriguing device from the notes of Ishak the Inventor is the Suspended Mercury Engine. Another alchemical power generator, this one utilizes the inherent magical potential of mercury to produce energy. Suspended within a gyroscope, the mercury is converted into a propulsion thrust.
[] Spiritual Empowerment (0/1)
The performance of Sanctuary's dervishes in the War Between the Leagues has impressed you, and you eagerly seek to learn more about their abilities. The techniques for spiritual empowerment build on your prior knowledge of astral projection, strengthening your presence in the spirit world and what you can do there.
[] Purify the Land (0/3)
The former League of Strength is still beset with the legacy of the old social order. A pall hangs over the land, the cities are full of places where pain and suffering have soaked into the bricks, and the remnants of the League of Strength's magical infrastructure linger. This doesn't have to be the case; you can tear down these works, purge their influence from the ruins, and build a new order in its place.
[] Hunt Down Wild Spirits (0/2)
In the final days of the war, the League of Strength unleashed dangerous spirits of the hunt to run loose through the forests and hills; many of them still lurk in wild places and deep woods, where they prey on the living and feed on the remnants of the old order. By hunting them down, not only will you make the land safer, but you may also learn more about these spirits and their nature.
[] Study the League of Strength's War Magics (0/1)
The League of Strength was able to unleash impressive war magic against you, but you ultimately proved the better. Still, you are willing to study what they were capable of, even if you aren't certain what you will find; by interviewing captive enemy Warriors and studying their war shrines, you will be able to decipher their ways.
Sanctuary Actions
Integration: 75%. Sanctuary is now officially a member of the League, albeit one with significant political autonomy. Your cultures continue to blend, and recent economic reforms to shore up the position of the craftsmen have led to a collapse in support for the nativist camp. The nativists are now reduced to a small minority, one with disproportionate political influence but nevertheless lacking control over Sanctuary's affairs – and there are fewer of them with every passing generation.
Generating Sheik…(3d6 – 3, 5, 3)
A new Sheik has been identified! Born into a family of middle-class craftsmen, the Sheik is loved by many for his generous and forgiving personality, although he has expressed caution regarding Sanctuary's further integration into the League. He has adopted a view of moderation; he respects your reforms and advocates for slow progress towards unity.
Still, he is willing to collaborate on further projects:
Technology Pick one.
[] Expand Hydrogen Fuel Production
Sanctuary already has a full chain of production for hydrogen fuel, allowing them to supply their fleet of trucks and ships domestically. With your resources, they could drastically expand their production to meet your shared demand, allowing you access to a common fuel source.
[] Space Travel
Sanctuary claims to have lost knowledge of much since their arrival on Paradisea, including how to construct a spacefaring vessel capable of faster-than-light travel. Be that as it may, there are almost certainly various documents, physical samples, and even stories which can be put together into a picture of how FTL travel is supposed to work, even if you lack any exact instructions.
Politics Pick one.
[] Elected Regency Council
On the other hand, one could approach this from the angle of the Sheik's regents. These mullahs, selected by the Sheik on a mix of reputation and connections, serve as his advisors when in his majority and his regents when his new reincarnation is still young. You could introduce a system by which the regency council is elected, allowing a democratic body to govern the city while the Sheik is incapable of doing so.
Religion Pick one.
[] Study Reincarnation
The doctrine of transmigration of the soul is central to Sanctuary's religion, and central to their government, as reincarnation of the Sheik is what allows them to have continuity of government at all. Study this, and you will understand the bedrock of their faith, and of their government system, understand the Sheik himself, and last but not least, understand their powers of reincarnation, astral projection, and spiritual empowerment.
[] Study Arabic
Arabic is a liturgical language that the Sufis say is foundational to their religion. It is a written language, and is primarily used to record their religious beliefs and customs. However, the Sufis also claim that when utilized properly it bestows mystical powers, as evidenced by its use in their architecture and in their magical traditions.
[] Teach Leyline Network
Your Leyline Network has become as integral to your magical infrastructure as electricity is to their technological infrastructure; indeed, the two are inseparable. You could extend your leyline network into Sanctuary's territory through the construction of monuments, maybe even integrate their mosques into it, to allow them to reap the benefits as well.
[] Plan Radical Reconstruction
-[] Diplo: Establish relations with the League of Five Shields.
