A Beacon of Hope in the Darkness: Warhammer 40,000 Xeno Civ Quest

A little heads up for you all.

The Turn 9 overview is nearly complete, and I should be able to drop it tonight.

The Tau sidestory is also progressing well, and I hope to release it in the next couple of days.
 
Turn 9 overview
The ninth year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as two new corvettes are commissioned, and the arts of the deities are being slowly rediscovered.



Overview: Naval Actions
Hunter-class corvette × 2

Description: A basic warship design based on the Resolution-class, the Hunter-class is a simple vessel armed with small caliber guns, laser cannons, missiles and torpedoes.
Cost: 95 M minerals, 28.5 M nanomaterials
Build time: 9 months
Shakedown cruise duration: 1 month

Thanks to the efforts of our shipyards and shipbuilders, our Cosmonaval Fleet has doubled in size, as the Hunter-3 and Hunter-4 have been built and commissioned by the AUMCC.




Overview: Infrastructure Actions
Build mining facilities in the Hol'tranorr Valley

Description: A rugged valley with hostile terrain, the Hol'tranorr is one of the less visually aesthetic places on Xan'qarras and a place that the Drak'xarim prefer to avoid, in part due to the fact that Xel'gar Drakes tend to roost in the vicinity. But the region has been found to be rather rich in minerals, and the mining collectives wish to develop the area. It will be an excessively difficult endeavor, needless to say.
Cost: 680 M minerals, 204 M nanomaterials
Time: 9.8 months
Chance of success: 50%
Rolls: 2d100 = 29 (Very severe failure)

Our efforts to build mines in the Hol'tranorr Valley were not received well by the Xel'gar Drakes, who were aggravated and began attacking our engineering teams. The engineers and equipment were lost to their fury. Considering how angry the Drakes are, it would be prudent to avoid the region for now.
Status: Mining projects in the Hol'tranorr Valley unavailable for 4 turns


Build mining facilities in the Fal'nakkar Hills

Description: A picturesque little range of hills, the Fal'nakkar Hills are well known for the rich biodiversity in their vicinity as well as the rich mineral nodes underneath. Our mining collectives have plans for the development of the region. They are complicated by the fact that the hills are next to the Zel'mannak Forest, which is home to a lot of vicious fauna.
Cost: 730 M minerals, 219 M nanomaterials
Time: 10.6 months
Chance of success: 75%
Rolls: 2d100 = 167 (Appreciable success)

In contrast to the disaster at the Hol'tranorr Valley, the construction of mines at the Fal'nakkar Hills has proceeded relatively smoothly. The newly built mines are already providing minerals for our use.
Reward: Additional minerals production (+1.02 B minerals per year)


Build nanomaterial manufactory complex in the Rek'nallan District

Description: The Rek'nallan District is a region of significant potential, thanks to the surge in construction here as of late. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 490 M minerals, 147 M nanomaterials
Time: 5.3 months
Chance of success: 85%
Rolls: 2d100 = 175 (Major success)

The new nanomaterial manufactory complex in the Rek'nallan District is up and running, and already supplying us with nanomaterials for our needs.
Reward: Additional nanomaterials production (+720 M nanomaterials per year)


Build nanomaterial manufactory complex in the Jok'traalin District

Description: The Jok'traalin District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 540 M minerals, 162 M nanomaterials
Time: 5.9 months
Chance of success: 85%
Rolls: 2d100 = 182 (Brilliant success)

The new nanomaterial manufactory complex in the Tol'derran District is up and running, and already supplying us with nanomaterials for our needs.
Reward: Additional nanomaterials production (+790 M nanomaterials per year)


Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1)

Description: While basic inter-settlement railways have been built in the Teq'naris colony, to form a strong and hopefully, unassailable link to the mainland, it has been proposed to build an underwater high-speed rail line, connecting the island chain to the continent of Dek'manak. Such an undertaking, while definitely highly beneficial, is problematic due to the fact that our engineers do not have experience in building structures underneath the seas, or for that matter, the seabed.
Cost: 648 M minerals, 194.4 M nanomaterials
Time: 16.56 months
Chance of success: 65%
Rolls: 2d100 = 95 (Close failure)

In spite of the newly gained knowledge, our second attempt to build the underwater railway lines has yet again failed. The problem seems to be the excessive agitation of the local fauna and flora, which is resisting efforts by us to build the lines. Our druids are hard at work, preparing some rites to calm them down. We can only hope that the third time will be the charm.
Status: Chance of success increased by 10%


Fortify the Gen'xarril Plains arcologies

Description: Our engineers have prepared a plan to incorporate defensive measures in the Gen'xarril Plans arcologies, since they were built before the fortified arcology designs were available. We should incorporate these upgrades as soon as possible.
Cost: 200 M minerals, 60 M nanomaterials
Time: 8 months
Chance of success: 70%
Progress: 4.6 / 4.8 months

The arcologies built in the Gen'xarril Plains are almost upgraded to the new designs.


Build orbital shipyard

Description: In order to build up our fleet, we need to build additional shipyards.
Cost: 432 M minerals, 129.6 M nanomaterials
Time: 19.2 months
Chance of success: 75%
Rolls: 2d100 = 178 (Major success)

Our third shipyard has been built and commissioned, increasing our shipbuilding capacity by 50%.


Build nanomaterial production plants × 12

Cost: 172.8 M minerals, 51.84 M nanomaterials

The new nanomaterial production plants have been brought online and are already contributing to our economy.




Overview: Archaeology Actions
Analysis - Encrypted Files from XA-07

Description: A cache of encrypted files has been brought back from the command center at the site XA-07. They now await the attention of the cybernetics experts at the AUAS.
Time: 2 years
Chance of success: 65%
Rolls: 2d100 = 83 (Failure)

The files recovered from the XA-07 command center have protected by multiple layers of quantum encryption, making it a tough nut for our cybernetics experts to crack. They have found some leads that will help them in the second attempt.
Status: Chance of success increased by 2%


Explore unknown alien ruins XA-06 (Level 2)

Cost: 2.5 M minerals, 750K nanomaterials
Time: 12 months
Chance of success: 72%
Rolls: 2d100 = 174 (Major success)

Having explored the first level of the site XA-06, the team made their way down to the second level of the facility.

The second level is effectively a facsimile of the first level, with the same facilities present. There is a difference, though.

It seems that the facilities on the second level are meant for developing a different type of superwarrior than the one on the first level, from superficial analysis. But such conclusions are premature, and can only be verified by a more detailed analysis.

Either way, the Lorefinders are busy pulling the data from the computers and collecting samples for analysis.
Unlocked: Explore unknown alien ruins XA-06 (Level 3) (Archaeology Action)


Explore unknown alien ruins XA-08

Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 70%
Rolls: 2d100 = 93 (Failure)

The site XA-08 is really proving to be a tough nut to crack.

