Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

I think it hits a little harder to see a chapter (or at least a successor therof) most of the fans consider to be generally heroic good guys doing standard Imperial things that the Imperium does instead of the usual suspects who do Imperial things.

Helps get across the whole "imperium bad" thing I have in the tags and makes it exceptionally clear how future interactions with them are going to go.

Anyways, vote locked, looks like Blok, Shields, and Directorate wins.
I'm so excited. Honestly, this has made my ten minute break so worth it 😂
 
Frankly all the Tech aesthetics are pretty neat and cover something not really seen in Warhammer, granted i personally would prefer less cartoony implications with the BlokTek, but i could just be misreading and it is instead a lot more intimidating looking...with all that color and such.

Anyway i was curious, how do the TEKKET look, so far i've been imagining small ferret people, is that correct.

Don't worry. The option does say that it's only like that for Civilians. And besides, it's not like we can't imagine it as anything. Unlike the other options, BlokTek seems to be fairly generalized. Not giving an exact look. At least, I think so.
 
Don't worry. The option does say that it's only like that for Civilians. And besides, it's not like we can't imagine it as anything. Unlike the other options, BlokTek seems to be fairly generalized. Not giving an exact look. At least, I think so.

Well that's good, and glad to see it did win, I like the idea of modular Tech and what could be done with it, plus our people will have a lot of options if stranded somewhere and still have some of that stuff with them.
 
hmm i hope those (Probably) C'Tan are not a issue later, like yeah praise the God Machines for saving us, but i just wonder if we should not consider we may have to deal with them later.
 
Turn One: The Final Frontier
[X] BlokTek
[X] The Directorate
[X] ShieldTek

"Space… the final frontier. These are the voyages of the Starship Enterprise, its continuing mission… to explore strange new words… to seek out new life and new civilizations… to boldly go where no man has gone before," -Captain Kirk, Star Trek, 1966.


The year, by your calendar, was 3170. Less than a century ago, your world, Teklia, was embroiled in the most horrific war it had ever known by an enemy you could not defeat conventionally, with billions dying over the course of decades against an enemy that had nothing but contempt for your species for the crime of merely existed. Less than 50 years ago, it finally ended, the invaders destroyed to the last by the God-Machines, three of whom still remain, leaving what remained of your people to pick up the pieces. Ten years ago, planetary reconstruction was declared complete: what cities remained rebuilt, and those that had been completely razed to the ground by the Destroyers carefully preserved to serve as a grim monument of those dark times.

Now? Now the Tekket Directorate was beginning its exploration into the stars. Using technology developed during the Destroyer War and Reconstruction, its expeditionary fleet had erected it's first Starship, the TKK Endeavor. It's mission? Explore the final frontier, starting with the Tekket home system.

______________________________________________________________________

The bridge of the Endeavor was brightly lit, circular, assembled from mostly white and black bloks, making its flooring resemble hard, plastic tiles. In the center, seated on a raised chair looking out the front window was its captain, Taavi, brown, bushy fur meticulously combed and gelled in order to render it mostly presentable, their body covered in an elastic green and black uniform with, on their breast their rank insignia, three vertical, silver bars, their paws steepled together as they stared out into that vast and unrelenting darkness with unblinking brown eyes.

"Commander Lehk, prepare engines for take off," He commanded to his chief engineer after pressing a button at the end of his armrest to open a Comm-Line to the engineering deck. "Commander Knypti," He said, eyes swivelling to his chief navigator. "Prepare to chart a course."

Seated below at the console, the navigator began pressing buttons on the console. "Aye aye, Kaptain," The navigator said, grinning. Like much of the 500 souls crewing the vessel on their maiden voyage, she was deeply exited for what was about to happen, something Taavi noted from the way her fur was standing at end and how her head and ears were sticking up straight in the air. "Where d'ya want to try heading? I hear the moons nice this time of year!"

Taavi let out a soft chuckle. "Why not get a little ambitious? This ship can explore the entire solar system, after all."


Tutorial: Fleet Actions

You are currently in possession of a single, warp driveless ship. Over time, you will no doubt assemble more, forming entire fleets capable of plying the void. Each group of ships can perform one action a turn. This can consist of movement, exploration, combat, anti-piracy operations, etc. For now, lacking a warp drive, you're limited to exploring your local system.


TKK Endeavor: The pinnacle of Tekketi engineering, the Endeavor is the first real space ship constructed in the aftermath of the Destroyer War, incorporating a variety of technologies to enable it to perform its mission. A hypermodular vessel build from grey dyed ferroplastic bloks, its design consists of a wide, flat disc connected via finned spine to two large nacelles. The majority of the crew and work decks are housed in the disc structure, alongside most civilian installations, wheras the Nacelles each contain sub-engineering decks, redundant systems, and storage. Lightly armed with only fusion torpedos and comm-jammers, the Endeavor is not intended to win a stand up fight: it's purpose is purely exploratory.

Available Actions:

[ ] Survey Luna:
Well. It wasn't ambition, but it would be practical as a way of testing out the ships sensors. While some light exploration had been done before the Destroyer War, very little records of those expeditions remained intact, and while the years after had seen some shuttles sent to the lonely stone in the sky, none of them had had the technology of the Endeavor to enable a long term deep survey.

[ ] Survey Naklis: The planet closest to the sun, and Teklias closest neighbor. Deep space probes indicated it was mostly molten metal, with a thick, unbreathable and almost liquid atmosphere. A long term survey would be extremely enlightening in regards to planetary geology, and it would give you a good opportunity to test out your probes.

[ ] Survey Tacchis: In ancient Tekketi history, Tacchis was considered a dark omen by astrologers and mystics. These days, the iceball was mostly known for the massive amount of diamonds probes had found: the planet was mostly carbon and water. While gems had no material value since the abolition of currency outside their use in industry and decoration, the survey data would still be useful.