-[] MatSci: Fortifications (1/1)
-[] MatSci: Hydrogen Fuel (1/1*)
-[] MatSci: Physics (1/2)
-[] MatSci: Trains (2/2)
-[] SocSci: Industrial Production (1/1)
-[] SocSci: Reparations (3/3)
-[] SocSci: Philosophy (1/1)
-[] ExoSci: Magical Healing - Tier 2 (3/3)
-[] ExoSci: Purify the Land (3/3)
-[] SanTec: Expand Hydrogen Fuel Production
-[] SanPol: Elected Regency Council
-[] SanRel: Study Reincarnation
I have come up with a first draft of a plan whose elements (almost) all have knock-on effects for the reconstruction of the former League of Strength. Fortifications and Trains will allow us to bind our growing territory together better, and defend our much-longer border. Reparations and Purify the Land will lay the foundations for an enduring and just recovery for the former LoS lands and their free people. Magical Healing will help to bind the literal wounds caused by the most recent conflict.
As for the other techs, I think Physics and Industrial Production will do wonders for our economic and military potential, while Philosophy allows us to continue developing our understanding of higher concepts (also I had a point to spare).
We're running out of Sanctuary Actions and I made several promises regarding taking Hydrogen Fuel Production this turn, so that's what I'm gonna do. Study Reincarnation seems like a good way to get to know this less-enthusiastic and more slow-going Sheik, and to better integrate him into our society.
[] Plan To your health
-[] Establish relations with the League of Five Shields.
-[] MatSci
--[] Fortifications (1/1)
--[] Hydrogen Fuel (1/1)
--[] Physics (2/2)
--[] Printing Press (1/1)
-[] SocSci
--[] Hospitals (3/3)
--[] Industrial Production (1/1)
--[] Philosophy (1/1)
-[] ExoSci
--[] Spiritual Empowerment (1/1)
--[] Magical Healing - Tier 2 (3/3)
--[] Hunt Down Wild Spirits (2/2)
-[] Expand Hydrogen Fuel Production
-[] Elected Regency Council
-[] Study Arabic
I guess you can say this is what I want to see written about next turn. I just think this all synergizes well. hopstials with magical healing two, philosophy with the printing press with studying arabic. Physics with industrial production with hydrogen fuel. Better astral projection, learning about war spirits, knowing what a wall is.
@etranger01 I like your plan but we have multiple 1 tech options in mat sci we could use that point for and it not efficient to spend it on physics instead of spending it on one of those other options
[] Plan: Time to rebuild
-[] Diplo: Establish relations with the League of Five Shields.
-[] MatSci: Fortifications (1/1)
-[] MatSci: Hydrogen Fuel (1/1*)
-[] MatSci: Physics (2/2)
-[] MatSci: Printing Press (1/1)
-[] SocSci: Industrial Production (1/1)
-[] SocSci: Reparations (3/3)
-[] SocSci: Philosophy (1/1)
-[] ExoSci: Magical Healing - Tier 2 (3/3)
-[] ExoSci: Purify the Land (3/3)
-[] SanTec: Expand Hydrogen Fuel Production
-[] SanPol: Elected Regency Council
-[] SanRel: Study Reincarnation
This is very similar to etranger plan except instead of train I put it on physics and use the one point on printing press. Physic cause a lot of cool stuff is gated behind physics and would be a big advancement for our mil in the coming war which we will need and I suspect such a big advancement might get us a mat sci point. For printing press it because printing press are super big and we will be able to spread our ideas all across the land and within our territory syncing well with bring the new territories we have conquered into our nations. It will also sync well with philosophy too and having all this new written word around will as the option says "making the written word freely available to everyone." which I think is important and will let more people into critical though let new ideas flow ect.
[] Plan: Integrate and Uplift
-[] Diplomacy Actions
--[] Establish relations with the League of Five Shields.
-[] Material Science (5/5)
--[] Fortifications (1/1)
--[] Hydrogen Fuel (1/1*)
--[] Food Trucks (1/2)
--[] Printing Press (1/1)
--[] Radios (1/1)
-[] Social Science (5/5)
--[] Industrial Production (0/1)
--[] Promotion by Merit (0/1)
--[] Reparations (0/3)
-[] Exotic Science (6/6)
--[] Purify the Land (3/3)
--[] Hunt Down Wild Spirits (2/2)
--[] Study the League of Strength's War Magics (1/1)
-[] Technology
--[] Expand Hydrogen Fuel Production
-[] Politics
--[] Elected Regency Council
-[] Religion
--[] Study Reincarnation
This plan focuses on uplifting our recently conquered territories and making use of what Machine Army tech we already have. Finally, I decided on studying reincarnation as it fits with the whole continuity of government thing what with the leader returning and the regency council.
[] Plan Partial Completion
-[] Establish relations with the League of Five Shields.