The images of the site make it clear that it is some sort of high-value military installation, going by the heavy defenses it has. Speaking of defenses, our cybernetics experts have had another go at the cybersecurity protocols, and have yet to make significant headway on that front.
Status: XA-08 chance of success increased by 2%




Overview: Research Actions
Optical Computation - Storage Devices

Description: Having proven the feasibility of optical computation, it is time for us to build on the progress we have made in this field. If we can devise methods to store data optically, we will have taken several steps forward towards a functional optical computer.
Category: Computation
Cost: 41.5 M nanomaterials
Time: 2 years 10.32 months
Chance of success: 70%
Unlocks: Optical Computation - First Generation Optical Computers (Research Option)
Rolls: 2d100 = 143 (Success)

It got a little tricky at times, but the efforts have been worth it, as we are now able to store data in an optical medium. Now it is time to move on to the next stage: developing the necessary hardware for a functional and practical optical computer.
Unlocked: Optical Computation - First Generation Optical Computers (Research Option)


Orbital Shipyard Expansion (Level 2)

Description: Our cosmic engineers have come up with a plan to upgrade the existing design of the orbital shipyard we are building right now. The new design will have more berths for constructing of vessels, and they will be made such that they are capable of building vessels one class larger than the corvettes.
Category: Cosmic Facilities
Cost: 400 M nanomaterials
Time: 2 years 11 months
Chance of success: 80%
Unlocks: Orbital Shipyard (Tier 1, Level 2) (Infrastructure Option)
Rolls: 2d100 = 168 (Appreciable success)

The new design for our orbital shipyards has been finalized by our cosmic engineers. It has more berths for vessel construction, and they have been made to accommodate destroyer-sized vessels. This will see our naval capabilities receiving quite the boost.
Unlocked: Orbital Shipyard (Tier 1, Level 2) (Infrastructure Option), Military Vessel Designs - Destroyers (Research Option)




Overview: Faith Actions
Pantheon
Build Temples of the Sun (Repeatable)

Description: Lac'rinsali is seen as the bane of all that is evil in our pantheon, and thus, it would serve us well to build temples dedicated to her, so that our people may never stray from the path of righteousness.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%
Rolls: 2d100 = 189 (Brilliant success)

All across the territories we control, temples dedicated to the Sun Goddess have been built. These shrines will help with the training of solar priests and priestesses, as well as the power of any psiolytes blessed by Lac'rinsali. Also, the aura exuded by these sacred shrines should help in keeping the forces of the Void at bay.
Reward: +200 Temples of the Sun built across Xan'qarras. Training of Solar Priests, Priestesses and Psiolytes increased. Efficiency and strength of Chaos forces on Xan'qarras will be reduced by 0.5% overall and by 20% in the vicinity of the temples.


Basic Stellar Purification Rites

Description: The Rites of Stellar Purification were of great assistance during the Voidspawn Wars, as many fell to the corrupting influence of the Void. The sacred powers of the Light, bestowed upon us by Lac'rinsali, helped us claim back several of the corrupted. Relearning these lost rites would be of great aid to us.
Time: 2 years
Chance of success: 75%
Rolls: 2d100 = 154 (Notable success)

It was somewhat difficult to grasp the essence of the rites mentioned in the ancient scriptures, but once a breakthrough was made by a young acolyte, everything flowed smoothly. The most basic of the rites and spells are now at our disposal, and our priesthood and psiolytes are already committing them to heart.
Reward: Chaos Corruption spells have their efficacy reduced by 5%
Unlocked: Intermediate Stellar Purification Rites (Lore of the Light)



Psionics
Basic Anti-Void Barriers: Prototype Refinement

Description: During the Years of Darkness, our priesthood were working fervently on a means to shield our warriors from the ruinous energies of the Void. They were only able to develop some crude prototypes, which were not particularly effective at carrying out their intended role. But they still were able to provide an advantage to us, however slight. We must rediscover the research on them and get to work on it if we intend to survive the attentions of the Dark Gods.
Time: 3 years
Chance of success: 60%
Rolls: 2d100 = 96 (Close failure)

Our latest effort, while not having reached its goal, has led us to another breakthrough regarding the underlying knowledge of the anti-Void barriers. We are convinced that the next attempt can only succeed.
Status: Chance of success increased by 9%.




Resources
Minerals
  • Previous stockpile: 2.491 B
  • Previous production (Total): 6.0995 B
  • New production (Total): 6.0995 B + 1.02 B = 7.1195 B
  • Previous upkeep: 600 M
  • New upkeep: 600 M + 270 M = 870 M
  • Previous production (Actual): 5.4995 B
  • New production (Actual): 7.1195 B - 870 M = 6.2495 B
  • Expenditure: 4.089 B
  • Calculated stockpile: 2.491 B - 4.089 B + 5.4995 B + 153 M - 270 M = 3.7845 B

Exotic gasses
  • Previous stockpile: 641.5 M
  • Previous production (Total): 25.5 M
  • New production (Total): 25.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 11.5 M
  • New production (Actual): 11.5 M
  • Expenditure: Nil
  • Calculated stockpile: 641.5 M + 11.5 M = 653 M

Radioactive materials
  • Previous stockpile: 15.7 M
  • Previous production (Total): 750,000
  • New production (Total): 750,000
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 400,000
  • New production (Actual): 400,000
  • Expenditure: Nil
  • Calculated stockpile: 15.7 M + 400,000 = 16.1 M

Nanomaterials
  • Previous stockpile: 4.6413 B
  • Previous production (Total): 4.3011 B
  • New production (Total): 4.3011 B + 720 M + 790 M + 39.6 M = 5.8507 B
  • Previous upkeep: 446 M
  • New upkeep: 446 M + 90 M = 536 M
  • Previous production (Actual): 3.8551 B
  • New production (Actual): 5.8507 B - 536 M = 5.3147 B
  • Expenditure: 1.6681 B
  • Calculated stockpile: 4.6413 B - 1.6681 B + 3.8551 B + 561 M + 421.33 M + 2 × (2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M) - 90 M = 7.7394 B

Dan'xenal
  • Previous stockpile: 4.295 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000
  • Previous upkeep: 15,000
  • New upkeep: 15,000
  • Previous production (Actual): 550,000
  • New production (Actual): 550,000 - 15,000 = 535,000
  • Expenditure: Nil
  • Calculated stockpile: 4.295 M + 535,000 = 4.83 M




A/N: Looks like we are good for the short term future.

Time to prepare Turn 10.
 
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Oof for that mine, after we finish our research can we do something to prevent those critical fails in construction to happen(or lower the threshold of critical fail), because we got kinda lucky it was in a mine and now for exemple on building a new shipyard.
 
Damn, that's suck for our mines. At the very least, we got some big minerals production boost from the other mine. And we will finally get into the Q1 Optical Computers. And those destroyers.
 
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The Battle for Dellula III
The planet of Dellula III was not a very remarkable world - just another ordinary-looking planet in the middle of nowhere, it would seem from the outside.

All such illusions would be shattered on a closer look.

For this seemingly innocuous world was the center of a vicious war between two burgeoning powers in the region.

On one side, there was the Imperium of Man, or more precisely, the local Imperial forces (the local regiments of the Imperial Guard, the local Forge Worlds under the Adeptus Mechanicus, the elements of the Navis Imperialis that were present in the sector, and the Chapters of the Adeptus Astartes that were in the vicinity).

On the other side, there was the Tau Empire, or better said, the En'na'ikon Sept, which had been expanding to the space north of the Empire, and as a result, were on an inevitable collision course with the Gue'la.

The ongoing Dellula III Campaign was a clear sign of just how severe the collision was, with the Imperium and the Tau indulging in a brutal slugfest for the planet for at least four standard months for now.

It had begun in a manner all too similar to the T'ros Campaign, with the governor of Dellula III seeking to join the Tau, and his decision had the support of the populace of the planet, as well as most of his advisers. Well, most, because a few of them were a little too loyal to the Emperor, and leaked his plans to the Imperium.

It helped matters that Governor Thaddeus was a very careful man, and had anticipated being outed by Imperial loyalists in his ranks. He had sent a missive to the nearby Sept, asking for assistance, before executing his plans to join the Tau.

Needless to say, when the Gue'la found out about Thaddeus' treachery, they were apoplectic with fury. The shame of the Taros Campaign weighed heavy on them, and they were determined to prevent a repeat of it. And so, they mobilized a sizable force, with the dual intention to push back the Tau, and purge Dellula III, as a warning to the other Imperial worlds nearby.