[ ] Survey Mongus: The largest gas giant in your system, Mongus has a green atmosphere, the result of several rare-teklia gases according to probe data. You wouldn't be able to do a ground exploration of the system: the atmospheric pressure would crush your strongest vehicle like aluminum. But you could certainly do atmospheric probes and expeditions.

[ ] Survey Meeklak: The second largest gas giant, but the one with the largest ring, Meeklak was too far for casual probe use, meaning it and its ring were largely unsurveyed.

[ ] Erichtheo: Named after an old goddess from Classical Myth, Erichtheo, a moon of Mongus, is believed to be the only planet in the solar system capable of supporting life. Icy and oceanic, exploration of Erichtheo has captured the minds of science fiction authors for generations: stepping foot on it would be...well, certainly monumental.

[ ] Spraa'ng: The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.

((()))

On the surface, far away, a Tekket engineer grunted as they tightened a loose bolt with their omniwrench, having to lean their whole weight onto the device in order to generate enough force for the wrench to turn, slowly rotating as the engineer exerted itself. When it stopped, the engineer stepped away, panting, wiping their face as they surveyed their work: a fully reassembled tractor erected from green and brown bloks.

"Next time that mudbrain breaks this thing, I swear to Blok..." she muttered, removing and holstering her omniwrench into her work-coveralls, before unclipping her datapad from her belt and bringing it to her face, eyes quickly skimming the blue, semi-holographic text for her next work-order. "Alrighty and the next job is..."

Local transit: they were retiring a grav-tram and wanted to use the parts to expand another, different, and newer tram made with better parts. Before that though, she noticed an alert. Pressing a fuzzy digit against the alert button, the holoscreen had its display switch to showing her local newsnet. A ballot had been called: some of the farms had had a surplus harvest and the question was where to donate it.

The Tekket rolled her eyes, and pressed an option at random, before holstering her data pad, grabbing her toolbox, and walking to the Tram Hub.


Tutorial: Actions

Expansion Actions govern growing your civilization and developing infrastructure. It and most other major action categories have a certain number of points allocated to it: spend these among said projects to pursue projects. Once a project has sufficient points, it completes. Simple enough, right? You can gain points in the various catagories via technology, policy, population growth, industrialization, etc.

Further, each action can cost a secondary resource. This can be nuclear materials, living metal, computational power, etc. If you lack the secondary resource in sufficient amounts, you cannot pursue a project.

EXPansion Points (EXP Points): 8
Nuclear Material (NK): 2


Teklia: Teklia, oh Teklia. The second planet from your star, and your homeworld. A variety of mostly hospitable climates of variable comfortability, it is covered in what can only be described as space garbage: the ecosystem has largely adapted to it and millenia of exploitation has done much to clear it away, but its undeniably a very garbage covered planet. Most of it is unfortunately decayed, making it only useful as scrap or melted down for raw materials.

Available Expansion Actions:

Autorecycler Plants:
An idea proposed by a consortium of young Tekket engineers, a junk processing plant manned entirely by bond-drones and simple robots, meant to process the vast, vast quantities of ancient space junk on the planet in order to both clear space for further development as well as for use in construction: sure, it was a limited resource, but it could be used to kickstart more sustainable projects, and besides, you weren't liable to run out of garbage any time soon, yes? 0/5, generates more EXP, generates one Nuclear Material.

Orbital Shipyard:
Currently, you had no real orbital shipyard of note. If you wanted to construct more ships, you should probably rectify that. The current plan was for it to be five miles: small, but it would allow for small vessels, probes, and easier maintenance of the Endeavor. 0/10, unlocks additional Orbital Actions.

Construct Endeavor Class Ship Requires Orbital Shipyard.

Nuclear Stockpiles:
It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age, and they had been of limited effectiveness during the Destroyer War, but they were, at the moment, the only weapon you had that could hit hard enough to come even close to shaking their bunkers. Better to have them and not need them, you supposed. 0/1, Grants Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Nuclear Torpedos. Costs one Nuclear Material.

Data Processing Hubs:
If there was something society would always need more of, it was data processing power. Directorate Academy especially needed it to run simulations and let the synthetic intelligences they use work at max capacity. Most processing outside said Academy was done at the TekHubs, massive constructions of GPU's and CPU's and servers and transmitters and receivers that did their work wirelessly and instantaneously. 0/5, generates extra ACaDemia Points, generates a point of Network (NT).

NukeTek:
A much more palatable use of nuclear materials would be to meet the growing energy demands of your civilization by manufacturing some NukeTek facilities to process the materials into reactors and cores which would then be shipped across the planet. 0/3, generates EXP Points, costs one Nuclear Material.

Deep Space Monitors:
One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.

((((()))))


Elsewhere, two opponents gazed at each other, fierce gares signalling their rivalry. Seated at a solid plastic table, in between them lie a battlefield in miniature: a holographic display of a map covered in orbs. One of the Tekket, dressed in an ornate, three pieced suit, with a small device afixed over their eye feeding them data, reached forward, grasping a orb in their fuzzy paw, causing a menu to open up.

Pressing a series of buttons, the Tekket leaned back, a smug grin on his face as the menu closed, his order sent, the orb shifting color, a clear signal that he had taken it. "And like that, your manufacturing hub is mine," He purred.

His opponent gave a grin of her own as her eye lit up with data. "Don't get cocky: you might have taken my manufacturing hub, sure..." Reaching forward, she rapidly tapped in quick succession several orbs in a quick rythem, causing another menu to open up. "But you just left your Command Hub completely undefended!"