-[] MatSci: Fortifications (1/1)
-[] MatSci: Hydrogen Fuel (1/1*)
-[] MatSci: Physics (2/2)
-[] MatSci: Printing Press (1/1)
-[] SocSci: Reparations (2/3)
-[] SocSci: Hospitals (3/3)
-[] ExoSci: Magical Healing - Tier 2 (3/3)
-[] ExoSci: Purify the Land (3/3)
-[] SanTec: Expand Hydrogen Fuel Production
-[] SanPol: Elected Regency Council
-[] SanRel: Teach Leylines
The logic of this plan is to start preparing for another war, while doing some work on repairing the damage from the League of Strength. Fortifications, Physics, and Hydrogen will all strengthen us militarily, and I am hoping Physics might give us another MatSci point.
Hospitals and Magical Healing will be important for keeping our people alive in the face of a very dangerous war. Reparations is partly completed and Purify the Land totally completed in the hopes of preventing problems in the former League of Strength.
[] Plan For a Stronger Republic
-[] Diplo: Establish relations with the League of Five Shields.
-[] MatSci: Hydrogen Fuel (1/1*)
-[] MatSci: Physics (2/2)
-[] MatSci: Trains (2/2)
-[] SocSci: Industrial Production (1/1)
-[] SocSci: Reparations (3/3)
-[] SocSci: Promotion by Merit (1/1)
-[] ExoSci: Magical Healing - Tier 2 (3/3)
-[] ExoSci: Study the League of Strength's War Magic (1/1)
-[] ExoSci: Hunt Down Wild Spirits (2/2)
-[] SanTec: Expand Hydrogen Fuel Production
-[] SanPol: Elected Regency Council
-[] SanRel: Study Reincarnation
I'm mostly in agreement with @etranger01 but I disagree about some stuff. I think its high time we finally research Physics so I would rather invest the 2 points now.
I think Promotion by Merit is more important right now to fully but the crisis behind us. Fully reforming the military now is going to fully stabilize the situation.
Purifying the Land is tempting but I think studying the War Magics is important to understand the League of Strength. Questioning the LoS warriors and understanding their organization is beliefs is very positive for a Truth and Reconciliation/Nuremburg Trial thing and hunting the rampaging war spirits is also super important to restore security.
[] Plan: Consolidate
-[] Establish relations with the League of Five Shields.
-[] Matsci: Hydrogen Fuel (1/1*)
-[] Matsci: Fortifications (1/1)
-[] Matsci: Printing Press (1/1)
-[] Matsci: Trains (2/2)
-[] Socsci: Industrial Production (1/1)
-[] Socsci: Promotion by Merit (1/1)
-[] Socsci: Reparations (3/3)
-[] Exosci: Magical Healing - Tier 2 (3/3)
-[] Exosci: Hunt Down Wild Spirits (2/2)
-[] Exosci: Study the League of Strength's War Magics (1/1)
-[] Sanctuary: Expand Hydrogen Fuel Production
-[] Sanctuary: Elected Regency Council
-[] Sanctuary: Study Reincarnation
Short on time atm so you get bullet points instead of the full pitch.
The important thing to know about material science here is that I really want boats. I want boats so bad. I am never going to shut up about boats and the importance of establishing contact with the next continent and competing with the Islanders and knowing what's going on over there and trading with it. However, audience research suggests that they are less popular with others atm, so I want to knock out stuff standing in the way of getting boats, like trains.
So this is set up so that next turn we can play wider and longer-term and grab Physics + Boats + something else, probably radios if there's not a cool new 1-pointer. This turn it focuses on playing tall and fixing problems, with a side of greedily grabbing miltechs. PP, Trains, Industrial Production, and even the spirit research of hunting down wild spirits is all about doubling down on strengths and continuing virtuous cycles because tall. Magic Healing, War Magics, Promotion by Merit, and Fortifications are all the military stuff we can grab.
Putting off Hospitals for a turn to service Reparations, because I think turning the LoS's problems into opportunities at high speed is important.
Also, tbf, deep water vessels are at most very indirectly useful if the Machine Army goes to war with us in the next turn or two. This is still a 'what if we're invaded at the end of the turn' plan. I want them tho. I want boats you guys.
I think the sanctuary stuff is pretty self-explanatory
Really want to make contact with the Machine Army but the L5S is something we've put off for a while, mean to support, and it fits the "build tall to our strengths" theme because they're True People and we intend to unite those.
[] Plan: Rapid Reconstruction
-[] Establish relations with the League of Five Shields.