They might have succeeded, had it not been for the En'na'ikon Sept dispatching a task force to secure Dellula III, a larger one than that sent to T'ros, for a very crucial reason.

For starters, the En'na'ikon Sept differed from the rest of the Tau Empire in one vital aspect - one that almost led to them being considered the second coming of the Farsight Enclaves.

Being a Sept in close proximity to Imperial space, En'na'ikon was home to many Gue'vesa, some of whom had chosen to defect to the Tau due to being convinced of the superiority of the Greater Good, or had been captured during the many battles to expand the Sept. Be that as it may, what mattered was that they were now Gue'vesa, the human allies of the Tau, and a part of the Empire.

In comparison to the other Septs, En'na'ikon had a greater percentage of Gue'vesa, and the numbers were sufficiently large that the Sept leadership was forced to think of ways to keep them happy and a part of the Greater Good.

After much debate, a solution was proposed by the Water Caste - to expand the range of opportunities available to the Gue'vesa. This would allow Gue'vesa serving in a military capacity to be able to be promoted to higher ranks, starting from 'el (Knight) to 'o (Commander). It would follow similarly for the Gue'vesa serving in the Kor'vattra and the civilian branches.

While the more pragmatic elements of the leadership across the Fire Caste, the Water Caste, the Earth Caste and the Air Caste were in favor of the proposal, the more conservative elements were not quite forthcoming in their support. It had taken the Ethereal Caste (after much deliberation amongst themselves) to sway them over, and the proposal was passed.

The benefits of the proposal began to manifest themselves quickly enough, as the ranks of the Fire Caste swelled with new Gue'vesa recruits, who now had a chance to undergo the Trial by Fire. This gave them a chance to become Heroes (Gue'vesa'vre) and get the rights to pilot a Battlesuit. While they could pilot any Battlesuit they wanted to (the Earth Caste engineers of the Sept having made changes to the designs that allowed for both Tau and Gue'vesa to pilot them), they preferred the XV9 Hazard Close Support Armor and the XV95 Ghostkeel Battlesuit.

Add to this, the presence of an unusual organization. The Cult of Utility was a grouping of Adeptus Mechanicus Tech Priests and Magi whose views were considered sufficiently radical to be declared Hereteks by the Imperium, and thus were either forced underground, or to defect from the Imperium, if possible. And those who had made it to the Tau Empire, had formed an organization to unify themselves, and sworn fealty to the Empire and the Greater Good. Now they were busy in the factories of the Sept worlds, helping develop and produce armor, arms, munitions and vehicles for the Gue'vesa who served in the Empire's military.

With such strength, the task force sent to Dellula III could well nigh afford to be confident.

…..

As they say, no plan survives contact with the enemy, and this saying proved to be all too true for the Gue'la, as they would find out to their detriment as they landed on Dellula III.

Having been briefed by the reports of an Auditor in the Departmento Munitorum that something was wrong with the mining figures on Dellula III, the Imperials had been concerned that a second Taros was in the works. They responded by stepping up deployments of military forces in the Dellula System, waiting for the planetary governor to slip up.

Except, Planetary Governor Thaddeus was one step ahead of the Imperium he was supposed to be serving loyally. He had sent secret missives to the Tau Empire requesting assistance in defending the planet, as a conflict for it would most likely occur in the near future.

On receiving the message, the Tau carefully considered the ramifications of the request. On one hand, there was the prospect of the expansion of the Empire, one that was difficult to pass up. On the other hand, knowing what they did of the Gue'la and the experiences of the T'ros Campaign, they could expect a vicious response at the very least if they tried to intervene. In the end, the decision was taken to support the Gue'vesa of Dellula III against their oppressors.

The responsibility of arranging a task force fell to the En'na'ikon Sept, who had considerable experience fighting the Imperium, and had a significant percentage of Gue'vesa among them. This allowed for greater tactical flexibility on the part of the Tau, as their Gue'vesa allies took on the burdensome task of close-quarters combat, leaving them to strike from a longer range, as they preferred.

Thus, the stage was set for a conflict that would be like none the Tau had seen so far.




Dellula III
Dellula System
Ultima Segmentum



The teams of Pathfinders kept a strict, unbroken vigil on the path in front of them, awaiting the arrival of a convoy of Imperial armor as per the intel given by the Stealthsuit Cadres.

As per the reports, this particular convoy was quite large, consisting of several Leman Russ Battle Tanks, Chimera Transports, Sentinel walkers, Tauros Venator and Tauros RAVs. It was obvious that the Imperials were planning a big offensive, but the T'au were in the dark as to the target, so far. Not that it mattered.

Such a large convoy, if allowed to pass by unmolested, would prove to be a major threat later on. And thus, the Pathfinder teams, some composed of Tau, some of Gue'vesa, prepared themselves to call in a barrage of Seeker Missiles.

One of the Gue'vesa Pathfinders, Hektor Traulk by name, seemed to be a little tense, as he observed the column of Gue'la armor through his binoculars.

Observing this, one of his comrades, Pavlo Obetin, gave him a slight tap on the shoulder, and asked, "You look worried, mate. Having second thoughts or what?"

Not taking his eyes off the convoy, Hektor replied, "I'm not worried, just thinking about the column up front. To be honest, it is unlike the Imperials to deploy so many forces at once. Do they have multiple simultaneous offensives planned, or a single forceful offensive?"

Turning his eyes back to the procession in front, Pavlo said, "Can't say, considering they haven't exactly been tactical with their deployments so far. They moved in with all the bluster you'd expect of them, looking for a brawl or two, failing to realize that…."

"We don't do brawls here. At least, not our Tau friends, at any rate." Another Pathfinder, Lasko Grarn, commented dourly, which unfortunately fell in earshot of their commanding officer, Gue'vesa'ui Nathal Al-Solimi.

He reached out and struck the offending Pathfinder on the head.

"Ow! What was that for?" Lasko said, rubbing the sore spot.

"For running your mouth a little bit more than necessary. And as for the remark you just made, be grateful it was just me who heard it. Had it been any of our Tau friends, you would have been in big trouble by now." Nathal said with a stern voice.

"And now get on the Tetras, Caracals and Sawfishes, you idiots! The convoy will be approaching the designated ambush point in a few hours. Get going, NOW, NOW, NOW!" The Gue'vesa'ui snapped as the Pathfinders under him scrambled to their vehicles.

……

The long convoy of Imperial armor chugged on towards its designated target - an ore processing facility in the Neroganda Highlands, which was heavily fortified, as per intelligence reports.

The Imperials attached much significance to Dellula III, due to it being a vital Mining World that supplied the surrounding worlds in its system and the neighboring ones with much needed minerals in order to keep the Imperial war machine operational. Thus they were determined to take it back, but not before making an gruesome example of the planetary governor and the other traitors.

Thus the push to take high value targets, like the ore processing facilities, the local settlements, and the capital city, and end the campaign in one fell stroke.

So far, that had not materialized, with the T'au not giving them the pleasure of going toe to toe. It had been a consistent series of annoying skirmishes by Pathfinders, dealing disproportionate damage and then quickly retreating away. This left the defenders cursing the lack of a Deathwatch Kill-Team, and the refusal of Macragge to provide them with one.

Only recently had the Commander of the Imperial forces assigned to the Dellula III Campaign, General Gregor van der Kane, authorized offensive actions against the enemy, feeling that they were giving too much initiative to the foe by taking their time to prepare. His advisors, who were of a more cautious and methodical bent of mind, had tried to rein him in, but he stubbornly stuck to his stand, causing them to relent in the end.

He had no inkling of the rude awakening he was in for.

……

The long column of armor exited the valley they had been traveling through, and entered a plain. This caused everyone to heave a sigh of relief. Having had to travel single file in the valley had slowed them down appreciably. The plains would free them of such restraints, and hopefully allow them to make good the prior losses in time.