Her rival winced as one of his own orbs shifted color, his eyepiece showing the reactions to his stream by the public alongside the data on how losing his main Command Hub would affect his overall force strength. Quickly, he calculated his odds of winning the campaign and slumped his shoulders. "Computer, log concession." Immediately the hologram dissipated, leaving the table empty beyond the holo-emitter humming.

Waddling up next to the table was his Bond-Drone, a simple, vaguely saurian creature assembled from a multitude of bricks. Letting out a squawk, it held a bottle up for the Tekket, who snatched it, gulping the water within down as his stream shut off. "Alright, good game. Wanna go another round?" He asked his opponent, who shrugged.

"Nah, I'm getting kinda bored of Hypernet Warlords. Hey, I heard they released a new PlasmaBowl game, wanna try that out?" She asked, pulling out her data tablet and going through menus.


Tutorial: Culture Projects

Culture Projects are used to develop policies, establish traditions, and react to social problems.


Compulsory Education: One of the things that helped the Directorate flourish was mandatory education starting years 3 to 21. Every citizen received lessons in science, engineering, mathematics, language, history, and ethics. Provides an extra ACD Point.

War Against Extinction:
A harsh lesson learned during the Destroyer War: there existed powers in the cosmos far more powerful than your species that wished you harm. It was a grim calculus, but if the day came when your soldiers and explorers had to sacrifice themselves in order to take down an enemy that would threaten your people, they would, without hesitation. Slight bonus for all forces against superior opponents, can designate forces as Extinctionist, increasing how much damage they do to foes but moderately reducing survivability.

Moneyless Society:
Currency was an outdated concept when you produced enough food and material to more than meet peoples needs. Resistance to subversion increased.

Culture Points (CUL Points): 6

Available Culture Projects:

Wargames:
An idea proposed by those among Directorate Fleet Command, designing a series of games intended to act as training sims for things such as tactics, survival skills, piloting, etc. This would also serve to help drive interest in the Fleet, increasing recruitment. 0/5, grants the Wargamer tradition, slightly increasing the general survivability of your forces and increasing recruitment.

Promoted Therapy:
Much of the world still suffered from trauma from the Destroyer War, especially in the older generation (though there existed many with generational trauma). By encouraging Tekket to seek treatment for the mental damage and expanding the medical sectors resources a bit to help deal with the problem, perhaps you could accelerate the healing process. 0/5, grants the Promoted Therapy tradition, increasing mental resilience for all Tekket.

Hobby Bots:
Manufacturing Bond-Drones required mature, strong machine spirits, but there were a variety of simpler automata that could be used for recreational purposes, such as Bot-Battles, Bot-Racing, urban exploration, etc. Encouraging them would be a good way to get people into bot-design. 0/3, grants the Hobby Bots tradition, providing a small bonus to EXP Points.

Compulsory Secondary Education:
It wasn't...strictly needed, since most Tekket pursued secondary education anyways. Still, by making it mandatory and spending resources to expand the Academy, you could effectively ensure 100% of your population was considered skilled. 0/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.

Nuclear Engineering For Kits:
Every so often a strange idea appears on the docket, and this was one of them: some Tekket wanted to give schools nuclear experimentation playsets for physics and engineering minded kits to play with, educating them on the finer points of nuclear physics and technology. The technology did exist to make this mostly safe, but it would be very resource intensive. 0/10, grants Nukes for Kits, increasing EXP and ACD points, costs 1 NK


((()))


In another place, a funeral was happening.

A female Tekket watched as a metal coffin containing her father was slowly lowered into the incinerator, her personal Bond-Drone curled up into her lap, snuggled against her to help serve as emotional support. Dust to dust. Metal to metal. All around her were her other family members. Some, the older ones, from before her fathers generation, managed to keep dry eyes: it was hard to cry at a funeral no doubt, the grieving daughter mused, when you come from an era of so much death. Many others were misty eyed, and a few wept openly.

Soon, the coffin had fully descended, and the hatch leading to the incinerator closed itself with a kerklunk. Rising from his seat, her Brother ascended the stage, pulling from his pocket a loose sheaf of cards, hands trembling. "H-hello, everyone. Some of you know me: Mabvan, Litkey's son," He said, voice trembling as fiercely as his hands. "I wish to say a few words about my father."


Tutorial: Faith Projects

Faith projects can be used to develop your theology and religious understanding as well as invent rites, should you find or create a divinity willing to act as patron.


Machine Spirits: Discovered via ancient texts from long gone precursors, the Tekket have a healthy reverence for machine spirits, viewing them as invisible partners and allies. So long as the vessel is maintained and proper respect is given, the Tekket find the spirits of their technology extremely reliable, with a handful of rites and rituals existing in order to allow the Tekket to commune with the ghosts in the machine. Improved reliability for all technology.

Faith Points (FTH Points): 10

Available Faith Projects:

God-Machine Cults:
Many already viewed them as divine: it would not be hard to establish a cult dedicated to the God-Machines, and it would provide a good outlet for Tekketi spirituality. Such a body would hold little temporal or legal power, of course: history proved that giving religious institutions political power was dicey. 0/5, establishes God-Machine Cult.

Folk Religion Revival:
There were also a variety of older religions that had seen a resurgence in membership since the God Machines were awoken, and unlike the God-Machines, they didn't necessarily tie their loyalty to ultimately capricious demiurges. 0/5, Re-establishes various folk religions in Tekketi Civilization.

Rite of Anima:
Machine Spirits were a proveable, known phenomenon. The stronger ones could be transferred into different vessels to craft Bond-Drones, but uncountable lesser ones existed. Some of your more religious minded wanted to experiment with different rites and rituals to see if perhaps there existed a manner to strengthen the mechanica anima in order to allow for Bond-Drones to be born with more regularity. 0/10, develop Rite of Anima, upgrading Bond-Drones and increasing EXP points.

