[X] Plan: Explore and Courts Updated
[X] Plan But Think Of the Children Right Temple This Time
[X] Plan: Metal Forests and Guardian Spirits v3
[X] Preparing for Trouble
Decided to make a plan after, my plan does NOT take muses since people are so opposed to them
[X] Plan: Preparing For The Future
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
---[X] TKK Accomplishment
need upgrades to our fleet
-[X] Orbital Forests: 15/15, generates CUL.
finish this up to get some more culture and give our people in space/cube the chance to experience some public forest very good for mental health. Interested to learn more about that environmental data will provide too and what we can use it for.
-[X] Asteroid Harvesting Facilities: 20/20, generates EXP, grants 1 Nuclear Material.
this is to start getting ahead of the major crisis we got coming soon with us running nuclear material out on Teklia and it starts to extend our reach farther out in the solar system setting us up farther away.
--[X] Construct Endeavor Class Ship (2/20)
start getting a good sized fleet going that we can rotate out with for exploring and doing other stuff with it
-[X] Frontier Explorer Compartment: 20/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
finish this up get more cool stuff for our fleet people upgrade them ect
-[X] Lunar Salvage Cabals: 10/10, unlocks Salvage Cabals, a Society that generates ACD and grants one ART.
this is a nice 2 for one option since it get us acd and get us ART best of both worlds
-[X] Sleepwalk Brew: 2/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
this is a option I think is being slept on cause it grant point in nearly ALL our categories that is fricking huge! that could do a lot for us and I am also worried about all these people using these non standardized potential not safe brews that people go vision questing in which I rather get a safe standizred one so that vision questing which is already being used wisely across our society rather have it done safely than not at all. It also does not even send them into the dreamland or the shadowlands whatever since it just a bunch of normal drugs too just them not being used safely.
--[X] Shrine-Talismans (10/10)
get this done for the increase in the power of our shrines and all are machine spirits as a result.
-[X] Temple of the Old One: 5/10, establishes Old Ones Temple, a Holy Site that increases the power of your Rites.
start getting this close to complete because we have a shit ton of rites at the moment that are doing so many different stuff for us so increasing the faith option would likely increase the amount of points in so many different categories by a lot. There also the narrative effects of that all our rites are doing a lot of stuff so by increasing there power everything would become a lot better as a result improving our civilization leaps and bounds. Also founding a temple where they can assemble a great libary to invesgaite the secrets of the unviverse sounds super cool too.
-[X] Temple of the Roadguide: 10/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
pretty obvious reasoning here we got warp ships going around everywhere, we are gonna have even more warpships soon let increase the amount of protection they got here.
-[X] Particle Field Generator: 20/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
get our warp travel safer not much more than that
-[X] Quartzbug Anatomy: 4/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
to defeat your enemy one must know one enemy also domesticating them would be super cool
edit: added the 2 ACD forgot to quartzbug
[X] Plan But Think Of the Children Right Temple This Time
[X] Plan: Metal Forests and Guardian Spirits v3
[X] Preparing for Trouble
Decided to make a plan after, my plan does NOT take muses since people are so opposed to them
[X] Plan: Preparing For The Future
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
---[X] TKK Accomplishment
need upgrades to our fleet
-[X] Orbital Forests: 15/15, generates CUL.
finish this up to get some more culture and give our people in space/cube the chance to experience some public forest very good for mental health. Interested to learn more about that environmental data will provide too and what we can use it for.
-[X] Asteroid Harvesting Facilities: 20/20, generates EXP, grants 1 Nuclear Material.
this is to start getting ahead of the major crisis we got coming soon with us running nuclear material out on Teklia and it starts to extend our reach farther out in the solar system setting us up farther away.
--[X] Construct Endeavor Class Ship (2/20)
start getting a good sized fleet going that we can rotate out with for exploring and doing other stuff with it
-[X] Frontier Explorer Compartment: 20/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
finish this up get more cool stuff for our fleet people upgrade them ect
-[X] Lunar Salvage Cabals: 10/10, unlocks Salvage Cabals, a Society that generates ACD and grants one ART.
this is a nice 2 for one option since it get us acd and get us ART best of both worlds
-[X] Sleepwalk Brew: 2/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
this is a option I think is being slept on cause it grant point in nearly ALL our categories that is fricking huge! that could do a lot for us and I am also worried about all these people using these non standardized potential not safe brews that people go vision questing in which I rather get a safe standizred one so that vision questing which is already being used wisely across our society rather have it done safely than not at all. It also does not even send them into the dreamland or the shadowlands whatever since it just a bunch of normal drugs too just them not being used safely.
--[X] Shrine-Talismans (10/10)
get this done for the increase in the power of our shrines and all are machine spirits as a result.
-[X] Temple of the Old One: 5/10, establishes Old Ones Temple, a Holy Site that increases the power of your Rites.
start getting this close to complete because we have a shit ton of rites at the moment that are doing so many different stuff for us so increasing the faith option would likely increase the amount of points in so many different categories by a lot. There also the narrative effects of that all our rites are doing a lot of stuff so by increasing there power everything would become a lot better as a result improving our civilization leaps and bounds. Also founding a temple where they can assemble a great libary to invesgaite the secrets of the unviverse sounds super cool too.
-[X] Temple of the Roadguide: 10/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
pretty obvious reasoning here we got warp ships going around everywhere, we are gonna have even more warpships soon let increase the amount of protection they got here.
-[X] Particle Field Generator: 20/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
get our warp travel safer not much more than that
-[X] Quartzbug Anatomy: 4/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
to defeat your enemy one must know one enemy also domesticating them would be super cool
edit: added the 2 ACD forgot to quartzbug
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