It would not help much, as the Pathfinder teams had sent back intel of the arriving force to the commander of the defending force, who had assembled a force to intercept it, and defeat it.

Having mapped out the planet's regions in detail, the Tau and their allied forces could make an educated guess as to what route the Imperials would take to reach Ore Processing Center 21-10. They had prepared a defending force accordingly.

On both sides of the route, Hammerhead and Swordfish grav-tanks, Sky Ray Missile Gunships and Drone Harbingers, shrouded by Stealth Drones, patiently waiting for the arrival of their prey, at which time they would be dealt a killing blow.

Hidden alongside the path lay teams of Pathfinders, accompanied by a few Ghostkeel Battlesuits on each side. These hidden hunters were maintaining a strict vigil for the Gue'la, with very strict orders from the Shas'o to await a coded message.

Placed some distance away, but not out of reach of the chosen battlefield, were the Cavalry Cadres and Skirmisher Cadres of the Gue'vesa. These agile units were tasked with providing vital anti-personnel support, and to close the dragnet on the Imperials.

Alongside them was a new vehicle that the Tau had just completed field testing for, and had just been inducted into service. It was hoped to be a force multiplier on the battlefield, although the Fire Caste remained tight-lipped on the possibility.

The Air Caste was also ready, their Barracudas executing aerial patrols to keep an eye on the foe, and the Mantas, Razorsharks and Tiger Sharks awaited orders to provide heavy fire support, should it be needed.

The stage was, thus, set for a brutal battle.

…..

As the armored convoy proceeded onto its eventual destination, there was a sense of unease that Willem was unable to disperse.

From the moment they had marched out to take the battle to the vile Xenos who were eyeing this Mining World, he had been beset with dire premonitions when he slept. That the campaign was doomed to defeat, that there would be many losses, and that he, along with many of his comrades, would be…..

He refused to admit such heretical thoughts, and redoubled his prayers in the name of the Emperor, in order to reinforce his faith, but it was a palliative measure at best. The premonitions didn't really leave him, but at least he had gotten better at hiding his fears from everyone, especially the Commissar, a rough, burly fellow, whose name he didn't really care to remember, who claimed descent from some noble House or the other, in order to boss around the Guardsmen and Guardswomen.

He had seen quite a few Commissars in his service, but none as obnoxious and overbearing as this one. And it was clear that he was not the only one with such thoughts. At least half of the troops of the regiments were, from what he had heard, suppressing their anger at their Commissars, and some were even toying with the idea of assassinating them.

Such a state of affairs was hardly conducive to raising the morale of the troops on the front, already under strain thanks to the vicious tactics used by the Commissars to maintain order.

The hubris of the higher level officers and generals was not shared by those on the front, who were battling nervous attacks due to the Tau not choosing to engage them, and playing a long waiting game.

This led to frayed nerves and tempers, as some sought means to release the pent-up tensions, which left them in a less-than-optimal state for combat.

Such was the condition of the troops heading into a deadly trap at Ore Processing Center 21-10.

…..

Peering through his binoculars, Hektor had a slight start as he saw the clouds of dust in the distance.

Opening a secure communications channel, he said, "Enemy sighted, approaching from the south."

"Good. Keep your Markerlights ready, everyone. Wait for the signal, and then we will mark the targets, as one." his CO, Gue'vesa'ui Nathal Al-Solimi said on the comms. Similar instructions were being passed by the leaders of the Pathfinder teams to their charges.

Having received their orders, the Pathfinders stayed still, going radio silent, watching the Imperials head forward, with the eyes of a group of hunters, awaiting the moment to strike.

The Tau, who were rather used to this sort of thing, were able to maintain a level of calm amongst themselves. Their Gue'vesa allies, however, were having a hard time suppressing the excitement within themselves, as the enemy approached, something that earned them a few raps on the head and harsh whispers to calm down.

It seemed to have done the trick, at least in Lasko's case, as he took a few deep breaths, calmed himself down, and held his Markerlight a little tightly.

Soon enough, a transmission was made to the Pathfinder teams, consisting of a single word. It was the long-awaited signal to start the attack.

"T'ros."

Smiling to himself, Lasko quickly turned on his Markerlight, and flashed it on a Leman Russ Battle Tank, as he said to himself, "Time to hunt."

……

"Seeker Missiles! Watch it!"

There was not much time for the tankers to maneuver before the dreaded missiles struck, leaving the convoy immobilized.

It all occurred in a matter of seconds, leaving the Imperials rattled and terrified, not knowing what to do for a while.

When they recovered from their shock, they were greeted by a rather demoralizing sight.

Many of the Leman Russ Battle Tanks lay burning and broken from the barrage, and others were severely damaged. Some of them had managed to escape the destruction (luckily, they thought). The Chimeras and other vehicles in the middle of the column were unhurt - so far.

But that was about to change, as from both sides, a sound was heard. It sounded like the distant crack of a whip, and seconds later, shells struck the undamaged Leman Russes as they were trying to maneuver out of the stalled convoy and take defensive positions.

The Pathfinders had, contrary to usual Tau doctrine, not moved away, but were now marking targets for the Hammerheads and Swordfishes that had moved in for the kill. The remaining Leman Russes were dispatched in no time, the T'au grav-tanks being nowhere near their maximum range.

As the Guardsmen and Guardswomen hastily exited their Chimeras and the Sentinels and Tauros RAVs prepared to defend from the enemy, whom they expected to attack, several Devilfish transports, accompanied by teams of Gue'vesa raiders riding TX39 Sawfish¹ skimmer bikes and TX48 Caracal² HATVs, came in at high speed, and stopped some distance from the stalled column. Teams of Fire Warriors, both Tau and Gue'vesa, rapidly disembarked and tossed Photon Grenades in the direction of the burning wrecks.

The smarter Imperial Guard troopers were able to avoid the grenades by finding what cover they could, even as many others found themselves blinded and dazzled for a few moments.

As they shook off the feeling, the Fire Warriors let loose with their Pulse Rifles and Pulse Autoguns³, cutting a vicious swathe through the hapless Guardsmen and Guardswomen, whose flak armor afforded little to no protection against the advanced weaponry originating from the world of Ru'hesa⁴.

Even as the fighting occurred, four rather long vehicles⁵ made their way towards it, carrying a most unusual cargo along. As they approached, their cargo - six XV8 Crisis Battlesuits on each vehicle - disengaged, and activating their thrusters, zoomed in towards the field of battle.

The new reinforcements forced the increasingly desperate Guardsmen to ask for aerial support, which would be answered by two squadrons of Vulture Gunships, moving in at their fastest. However, they were intercepted and shot down by a squadron of Barracudas before they could provide any meaningful aid.

After that, the Tau and their allies mopped up the Imperials without much trouble, and immediately made preparations to retreat.

……

Back at the base camp near the capital city of Dellula III, there was a lot of hubbub and chatter. Having subject the Imperials to a series of losing trades, and now, having nipped an offensive action by them in the bud, the mood was positive, but not overconfident.

Some of the fresher Gue'vesa recruits were poking fun at their foes, and expressing confidence that the campaign would be smooth sailing, leading to sighs from the more hardened Gue'vesa troopers and officers, as well as the deputy commander in charge of the campaign.

"These idiots, who are just fresh out of training, who have no idea what a campaign against genuine Imperial forces is like, are now talking of victory with such confidence, after a few skirmishes and breaking a large armor column! If this is what we have to work with, then we are in for a rough journey ahead." Gue'vesa'el Hatiel Starford, a decorated warrior who had led the forces of the Greater Good through several battles, grumbled in exasperation and annoyance, as he paced about in his quarters.