TekShrines:
Some of your engineers had taken to leaving machine spirits offerings, constructing simple shrines in the bowels of your facilities where they would leave bits of metal, plastic, food, scraps of paper scrawled with prayers. This had shown a mild strengthening effect on Machine Spirits in the area: perhaps something to be formalized. 0/10, develop TekShrine Tradition, increasing EXP.

Bond-Machina:
Older machine spirits were more powerful machine spirits. Eventually, they reach a point where their vessel is no longer suitable: that is why Bond-Drones exist. However, some believed that with the advent of modern computing, standard Bond-Drones would also eventually become insufficient. Their proposal: house them in a powerful quantum supercomputer. This would limit them in terms of shell, but would provide them with enough room to achieve full intelligence. 0/15, Develop Bond-Machina, a form of supercomputer housing a fully mature and self aware machine spirit. Other effects unknown.

TekMausoleums:
There existed no formalized way to deal with the loss of a loved one: some incinerated their remains and had the ashes scattered at places they considered significant, some inter their dead underground, others still ritually immolate themselves when they feel death is near. Several more morbid citizens had an idea for how to ensure the dead are properly respected and remembered: erect a massive Data Hub to serve as a digital mausoleum, storing images of the deceased, records of their existence, and summaries of who they were written by friends and family. In this way, no one would ever be forgotten. 0/10, develop TekMausoleum rites, creating a digital record of the dead. Costs 1 Network. Unlocks TekMortuary Rites.

TekGrimoire:
The benevolent spirits of the machine were not the only ones that existed. There also existed darker spirits: the Gremlins, daemons of the circuit that wreaked havok using possessed shells. The Antianima, the Dark Spirits of Nightmares. Some religions held too that lighter ones also existed: the guardian souls of those passed on. The spirits of machines that transcended their physical form. Divine beings sent from on high. And all the ones in the middle of the morality spectrum. And others beyond. The priests and holy men of your society wished to assemble an authoritative compendium of these spirits and known ways to invoke, mollify, ward against, and banish them. 0/15, Develop TekGrimoire Artifact. Unlocks TekDaemonism, TekOccultism, and TekAnimism Rites.

Delve into the Tomb:
The complex where the God-Machines were located was, according to the expedition that found the God-Machines, impossibly vast. A select number of Monks wished to establish a temple atop it. It's purpose? To plumb the depths and obtain ancient technology. 0/10, Establish Tombdelver Order, a Society which generates Artifacts (ART).

((()))


And somewhere else, a student shuffled into a classhall, quickly walking down the corridor until he found an empty pod. Tapping a button on the side, he stepped back as the door slid upward. Stepping inside the blue sphere, the student flipped a switch, causing the door to slide shut, isolating the student from the rest of the hall and causing the pods vid-screen to come to life.

"SCANNING..ID DETECTED. HELLO TENZI: WOULD YOU LIKE TO LOAD LAST LESSON?"

Tenzi let out a breath, the coil in his gut retracting. Good, just him and the computer. "No, it's brain training day. Load the lab sim, we're going to toy with chemicals."

"EXCELLENT CHOICE," Droned the Pods Synthetic Intelligence, quickly bringing up a GUI filled with numbers and stats. A virtual lab of sorts, stripped of any helpful visual and reduced to numbers and listed qualities. Apparently they were planning to release a graphics upgrade to this sim soon, but the lack of any sort of simulated beakers or microscopes and fake specimens wasn't really a problem for Tenzi: this sim was mostly used to keep his mind sharp with numbers and charts anyways.


Tutorial: Academy Actions

Academy actions are used to develop your scholarly understanding of the world, conduct research expeditions, develop new technologies, and perform advanced experiments.


Directorate Academy: The Directorate required a vast number of skilled professionals to operate, even in this era of increasing automation. To meet this need, the Directorate Academy was established, growing steadily until its reach encompassed the globe. The Academy effectively WAS the place to get an advanced education. Thankfully, it provided online courses for free, though there were a number of lucky students who received invitations to attend directly: those were the ones who would get drafted into the Academies own personal labs. Provides 5 ACD Points.

Bond-Drone Technology:
Some machine spirits are particularly lively and strong, given power through generations of veneration, extreme age, or, in rare cases, through the love and care of their owner. These awoken machine spirits are typically given new vessels to inhabit, thus birthing Bond-Drones, ensouled, somewhat intelligent automata that serve as warrior, protector, and even family. Provides 1 EXP Point.

BlokTek:
Hypermodular tek designed to be plug and play, BlokTek was the basis of most TekketTek. Every component could be, if you knew the schematic, used for a different machine. The same components that would be used to make a blaster could also be used to build a microwave: the battery as the power source, the optical lens to irradiate the thing, all you needed was a few bloks to make a box. Provides ultimate lego technology: all parts interchangeable and universal. Provides 2 EXP Points.

Living Metal:
GodTek, or something derived from it: the Destroyers had managed to occasionally lightly injure the God-Machines, leaving small samples of an advanced proto-metal around. Researching it produced a room temperature regenerative semi-conductor. Another cornerstone of your tek: it meant that components could essentially be infinitely reused. Maintenance costs reduced to zero.

ShieldTek:
A countermeasure developed to reduce the effectiveness of Destroyer Laser Weapons, ShieldTek generators could power energy barriers around fortifications, hardening positions against lasfire. Increases fortification effectiveness.

Academy Points (ACD Points): 11
Living Metal: 1
Network: 3

Available Projects:

Warp Drive:
Destroyer Tek. The remains of the engine they had used to cross the stars. Specifically spared from destruction by the God Machines along with several other pieces of the ship. To serve as a trophy, of sorts, according to MOTHER when asked. She had agreed to let you study it in order to develop a warp drive of your own. 0/10, Unlocks Crude Warp Drive technology, allowing for the exploration of other systems.