-[] Matsci: Hydrogen Fuel (1/1*)
-[] Matsci: Physics (2/2)
-[] Matsci: Trains (2/2)
-[] Socsci: Industrial Production (1/1)
-[] Socsci: Promotion by Merit (1/1)
-[] Socsci: Reparations (3/3)
-[] Exosci: Hunt Down Wild Spirits (2/2)
-[] Exosci: Study the League of Strength's War Magics (1/1)
-[] Exosci: Purify the Land (3/3)
-[] Sanctuary: Expand Hydrogen Fuel Production
-[] Sanctuary: Elected Regency Council
-[] Sanctuary: Study Reincarnation
Compromise plan that mutated into speedrunning reconstruction. The potential synergies of getting all of the LoS problems solved at once were really appealing, it gets a bunch of liabilities out of the way before they can snowball, and it fit people's conflicting views about the priority of Purify the Land v. Hunt Down Wild Spirits into one fell swoop. It still hits most of the high points of industrialization and military reform and consolidates our local strengths ahead of wandering further afield next turn.
[] Plan: Rapid Reconstruction
-[] Establish relations with the League of Five Shields.
-[] Matsci: Hydrogen Fuel (1/1*)
-[] Matsci: Physics (2/2)
-[] Matsci: Trains (2/2)
-[] Socsci: Industrial Production (1/1)
-[] Socsci: Promotion by Merit (1/1)
-[] Socsci: Reparations (3/3)
-[] Exosci: Hunt Down Wild Spirits (2/2)
-[] Exosci: Study the League of Strength's War Magics (1/1)
-[] Exosci: Purify the Land (3/3)
-[] Sanctuary: Expand Hydrogen Fuel Production
-[] Sanctuary: Elected Regency Council
-[] Sanctuary: Study Reincarnation
Compromise plan that mutated into speedrunning reconstruction. The potential synergies of getting all of the LoS problems solved at once were really appealing, it gets a bunch of liabilities out of the way, and it fit people's conflicting views about the priority of Purify the Land v. Hunt Down Wild Spirits into one fell swoop. It still hits most of the high points of industrialization and military reform and consolidates our local strengths ahead of wandering further afield next turn.
Also uh...letting war spirits eat people for a generation is bound to cause problems down the line just like letting the spiritual taint poison our political efforts.
Additionally the window where you can do effective reconstruction tends to be narrow so uh...best to get everything we can do in that department done now before the new society in the former LoS develops in warped ways.
I have no intention of finishing turn 8 without Fortifications and at least one of Hospitals and Magical Healing, full stop, no further compromises with fort doubters and my own thirst for other exo/soc options, but i think we can go one more turn without since at last blush the TBs and MA were both occupied. Like there are other things I feel strongly about (boats, river dolphins) but those two minimums are well and truly locked in.
I'm going to go even further than Potato; if I have anything to say about it, we're not ending Turn 8 without both Hospitals and Magical Healing. I'd be locked into both this turn if not for reconstruction.
I continue to be concerned about the lack of Fortifications and medical stuff, but reconstruction is indeed an issue, so I'm probably in on Rapid Reconstruction as long as we do that stuff next turn as suggested.
As for the other techs, I think Physics and Industrial Production will do wonders for our economic and military potential, while Philosophy allows us to continue developing our understanding of higher concepts (also I had a point to spare).
We're running out of Sanctuary Actions and I made several promises regarding taking Hydrogen Fuel Production this turn, so that's what I'm gonna do. Study Reincarnation seems like a good way to get to know this less-enthusiastic and more slow-going Sheik, and to better integrate him into our society.
Given how the setting works, I wouldn't be surprised if Physics and Philosophy somehow synergized and we got a new Exotic Tech option out of it. We learn more about how the natural world functions while questioning everything we know about it. It feels like it'd fit together a bit like Monument Architecture did and further enhance our abilities to channel metaphysical concepts in physical objects.
Given how the setting works, I wouldn't be surprised if Physics and Philosophy somehow synergized and we got a new Exotic Tech option out of it. We learn more about how the natural world functions while questioning everything we know about it. It feels like it'd fit together a bit like Monument Architecture did and further enhance our abilities to channel metaphysical concepts in physical objects.
It might actually be deeper than that. The text says it'd lead to questioning life and a possible re-examination of our deeply held beliefs and systems. It might result in people leading deeper richer lives, more aware of their place in the world and society as a whole. It could lead to unlocking a few social techs from Alpha Centauri, like Ethical Calculus, Social Psyche, and Intellectual Integrity. We have a greater metaphysical understanding our society and psychology while integrating it into our wilder esoteric tech. Imagine if we discover how to consciously shape public spaces using material and esoteric sciences for social engineering. Applying real world principles but scaled up and much more finely tuned than ever before. It could revolutionize society as we know it.