He reflected on the events of life that had brought him here.

First, he had been a mere Imperial Guardsman, one among billions, just another piece of cannon fodder who would be forgotten immediately after his death. But he seemed to have a knack for surviving the battlefields he was deployed to, and got promoted as a result. Eventually, he would be leading troops as a Captain.

The atrocities he had seen during his service, the excessive brutality of the Commissars he had witnessed, the degradation and corruption he was unable to protest against, would build up feelings of disillusionment within him, that would cause him to defect in the future, as he and his unit, the 132nd Neroxian Grenadiers, defied orders to exterminate a peaceful, thriving community of so-called heretics whose only crime had been to consort with Xenos, in this case, the Tau.

It had been a difficult fight for him and his men, but the fortunate appearance of a Tau fleet had deterred the Imperials and forced them to retreat. Having been rescued, they would become one of the more elite Gue'vesa units in the Tau Empire.

Notwithstanding his sympathies for xenophiles, Starford would still find it slightly difficult to adjust to the Tau and their philosophy of the Greater Good. But to his credit, he made every possible effort to do so, while serving as an Auxiliary in the Tau military.

His service with the Tau was another story in its own, and he intended to write a book about it someday. Suffice it to say that the Fire Caste had been very impressed by his loyalty and dedication, and were seriously considering the idea of a promotion to the rank of 'el, only for the Ethereals to shoot down the idea.

It was only after his campaigns in the En'na'ikon Sept that the idea would be revived, and implemented on a greater scale than before.

As he was musing, a knock was heard on his door, breaking his reverie.

"You have permission to enter." he said to whoever was outside.

The door opened, and Starford was greeted with the sight of a veteran warrior who was looked upon as a role model by many in the expeditionary force. Shas'vre Y'eldivash looked like a warrior with the experience of several battlefields, and quite a few were…. difficult ones, to say the least. Starford was of the opinion that he would make a fine Shas'o, given time.

Both of them greeted each other, then Starford said, "Well met, Y'eldivash. I hope everything is alright?"

The Shas'vre replied, "Gue'vesa'el Starford, everything is alright. There is not much to worry about right now, at this stage. Later on, something may happen, but there is no need to worry about it right now." with a calm, composed face.

Starford sighed internally. For all his virtues, this was the only fault Y'eldivash had - his tendency to talk in a roundabout manner.

Brushing off the slight annoyance he felt, the Deputy Commander said, "I agree, but it does help to have a backup plan at times. Anyhow, why did you come here?"

Y'eldivash shifted to a more somber tone as he said, "Commander Mirrorstrike requests your presence in her chambers."

Starford's demeanor changed on hearing the words.

"The Commander? This must be important if she is summoning me…" he thought to himself, a little worried.

"Did she elaborate as to the reason I am being summoned?" he asked, masking the worry in his voice.

"She did say that she wished to discuss the progress of the campaign so far. There may be more things she might talk about, but I know nothing of that."

"Very well, I will go to meet her post-haste. Fare you well, my friend." Starford said as he prepared to leave.



1. A light skimmer, not dissimilar to the jetbikes used by the Space Marines, the Asuryani and the Drukhari. Armed with two short range Fusion Lacerators. A Gue'vesa Cavalry Cadre trooper riding a Sawfish

2. A multi-purpose lightweight all-terrain vehicle designed by the Cult of Utility for the Gue'vesa serving in the T'au military. A Caracal with a Gue'vesa trooper and a Vespid Stingwing

3. A Plasma weapon based on the same principles as the T'au Pulse Rifle, but somewhat akin to the Imperial Autoguns in appearance. Produced by the Arsenal World of Ru'hesa. In service with the Gue'vesa troops of the T'au Empire. Current version: Elpis Pattern Type II.

4. A world in the En'na'ikon Sept, which serves as the headquarters of the Cult of Utility. Dotted with factories and laboratories.

5. The TY10 Sky Eel, a new vehicle designed jointly by the Earth Caste engineers and the Cult of Utility. Used to provide XV8 Crisis Battlesuit reinforcements to the field of battle. Armed with a single nose-mounted Burst Cannon. A TY10 Sky Eel, as compared to the Devilfish, the Hammerhead and the Sky Ray



En'na'ikon Sept

Founded: Third Sphere of Expansion
Usual colors: Dark aquamarine
Noteworthy characters:
  • Shas'O En'na'ikon Sha J'Kaara (Commander Mirrorstrike)
  • Kor'O En'nai'ikon Suam N'Lan (Admiral Darkwing)


A/N: All right, it's finally done.

A story about the adherents of the Greater Good.

PS: Thank you for the naming suggestion for the Sept, @Curtains !
 
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I do have a question as to why if we were supposedly mid imperial close to high imperial tech level at the start of the quest did we not have any space ships besides the first exploration vessel which we just built we also don't have ftl which is at least high imperial maybe mid imperial level tech?
 
No, with our race being as embroiled in war as it was, space was the last thing on their minds for a while (in fact, they started work on it only rather recently in their 750 year history).

As for FTL, they have yet to design it.
 
When exactly are we going to get colonies on our home system? I mean, considering with everything that's happening, it shouldn't be impossible to set up colonies on other planets unless there's a requirement to actually do colonies
 
When exactly are we going to get colonies on our home system? I mean, considering with everything that's happening, it shouldn't be impossible to set up colonies on other planets unless there's a requirement to actually do colonies

You need to research colony ships for that first, and check out the feasibility of habitation for potential colony candidates, before that.
 
A little heads up for you all.

It has been a bit slow, but Turn 10 is almost done. I should be able to drop it in the next couple of days.
 
Turn 10: A Desire to Travel
"If you are intent on getting something, there is no force in the universe which can stop you." - Anonymous

It is the year UY 759, per our calendar.

It is almost ten years since we, the Drak'xarim, have ascended to space.

Since then, our economy has grown appreciably, as new mines and nanomanufactories have been built across the world, along with other vital forms of infrastructure.

At the same time, advances have been made in the scientific disciplines that promise greater heights of development for our people as a whole.

Our Lorefinders are hard at work exploring the sites left behind by alien civilizations who once inhabited this world before us, helping to shed some light on the history of this planet.

We are making slow but steady progress with relearning and rediscovering the ancient texts containing spells and rites of old.

At this stage, our people have begun to think about what lies outside of our star system, and if we will be able to visit the expanses beyond some day.

The answer to that can only be provided by our scientists, who themselves see dreams of our civilization spreading far and wide.




View: https://youtu.be/qq50NrujfC8?si=FPpvCBY3FJkmNpuw



Naval Actions
With the exception of Bel'xarok, all the celestial bodies in our star system have been surveyed to a meaningful degree of completion. Our cosmonauts now have little to do other than aid with research projects planetside. The All-Union Center for Cosmological Studies is now faced with the conundrum of too much time and not knowing what to do with it.

Your ships will take 2 months for overhauling and resupplying after every exploration.