Advanced NukeTek:
Fusion nukes were the closest you have come to really rattling the Destroyers, but they hadn't been sufficient to turn the tide, and who knows how well they'd fare against Destroyer space vessels. A number of Science Division Officers in the Fleet wanted to develop more advanced fusion tek, focusing on overall energy output. 0/10, Unlocks NukeTek Missile Technology, allowing for the creation of more powerful Fusion Nukes and stronger Fusion Weapons in general. Costs One Nuclear Material.

NukeTek Miniaturization:
Another group inside the Academy wanted instead for NukeTek to be scaled down, creating smaller fusion engines that could be used for PowerBloks or to make weapons with. 0/5, unlocks PowerBlok technology, increasing EXP Points and allowing for deployment of Fusion Rockets on vehicles. Costs One Nuclear Material.

MagTek Binding:
Magnets are a fairly new branch of tek, used largely to keep Bloks from breaking apart via large, clunky electromagnetic bloks. A proposed improvement to this idea was giving each Blok their own electromagnetic field: this would make it harder for machines to lose bloks during operation AND would make your vehicles more durable. 0/5, unlocks MagTek Binding Fields, improving the robustness of your technology under harsh conditions and the durability of your vehicles.

MagTek Assembly:
Another proposed usage of MagTek was quick and easy assembly of parts: no more robotic assembly lines or engineers working off schematics for hours. Instead, you'd simply bring the appropriate parts to the assembler and it would quickly manipulate the bloks and snap them together into a whole machine. 0/5, unlock the MagTek Assembler, increasing EXP Points and allowing for rapid repair of medium sized machines and small vehicles.

Repair Protocol:
Living metal is definitely a form of smart matter. If a way could be discovered to control it's growth, you could upgrade your blocks from merely regenerating to replicating if fed with sufficient energy. In essence, bloks that can create more bloks, allowing for your machinery to literally heal from injuries. 0/20, unlock Crude Repair Protocol, giving your machinery the ability to regenerate from light damage. Costs one living metal.

BlokBots:
Not all machine spirits were strong enough to power the consciousness a Bond-Drone, but there existed a number of lesser automata throughout your society, in your factories and on your farms. However, to transition to a fully post scarcity society, you would need to expand your resource generation greatly: to do this, some suggested developing a new, more advanced generation of Bots. 0/5, unlock Golem Class BlokBots, increasing EXP.

ShieldBloks:
ShieldTek was, sadly, one of the few pieces of Tek that wasn't modular. With the end of the Destroyer War, it had become more or less obsoleted before BlokTek had become fully ubiquitous. Some among the Academy wanted to develop a modern model that could be incorporated into BlokTek vehicles or structures. 0/5, Develop ShieldBloks, providing ShieldTek's bonus to ground vehicles and structures. Prerequisite to more advanced SheildTek.

Regenerative Nuclear Material:
Living metal was metal. Uranium was metal. Was it possible to create a version of uranium with the regenerative properties of the former substance? Enterprising scientists wanted to know. 0/10, Develop Perpetunite technology, increases Nuclear Materials by 5. Costs 1 Living Metal.

Quantum Calculators:
A proposed project by the Academy, they wanted to work on improving the cost efficiency of pocket quantum computing technology such that they could make it a daily part of peoples lives: better home computers, better synthetic intelligence assistants, more advanced sims, and smarter Bond-Drones. 0/5, Develop Q-Blok Processors, increasing ACD and CUL Points. Costs 1 Network.

((()))

One hour moratorium. Please vote on expenditures via plan, like so:

[ ] Fleet Actions
-[ ] SampleAction
--[ ] What Fleet
[ ] EXP Actions
-[ ] Insert Purchase Here
-[ ] Insert Purchase Here
[ ] So on and so forth you get the basic outline, its basically a super simplified more narrative driven plan quest.
 
God-Machine Cults: Many already viewed them as divine: it would not be hard to establish a cult dedicated to the God-Machines, and it would provide a good outlet for Tekketi spirituality. Such a body would hold little temporal or legal power, of course: history proved that giving religious institutions political power was dicey. 0/5, establishes God-Machine Cult.
this is the only option I think we should really really take not only cause I think this would logically take place, it a good aveune for it since they saved our fricking lives, does not stop us from doing the other options, worshiping them would provide us good faith stuff they are still around so they can prevent it from getting out of whack, can provivde advice gueidnace, can hopefully by worshiping them liking us more, the people need faith yestraday too we need to get something our right now for them. We should really take it
 
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this is the only option I think we should really really take not only cause I think this would logically take place, it a good aveune for it since they saved our fricking lives, does not stop us from doing the other options, worshiping them would provide us good faith stuff they are still around so they can prevent it from getting out of whack, can provivde advice gueidnace, can hopefully by worshiping them liking us more, the people need faith yestraday too we need to get something our right now for them. We should really take it
One careless moment and our civilization turn into the lite version of the imperium. I would like to build up our industrial and institutional capabilities first before heading up in the eventual convulted schemes of space religion.
 
One careless moment and our civilization turn into the lite version of the imperium. I would like to build up our industrial and institutional capabilities first before heading up in the ass-creek of space religion.
we have to choose a something to fill our spirtual hole no matter what we need to fill the spirutally hole left in our people and the god machine our the quickest and one of the best options to do that. It have to be way way way more than one careless moment the imperium did not form from one careless moments it took so much so much much more than that. The imperium from the outset was made with bad intetions. Honestly the god machines are quite benvolnt I think they be good gods for us to worship and remeber we can take the other options too so we have diveristy in faith too. We our not limited from taking any of the other options by taking this one. We can take all the other ones in later turns and I wan too! having a diverse faith enviroment is good
 
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Huh. Starting off completely at the beginning? Huh. We'll hell of a way to go to even compete with:

"For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies."