Vessels available
Civilian
Resolution - The current pinnacle of Drak'xarri engineering, the Resolution is the first proper vessel built for exploring the reaches of space, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: In orbit above Xan'qarras, assisting with research


Curiosity - The Curiosity is the second proper vessel built for exploring the reaches of space, and the second member of the Resolution-class and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: In orbit above Xan'qarras, assisting with research


Farsight - The Farsight is the third proper vessel built for exploring the reaches of space, and the third member of the Resolution-class, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: In orbit above Xan'qarras, assisting with research


Steadfast - The Steadfast is the fourth proper vessel built for exploring the reaches of space, and the fourth member of the Resolution-class, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: In orbit above Xan'qarras, assisting with research


Military
Hunter-1 - The Hunter-1, the first corvette of its class, is also the first proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Hunter-2 - The Hunter-2, the second corvette of its class, is also the second proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Hunter-3 - The Hunter-3, the third corvette of its class, is also the third proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Hunter-4 - The Hunter-4, the fourth corvette of its class, is also the fourth proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Exploration and survey options
Bel'xarok - The second planet from our star and the closest planet to our homeworld, Bel'xarok is nothing less than a spherical cauldron. Surrounded by a thick, noxious atmosphere, the surface has proven difficult to survey, and we can only guess at the condition of the surface based on the atmospheric composition. This will be quite the test for the ship's sensors.
Survey level: 7/10 (Considerably surveyed)
Survey difficulty: Challenging
Estimated survey duration: 1 year
Travel time: 3 months
(Progress halted due to lack of sufficiently advanced equipment)


Shipbuilding
Currently, our shipyards can build a maximum of 3 vessels each at a time. However, they can be upgraded in the future to increase their shipbuilding capacity.

As of right now, we can currently build a maximum of 9 ships at a time, from the three shipyards available.


Available shipbuilding options:


Resolution-class research vessel

Description: A reliable vessel designed to conduct scientific endeavors, the Resolution-class is adept at performing its role without much trouble.
Cost: 73.15 M minerals, 21.945 M nanomaterials
Build time: 6.4 months
Shakedown cruise duration: 1 month


Hunter-class corvette

Description: A basic warship design based on the Resolution-class, the Hunter-class is a simple vessel armed with small caliber guns, laser cannons, missiles and torpedoes.
Cost: 95 M minerals, 28.5 M nanomaterials
Build time: 9 months
Shakedown cruise duration: 1 month




Wen'qarlom Dan'kraas Suburb, Var'kalas


View: https://youtu.be/eMh6dYInfZI?si=qbCCOVzf-XjrMg6Q

For the uninitiated, the rains on Xan'qarras could be somewhat alarming - sheets of heavy rain, pelting the surface at a consistent rate, easily capable of inundating a settlement without proper drainage infrastructure. Some of the plains could be flooded for a few weeks on end.

While this was so, there was also the other side of the coin. The rains provided a much-needed break in the normally hectic lives of the Drak'xarim, as they were able to somewhat slow down and have some time to themselves, indulge themselves in their hobbies.

At the moment, though, Zal'roth did not particularly feel like appreciating the poetic qualities of the rain. He was sitting on a chair next to the sliding door that opened out to the balcony, which was shut now for obvious reasons, as the rain pelted the city hard, accompanied by strongish winds from the west.

Ever since he had gotten the news of the Hol'tranorr Valley Disaster, it felt as if his life had been taken apart, and reassembled (with significant mental pain in the process), never to be the same again.

When he had heard that Ner'zal and some of his other friends were assigned to build a mine in the Hol'tranorr, he had been apprehensive. That valley, while indeed rich in minerals, was also near a roosting spot for Xel'gar Drakes. Unlike the other Drakes, which did not get aggravated easily, Xel'gar Drakes had a tendency to be aggressive, especially if they felt threatened. If they decided you were a threat, and made to attack you on a knee-jerk reaction…..Zal'roth shuddered at the thought.

It had been hard to say what exactly had happened at the site. But when the investigating teams went to the place, wondering why there was complete radio silence from them, they had stumbled upon a rather gruesome sight.

Mangled, scorched remains of machinery and a base camp, and what looked like…bones.

It was all the evidence that the investigators needed as to what could have happened. Now all they could do was to retrieve the mortal remains of the engineers, and bring them for a proper funeral.

It wasn't easy at all to coax the Xel'gar Drakes, but somehow, on this occasion, Nes'taria seemed to be with them, and the Drakes let them take the remains without harm.

Across the Dae'laan, it felt as if every Drak'xar had lost a dear one, during the week-long mourning period, as the remains and souls of the engineers were laid to rest by the priesthood.

But as is the rule, life must continue, as it is like a river. The people of the Dae'laan moved on from the grisly incident, and life resumed its usual pace.

Except for the families and friends of the departed, who were finding it hard to come to terms, and were somewhat slow in adapting to the changed life.

Zal'roth, in particular, had been struggling since he had gotten the news of Zair'mak's death.

It was like a bolt from the blue when he came to know of it, and for a week, he was as lifeless as a corpse. For a few months afterward, he felt as if half his soul had been torn away from him, and his interactions with the rest of his friends bore the imprint of grief for a while.

It had taken several sessions of counseling with a psychiatrist to get him to move on from the tragedy, and get back to everyday life like everyone else. He had, to his credit, been quite successful in that regard.

There were moments when he missed him deeply. At such times, he either meditated, or drew works of art, or wrote in his diary.

Today, as he looked at the rain-lashed skyline of Xan'qarras, he reached out for his tablet, and began to draw a picture, letting his imagination flow on the screen.



Infrastructure Actions
The Hol'tranorr Valley Disaster has come as a considerable shock to our engineers, who are now morose and jittery, in spite of the projects that were completed the previous year. The People's Secretariat for Industrial Development and the People's Secretariat for Transportation have prepared some basic operational guidelines regarding such high-risk projects on the basis of the investigation reports received, which they hope will aid in executing such projects in the future.

You have 5 action slots (3 major, 2 minor) available for this section.

Available major projects
Build mining facilities in the Hol'tranorr Valley

Description: A rugged valley with hostile terrain, the Hol'tranorr is one of the less visually aesthetic places on Xan'qarras and a place that the Drak'xarim prefer to avoid, in part due to the fact that Xel'gar Drakes tend to roost in the vicinity. But the region has been found to be rather rich in minerals, and the mining collectives wish to develop the area. It will be an excessively difficult endeavor, needless to say.
Cost: 680 M minerals, 204 M nanomaterials
Time: 9.8 months
Chance of success: 50%
(Unavailable for 4 turns)


Build mining facilities in the Al'tarkin Depression

Description: The Al'tarkin Depression is a unique one, as far as depressions are concerned. Geological surveys have shown it to be quite rich in minerals, which would be good news for us, if not for the fact that it is also the location of an extensive underground cave system that has not been fully surveyed so far. The presence of a large oasis in the vicinity complicates matters somewhat, due to the local fauna frequenting it. It will be quite the challenge to build a mine here.
Cost: 890 M minerals, 267 M nanomaterials
Time: 14 months
Chance of success: 60%


Build Dan'xenal mining facilities in the Swal'torrek Mountains

Description: Recent geological surveys in the Swal'torrek Mountains have revealed the presence of appreciable veins of Dan'xenal. It would serve us well to develop facilities to mine this vital mineral, as new applications for it are discovered.
Cost: 350 M minerals, 105 M nanomaterials
Time: 6 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Kol'harrak District

Description: The Kol'harrak District is a region of significant potential, thanks to the surge in construction here as of late. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 620 M minerals, 186 M nanomaterials
Time: 6.4 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Carr'iostan District

Description: The Carr'iostan District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 690 M minerals, 207 M nanomaterials
Time: 7 months
Chance of success: 85%


Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1)

Description: While basic inter-settlement railways have been built in the Teq'naris colony, to form a strong and hopefully, unassailable link to the mainland, it has been proposed to build an underwater high-speed rail line, connecting the island chain to the continent of Dek'manak. Such an undertaking, while definitely highly beneficial, is problematic due to the fact that our engineers do not have experience in building structures underneath the seas, or for that matter, the seabed.
Cost: 648 M minerals, 194.4 M nanomaterials
Time: 16.56 months
Chance of success: 75%