Lots of work to do. But we can get there.

Also I love using only the word Tek. It's just so fun.
 
[] Plan: A New World
-[] Fleet Action
--[] Survey Luna: Well. It wasn't ambition, but it would be practical as a way of testing out the ships sensors. While some light exploration had been done before the Destroyer War, very little records of those expeditions remained intact, and while the years after had seen some shuttles sent to the lonely stone in the sky, none of them had had the technology of the Endeavor to enable a long term deep survey.
-[] EXP Action
--[] Nuclear Stockpiles: It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age, and they had been of limited effectiveness during the Destroyer War, but they were, at the moment, the only weapon you had that could hit hard enough to come even close to shaking their bunkers. Better to have them and not need them, you supposed. 0/1, Grants Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Nuclear Torpedos. Costs one Nuclear Material. 1 out of 8
--[] Data Processing Hubs:
If there was something society would always need more of, it was data processing power. Directorate Academy especially needed it to run simulations and let the synthetic intelligences they use work at max capacity. Most processing outside said Academy was done at the TekHubs, massive constructions of GPU's and CPU's and servers and transmitters and receivers that did their work wirelessly and instantaneously. 0/5, generates extra ACaDemia Points, generates a point of Network (NT). 5 out of 7
--[] Deep Space Monitors:
One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning. 2 out of 2, 1 out of 3
-[]CLU
--[] Promoted Therapy: Much of the world still suffered from trauma from the Destroyer War, especially in the older generation (though there existed many with generational trauma). By encouraging Tekket to seek treatment for the mental damage and expanding the medical sectors resources a bit to help deal with the problem, perhaps you could accelerate the healing process. 0/5, grants the Promoted Therapy tradition, increasing mental resilience for all Tekket. 5 out of 6
--[]
Hobby Bots:
Manufacturing Bond-Drones required mature, strong machine spirits, but there were a variety of simpler automata that could be used for recreational purposes, such as Bot-Battles, Bot-Racing, urban exploration, etc. Encouraging them would be a good way to get people into bot-design. 0/3, grants the Hobby Bots tradition, providing a small bonus to EXP Points. 1 out 1
-[] FTH Action
--[]
God-Machine Cults:
Many already viewed them as divine: it would not be hard to establish a cult dedicated to the God-Machines, and it would provide a good outlet for Tekketi spirituality. Such a body would hold little temporal or legal power, of course: history proved that giving religious institutions political power was dicey. 0/5, establishes God-Machine Cult. 5 out 10
--[] Folk Religion Revival:
There were also a variety of older religions that had seen a resurgence in membership since the God Machines were awoken, and unlike the God-Machines, they didn't necessarily tie their loyalty to ultimately capricious demiurges. 0/5, Re-establishes various folk religions in Tekketi Civilization. 5 out 5
-[]ACD
--[] MagTek Assembly:
Another proposed usage of MagTek was quick and easy assembly of parts: no more robotic assembly lines or engineers working off schematics for hours. Instead, you'd simply bring the appropriate parts to the assembler and it would quickly manipulate the bloks and snap them together into a whole machine. 0/5, unlock the MagTek Assembler, increasing EXP Points and allowing for rapid repair of medium sized machines and small vehicles. 5 out of 11
--[] Quantum Calculators:
A proposed project by the Academy, they wanted to work on improving the cost efficiency of pocket quantum computing technology such that they could make it a daily part of peoples lives: better home computers, better synthetic intelligence assistants, more advanced sims, and smarter Bond-Drones. 0/5, Develop Q-Blok Processors, increasing ACD and CUL Points. Costs 1 Network. 5 out of 6, and 1 out of 2.
--[] MagTek Binding: Magnets are a fairly new branch of tek, used largely to keep Bloks from breaking apart via large, clunky electromagnetic bloks. A proposed improvement to this idea was giving each Blok their own electromagnetic field: this would make it harder for machines to lose bloks during operation AND would make your vehicles more durable. 0/5, unlocks MagTek Binding Fields, improving the robustness of your technology under harsh conditions and the durability of your vehicles. 1 out 1

I think this is right.
 
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[X]Plan Ice, Expansion and Machines
-[X] Fleet Action: Survey Tacchis
--[X]TKK Endeavor
-[X] EXP Action
--[X] Data Processing Hubs ( 5 EXP out of 5)
--[X] Orbital Shipyard ( 3 EXP out of 10)
-[X]CLU Action
--[X]Promoted Therapy (3 CLU out of 5)
--[X]Hobby Bots (3 CLU out of 3)
-[X]FTH Action
--[X]Rite of Anima (10 FTH out of 10)
-[X]ACD Action
--[X]BlokBots (5 ADC out of 5)
--[X]Quantum Calculators ( 5 ACD out of 5, 1 NET)
--[X] Repair Protocol (1 ADC out of 20)
 
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One careless moment and our civilization turn into the lite version of the imperium. I would like to build up our industrial and institutional capabilities first before heading up in the eventual convulted schemes of space religion.

yeah there are actually a lot worse fail conditions than the imperium depending on how you handle things regardless of what path you take.

the downside to having c'tan (shards or whole) as patrons, even if you don't literally worship them, is that you have c'tan as patrons.

Anyways since someone asked on discord, Folk-Religion and God-Machine Cults are not mutually exclusive. A civilization can have multiple different belief systems and freedom of religion (so long as those religions conform to Directorate laws and regulations) is a cornerstone of Directorate values.

I think this is right.

All points must be spent. Further, please divide up your vote by category for easy perusal.
 
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[] Plan Infrastructure and Setup
-[] Fleet Action
--[] Survey Luna
---[]TKK Endeavor
-[] EXP Action
--[] Autorecycler Plants 5/5 EXP
--[] NukeTek 3/3 EXP
-[] CUL Action
--[] Promoted Therapy 5/5 CUL
--[] HobbyBots 1/3 CUL
-[] FTH Action
--[] Rite of Anima 10/10 FTH
-[] ACD Action
--[] BlokBots 5/5 ACD
--[] MagTek Assembly 5/5 ACD
--[] MagTek Binding 1/5 ACD

Trying my hand out at a plan.

Generally the above plan is trying to set us up for further expansion and build up by chasing a lot of EXP point increasing actions. Plus chasing the easy to complete stuff instead of going all in on the big stuff.

Survey Luna since that's the easiest one and given its un-remarkableness there might be stuff hiding there.

Autorecycler for more EXP and Nuk, and Nukplant for more EXP

Promoted Therapy since this is WH40k. We can't have too much mental resiliency. HobbyBots so we can get better bots later.

Rite of Anima so we can upgrade bond drones and machine spirits.

BlokBots so we can get EXP and start work on improving our general purpose robot stuff (from the sounds of it). MagTek assembly for more EXP.

Essentially getting a lot of the low hanging fruit stuff done so we can use the EXP gained to open up more stuff next turn.
 
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[ ] Survey Luna: Well. It wasn't ambition, but it would be practical as a way of testing out the ships sensors. While some light exploration had been done before the Destroyer War, very little records of those expeditions remained intact, and while the years after had seen some shuttles sent to the lonely stone in the sky, none of them had had the technology of the Endeavor to enable a long term deep survey.

Practical and historical to restore lost knowledge.



Folk Religion Revival: There were also a variety of older religions that had seen a resurgence in membership since the God Machines were awoken, and unlike the God-Machines, they didn't necessarily tie their loyalty to ultimately capricious demiurges. 0/5, Re-establishes various folk religions in Tekketi Civilization.

This screams CHAOS so it's a no for me.

Promoted Therapy: Much of the world still suffered from trauma from the Destroyer War, especially in the older generation (though there existed many with generational trauma). By encouraging Tekket to seek treatment for the mental damage and expanding the medical sectors resources a bit to help deal with the problem, perhaps you could accelerate the healing process. 0/5, grants the Promoted Therapy tradition, increasing mental resilience for all Tekket.

This is a must. Protection against CHAOS.

Warp Drive: Destroyer Tek. The remains of the engine they had used to cross the stars. Specifically spared from destruction by the God Machines along with several other pieces of the ship. To serve as a trophy, of sorts, according to MOTHER when asked. She had agreed to let you study it in order to develop a warp drive of your own. 0/10, Unlocks Crude Warp Drive technology, allowing for the exploration of other systems.

No to the Warp. I prefer Nekron Inertialess Drives please.

ShieldBloks: ShieldTek was, sadly, one of the few pieces of Tek that wasn't modular. With the end of the Destroyer War, it had become more or less obsoleted before BlokTek had become fully ubiquitous. Some among the Academy wanted to develop a modern model that could be incorporated into BlokTek vehicles or structures. 0/5, Develop ShieldBloks, providing ShieldTek's bonus to ground vehicles and structures. Prerequisite to more advanced SheildTek.

Make Shields modular and increase robustness of infrastructure.

Data Processing Hubs: If there was something society would always need more of, it was data processing power. Directorate Academy especially needed it to run simulations and let the synthetic intelligences they use work at max capacity. Most processing outside said Academy was done at the TekHubs, massive constructions of GPU's and CPU's and servers and transmitters and receivers that did their work wirelessly and instantaneously. 0/5, generates extra ACaDemia Points, generates a point of Network (NT).

Deep Space Monitors:
One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.

These 2 are required.
 
[] Plan: Stepping Out of the Cradle
-[] Fleet Actions
--[] Survey Luna
---[] TKK Endeavor
-[] EXP
--[] Autorecycler Plants 5/5
--[] NukeTek. 3/3
-[]CLU
--[] Promoted Therapy 5/5
--[] Hobby Bots 1/3
-[]FTH
--[] God-Machine Cults 5/5
--[] Folk Religion Revival 5/5
-[]ACD
--[] Warp Drive 1/10
--[] MagTek Binding 5/5
--[] BlokBots 5/5
 