Build arcologies near the Fen'zarril Hills

Description: Now that we have cut our teeth in building arcologies, it is time to take up more projects. The next group is slated to be built near the Fen'zarril Hills. The region is for the most part untamed and by building arcologies, we can populate it with minimal impact on the local environment.
Cost: 900 M minerals, 270 M nanomaterials
Time: 35 months
Chance of success: 71%


Build arcologies in the Les'tarros Plains

Description: The Les'tarros Plains are a charming little piece of land in the proximity of a lush forest and a mineral node in the southeast of the Nav'korran Expanse. The terrain there would be an ideal candidate for building another group of arcologies.
Cost: 940 M minerals, 282 M nanomaterials
Time: 39 months
Chance of success: 72%


Fortify the Gen'xarril Plains arcologies

Description: Our engineers have prepared a plan to incorporate defensive measures in the Gen'xarril Plans arcologies, since they were built before the fortified arcology designs were available. We should incorporate these upgrades as soon as possible.
Cost: 200 M minerals, 60 M nanomaterials
Time: 8 months
Chance of success: 70%
Progress: 4.6 / 4.8 months


Build a floating city

Description: Having proven the feasibility of building a city on water, now is the time to actually build one and see how it works out.
Cost: 300 M minerals, 90 M nanomaterials
Time: 16 months
Chance of success: 65%


Build orbital shipyard

Description: In order to build up our fleet, we need to build additional shipyards.
Cost: 492 M minerals, 147.6 M nanomaterials
Time: 21.2 months
Chance of success: 75%


Build orbital defense platform

Description: Now that we have working designs for an orbital defense platform, we should build some in order to ensure the safety of the space around our homeworld.
Cost: 450 M minerals, 135 M nanomaterials
Time: 23 months
Chance of success: 75%


Build cloning facility

Description: Having drawn up basic schematics for a cloning facility, we should build some in order to give our scientists a proper place to carry out cloning experiments…and maybe create some clones.
Cost: 550 M minerals, 165 M nanomaterials
Time: 20 months
Chance of success: 90%


Restore and reactivate Facility XA-07

Description: After a detailed expedition and investigation of the site XA-07, the Lorefinders have declared the facility to be fit for restoration and reactivation. Based on their reports, we have prepared a plan for the same. It will be quite expensive, but the eventual benefits will be worth it.
Cost: 4.75 B minerals, 1.425 B nanomaterials
Time: 3 years 22 months
Chance of success: 70%


Upgrade shipyards to Tier 1, Level 2

Description: Now that the new shipyard specifications are available, we should update and upgrade the existing ones to them as soon as feasible.
Cost: 570 M minerals, 171 M nanomaterials
Time: 15 months
Chance of success: 90%


Available minor projects
Build automated farming complexes

Description: There is a very old saying, "An army marches on its stomach, and a populace works well on a full stomach." In order to ensure that our stomachs do not go empty, we should build agricultural facilities.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: Population growth rate increased


Build mineral processing facilities

Description: It has been rightfully said that minerals are the lifeblood of a civilization's industry. To ensure that our industry does not die due to a lack of raw material, we should expand our mineral processing and refining facilities.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: +5 M minerals production per year


Build exotic gas refineries

Description: Exotic gasses have several useful applications which we know of and research is ongoing to uncover more. It would be foolhardy to not reinforce our stockpiles of these rare gasses.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: +750K exotic gas production per year


Build nuclear breeder reactors

Description: As risky as it may be, there is no way to deny the advantages and power of nuclear energy. By building breeder reactors, we can ensure that there will be no shortage of electrical power, while at the same time producing radioactive isotopes for our scientists to study.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +25K radioactive material production per year


Build nanomaterial production plants

Description: If minerals are the lifeblood of our industry, then nanomaterials are its flesh and bones. By building additional nanomaterial plants, we can ensure a steady supply of these wonder materials.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +3.3 M nanomaterial production per year


Build Dan'xenal processing facilities

Description: The discovery of Dan'xenal and some of its properties has led to it being declared a "strategic material of great value" by the Central Executive Committee. To ensure we have adequate stockpiles, building some processing and refining facilities will be of great help.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +5K Dan'xenal production per year




Site XA-08, Yon'tarror Hills


View: https://youtu.be/0B27AysSGSA?si=y4-jaxcj6a9PXznc


View: https://youtu.be/otxvWGGaWQc?si=fbl4zQwMx1jroNiD

Ner'ozar looked at the pattern of code on the screen of his computer with an increasing sense of frustration, while trying his best to suppress a feeling to punch the screen.

"Aarghh! How can a pattern of code be this tough to break!" He groaned, punching the work table to let out some of the anger and exasperation he felt.

Ner'ozar wasn't the only one, though, who was feeling like that. It was common to pretty much everyone in the camp, and for good reason.

When the assembled team of Lorefinders had been informed that they were to explore and investigate the site designated XA-08, there was a feeling of excitement, mingled with a slight bit of unease. While they had dismissed the feeling of unease back then, after they arrived at the place did they realize why they had been feeling uneasy.

For starters, the place looked like a fortress, situated in the Yon'tarror Hills no less, which had some pretty rugged terrain, and the proximity of the Nar'liok Forest didn't exactly help matters. It had taken them quite a bit of time to set up a proper base camp.

Mapping the site only served to reinforce their initial conclusions that the site was either of a military nature, or was of very high strategic value. The level of defenses present made it look like a fortress that few would wish to lay siege to. If it was a fortress in the first place, that is.

The external surveys came up with more challenges for the team in the form of the considerably robust cybersecurity system. In spite of having received a supply shipment with a small army's worth of quantum computers, the progress was rather slow, although faster than before.

The foul mood of the hackers at work was clear evidence of the level of difficulty of the algorithms at hand, and the sleepless hours spent to crack them.

It wasn't just anger that pervaded the camp. There was a sense of apprehension on looking at the heavily fortified facility, in the middle of a range of hills, with a rather dangerous forest nearby. It was not a question of when they would infiltrate the site - that was inevitable - but rather, what they would find inside. The conjectures as to what they would encounter inside were a bit on the imaginative side at times, but could they be blamed?

"I hope whatever we find in that fort is worth all this effort. I for one would like some better computers." Ner'ozar said with irritation, as he sat down to meditate.



Archaeology Actions
The Lorefinders have not had much to do last year. They have progressed further into XA-06, and hit stumbling blocks in XA-08 and the files from XA-07. The All-Union Archaeological Survey is anticipating that there will be breakthroughs on those fronts.

You have 4 action slots available for this section.

Available projects
Analysis - Encrypted Files from XA-07

Description: A cache of encrypted files has been brought back from the command center at the site XA-07. They now await the attention of the cybernetics experts at the AUAS.
Time: 2 years
Chance of success: 67%


Explore unknown alien ruins XA-06 (Level 3)

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year
Chance of success: 70%


Explore unknown alien ruins XA-08

Cost: 2 M minerals, 600K nanomaterials
Time: 16 months
Chance of success: 72%


Explore unknown alien ruins XA-09 (Level 1)

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 68%


Explore unknown alien ruins XA-10

Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 70.5%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 66%


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 50%


Explore unknown alien ruins XA-13

Cost: 1.7 M minerals, 510K nanomaterials
Time: 23 months
Chance of success: 55%


Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 65%


Explore unknown alien ruins XA-15

Cost: 2.2 M minerals, 660K nanomaterials
Time: 1 year 5 months
Chance of success: 60%


Explore unknown alien ruins XA-16

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year 8 months
Chance of success: 60%


Explore unknown alien ruins XA-17

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year 11 months months
Chance of success: 60%


Explore unknown alien ruins XB-01

Cost: 900K minerals, 270K nanomaterials
Time: 16 months
Chance of success: 55%


Explore unknown alien ruins XB-02

Cost: 900K minerals, 270K nanomaterials
Time: 1 year
Chance of success: 55%


Explore unknown alien ruins XB-03

Cost: 1.1 M minerals, 330K nanomaterials
Time: 19 months
Chance of success: 50%


Explore unknown alien ruins XB-04

Cost: 1.1 M minerals, 330K nanomaterials
Time: 20 months
Chance of success: 50%


Explore unknown alien ruins XB-05

Cost: 1.4 M minerals, 420K nanomaterials
Time: 22 months
Chance of success: 45%




The 6th Federal Research Center, Il'mannaros


View: https://youtu.be/KISIj-uaIw0?si=2zOFr9JKgLTARgV9

Nel'jannir stared at the prototype he had been working on for the last two years whenever he could find the time to do so.