[X] Plan: A New World
-[X] Fleet Action
--[X] Survey Luna: Well. It wasn't ambition, but it would be practical as a way of testing out the ships sensors. While some light exploration had been done before the Destroyer War, very little records of those expeditions remained intact, and while the years after had seen some shuttles sent to the lonely stone in the sky, none of them had had the technology of the Endeavor to enable a long term deep survey.
-[X] EXP Action
--[X] Nuclear Stockpiles: It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age, and they had been of limited effectiveness during the Destroyer War, but they were, at the moment, the only weapon you had that could hit hard enough to come even close to shaking their bunkers. Better to have them and not need them, you supposed. 0/1, Grants Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Nuclear Torpedos. Costs one Nuclear Material. 1 out of 8
--[X] Data Processing Hubs:
If there was something society would always need more of, it was data processing power. Directorate Academy especially needed it to run simulations and let the synthetic intelligences they use work at max capacity. Most processing outside said Academy was done at the TekHubs, massive constructions of GPU's and CPU's and servers and transmitters and receivers that did their work wirelessly and instantaneously. 0/5, generates extra ACaDemia Points, generates a point of Network (NT). 5 out of 7
--[X] Deep Space Monitors:
One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning. 2 out of 2, 1 out of 3
-[X]CLU
--[X] Promoted Therapy: Much of the world still suffered from trauma from the Destroyer War, especially in the older generation (though there existed many with generational trauma). By encouraging Tekket to seek treatment for the mental damage and expanding the medical sectors resources a bit to help deal with the problem, perhaps you could accelerate the healing process. 0/5, grants the Promoted Therapy tradition, increasing mental resilience for all Tekket. 5 out of 6
-[X] FTH Action
--[X]
God-Machine Cults:
Many already viewed them as divine: it would not be hard to establish a cult dedicated to the God-Machines, and it would provide a good outlet for Tekketi spirituality. Such a body would hold little temporal or legal power, of course: history proved that giving religious institutions political power was dicey. 0/5, establishes God-Machine Cult. 5 out 10
--[X] Folk Religion Revival:
There were also a variety of older religions that had seen a resurgence in membership since the God Machines were awoken, and unlike the God-Machines, they didn't necessarily tie their loyalty to ultimately capricious demiurges. 0/5, Re-establishes various folk religions in Tekketi Civilization. 5 out 5
-[X]ACD
--[X] MagTek Assembly:
Another proposed usage of MagTek was quick and easy assembly of parts: no more robotic assembly lines or engineers working off schematics for hours. Instead, you'd simply bring the appropriate parts to the assembler and it would quickly manipulate the bloks and snap them together into a whole machine. 0/5, unlock the MagTek Assembler, increasing EXP Points and allowing for rapid repair of medium sized machines and small vehicles. 5 out of 11
--[X] Quantum Calculators:
A proposed project by the Academy, they wanted to work on improving the cost efficiency of pocket quantum computing technology such that they could make it a daily part of peoples lives: better home computers, better synthetic intelligence assistants, more advanced sims, and smarter Bond-Drones. 0/5, Develop Q-Blok Processors, increasing ACD and CUL Points. Costs 1 Network. 5 out of 6, and 1 out of 2.
--[X] MagTek Binding: Magnets are a fairly new branch of tek, used largely to keep Bloks from breaking apart via large, clunky electromagnetic bloks. A proposed improvement to this idea was giving each Blok their own electromagnetic field: this would make it harder for machines to lose bloks during operation AND would make your vehicles more durable. 0/5, unlocks MagTek Binding Fields, improving the robustness of your technology under harsh conditions and the durability of your vehicles. 1 out 1

I think this is right.

[X]Plan Ice, Expansion and Machines
-[X] Fleet Action: Survey Tacchis
--[X]TKK Endeavor
-[X] EXP Action
--[X] Data Processing Hubs ( 5 EXP out of 5)
--[X] Orbital Shipyard ( 3 EXP out of 10)
-[X]CLU Action
--[X]Promoted Therapy (3 CLU out of 5)
--[X]Hobby Bots (3 CLU out of 3)
-[X]FTH Action
--[X]Rite of Anima (10 FTH out of 10)
-[X]ACD Action
--[X]BlokBots (5 ADC out of 5)
--[X]Quantum Calculators ( 5 ACD out of 5, 1 NET)
--[X] Repair Protocol (1 ADC out of 20)
1 hour moratium
 
Delve into the Tomb: The complex where the God-Machines were located was, according to the expedition that found the God-Machines, impossibly vast. A select number of Monks wished to establish a temple atop it. It's purpose? To plumb the depths and obtain ancient technology. 0/10, Establish Tombdelver Order, a Society which generates Artifacts (ART).

Definitely need a consensus here. We shouldn't take this until we are damned ready for the possibility of dealing with a spontaneous Necron Tomb awakening. Like. This is practically a coin flip of death or not.
 
May I unhumblely demand ,
Promoted Therapy: Much of the world still suffered from trauma from the Destroyer War, especially in the older generation (though there existed many with generational trauma). By encouraging Tekket to seek treatment for the mental damage and expanding the medical sectors resources a bit to help deal with the problem, perhaps you could accelerate the healing process. 0/5, grants the Promoted Therapy tradition, increasing mental resilience for all Tekket.
Because trauma is such a bitch and our ferrets deserve mental health care.
 
Definitely need a consensus here. We shouldn't take this until we are damned ready for the possibility of dealing with a spontaneous Necron Tomb awakening. Like. This is practically a coin flip of death or not.
I don't think we are on a necron tomb world or anything. I think it just a vault full of ctan it just means greater interaction with them and the ctan here are quite belvont. They will of course take great risk in going beneath but since they are monks who worship them, know a lot about them I think it great risk for them but not great risk for our civlization as a whole.
 
OK, here's what I've got. Erichtheo could be our first colony to encourage expansion, NukeTek gets us low-hanging fruit while we get the first half of the Orbital Shipyard done, Therapy is seriously important in a society as traumatized as ours and the Nukits sound fun, if we wait too long on Folk Religion Revival it might die out entirely and Delve into the Tomb sounds like it could have good results, BlokBots and ShieldBloks get our basics done and we get the first bit done on the Warp Core.

Fleets: 1/1
Expansions: 8/8
Culture: 6/6
Faith: 10/10
Academy: 11/11

[] Plan: Brave New World(s)
-[] Fleet Actions
--[] Survey Erichtheo
---[] TKK Endeavor
-[] Expansion Projects
--[] Orbital Shipyard (0/10 --> 5/10)
--[] NukeTek (0/3 --> 3/3)
-[] Culture Projects
--[] Promoted Therapy (0/5 --> 5/5)
--[] Nuclear Engineering For Kits (0/5 --> 1/10)
-[] Faith Projects
--[] Folk Religion Revival (0/5 --> 5/5)
--[] Delve into the Tomb (0/10 --> 5/10)
-[] Academy Actions
--[] Warp Drive (0/10 --> 1/10)
--[] BlokBots (0/5 --> 5/5)
--[] ShieldBloks (0/5 --> 5/5)
 
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