It had been rather difficult to find the said time due to the anti-overwork regulations, but thanks to cleverly managing his schedule, he was able to do so.

And now, at long last, his project had reached a point where it needed a final test before he could submit the papers regarding it to the Chief Research Director of the Center and the Sci-Res-Dev Secretariat.

Taking a long and deep breath to calm himself down, he took in the scene before him - a large work table with the prototype power plant on it, attached to several heavy duty electrical apparatuses.

Recently, he had conducted some preliminary tests on the finished prototype, which led to very promising results and convinced him to carry out more rigorous testing to get an idea of its upper limits.

Now he was doing just that, as he turned on the prototype, and began to take readings.

As the tests neared their concluding points, one by one, his face began to glow. The new power plant had surpassed his original estimates by 20%, something he hadn't exactly anticipated. What was more, when attached to a high-performance engine, the engine achieved RPM values that would normally not be possible with the conventional power plants. This got him thinking if there was some way to turn liquid Dan'xenal into a fuel.

Maybe, some in the future, it would become a thing. But for now, this invention would be enough to excite the scientific community on Xan'qarras, and maybe spark them to new heights of inspiration.

(Reward: Liquid Dan'xenal fuel cells and liquid Dan'xenal power plants available for production and manufacturing)



Research Actions
The prior year has seen two vital developments - the completion of research on optical storage devices and the finalization of a new design for our orbital shipyards. The People's Secretariat for Scientific Research and Development has the feeling of being on the cusp of something greater, as the new year beckons.

You have 5 action slots available for this section.

Available projects
Analysis - Unknown Alien War Machines

Description: The war machines discovered at XA-03 are too large to be transported by air, so they have to be studied in situ. A team of military experts is asking for resources to study these imposing battle engines.
Category: Military Equipment - Combat Machines
Cost: 96 M nanomaterials
Time: 3 years 14.4 months
Chance of success: 85%
(Minor Breakthrough)


Analysis - Unknown Alien Prototype Weapons


Description: The prototype weapons we recovered from XA-04 have caught the eyes of our weaponologists. They are eager to study them and see if there are possibilities for us to finish the work these aliens began.
Category: Military Equipment - Advanced Weapons
Cost: 100 M nanomaterials
Time: 3 years 18 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien Heavy Weaponry


Description: The samples of heavy weaponry recovered from XA-05 have caught the eye of our weaponologists, and they are chomping at the bit to study them.
Category: Military Equipment - Heavy Weapons
Cost: 150 M nanomaterials
Time: 4 years 16.5 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien Cosmocraft Designs


Description: We have come across designs and schematics for cosmocraft in the computers at XA-05. The All-Union Center for Cosmological Studies and the All-Union Military Command Committee have expressed an interest in having them studied in depth. This will go a very long way in helping develop our cosmonaval capabilities.
Category: Cosmocraft
Cost: 700 M nanomaterials
Time: 19 years 19.2 months
Chance of success: 70%
Unlocks: Research times and costs for Cosmocraft projects reduced by 25%.
(Major Breakthrough)


Analysis - Unknown Alien Aircraft


Description: The data on aircraft designs that we retrieved from XA-05 has been uploaded to our servers, and is currently awaiting analysis by our aeronautics experts.
Category: Aeronautics
Cost: 120 M nanomaterials
Time: 4 years 12 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Anti-Gravity Levitation Drive Data


Description: One of the things we discovered from the site XA-05 was the schematics for a device called an "Anti-Gravity Levitation Drive". Now would be as good a time as any to have a closer look at it, and see if it can be of use to us.
Category: Advanced Locomotion
Cost: 150 M nanomaterials
Time: 4 years 12 months
Chance of success: 65%
Unlocks: Anti-Gravity Levitation Drive - Prototype Development (Research Option)


Analysis - Advanced Materials Research Data

Description: The research data concerning advanced materials that we recovered from XA-05 has been uploaded to our servers. It is awaiting the attention of our scientists at the Advanced Materials laboratories.
Category: Advanced Materials
Cost: 75 M nanomaterials
Time: 2 years 16.8 months
Chance of success: 80%


Analysis - Unknown Alien Genetic Engineering Data

Description: Among other things, we found a cache of data pertaining to the field of genetic engineering in XA-05. By studying it, we can glean some new insights, and hopefully, get an idea as to the biology of the alien species that once inhabited our homeworld in the past.
Category: Biotechnology
Cost: 120 M nanomaterials
Time: 2 years 16.8 months
Chance of success: 75%
Unlocks: Chance of success for Biotechnology projects increased by 7.5%


Analysis - Unknown Alien Cybernetic Implants

Description: The implants recovered from the site XA-05 are of an intriguing nature in that they are supposed to integrate with the body of the recipient. Such a technology is rather unfamiliar to us, due to the fact that our senses have been heightened considerably with years of harsh training and livelihood to the point that the idea of artificially enhancing them was dismissed. Maybe, we should open up this concept again?
Category: Cybernetics
Cost: 200 M nanomaterials
Time: 5 years 9.6 months
Chance of success: 60%
Unlocks: Cybernetic implants available for production.
(Minor Breakthrough)


Analysis - Unknown Alien Cybernetics Data


Description: We have come across a cache of data concerning the cybernetic implants discovered from XA-05. By studying it first, we will be able to get a better understanding of the implants.
Category: Cybernetics
Cost: 50 M nanomaterials
Time: 1 year 19.2 months
Chance of success: 75%
Unlocks: Chance of success for Cybernetics Implants projects increased by 10%


Analysis - Kiloscale Orbital Engineering Data

Description: The data we obtained from the site XA-05 mentions many large scale cosmoorbital facilities, which were apparently of great benefit to the alien civilization who conceptualized and built them. It would be worth our while to have a look at the data.
Category: Cosmic Facilities
Cost: 350 M nanomaterials
Time: 8 years 2.4 months
Chance of success: 55%
Unlocks: Kiloscale Orbital Engineering Methods (Research Option)


Analysis - Megascale Orbital Engineering Data

Description: The data we obtained from the site XA-05 mentions many large scale cosmoorbital facilities, which were apparently of great benefit to the alien civilization who conceptualized and built them. It would be worth our while to have a look at the data.
Category: Cosmic Facilities
Cost: 500 M nanomaterials
Time: 10 years 19.2 months
Chance of success: 50%
Unlocks: Megascale Orbital Engineering Methods (Research Option)


Analysis - Prototype Plasma Weaponry Data

Description: Among other things in the site XA-05, we came across data for what looks to be prototypes for weapons that use plasma as their ammunition. From what we can see, the aliens expected these weapons to be a game-changer of sorts. Let us see if we can finish what they started and make these weapons for ourselves, by studying the data first of all.
Category: Military Equipment - Plasma Weapons
Cost: 200 M nanomaterials
Time: 4 years 12 months
Chance of success: 75%
Unlocks: Increases chance of success and reduces research time for the project "Analysis - Prototype Plasma Weaponry"


Analysis - Prototype Plasma Weaponry

Description: Among other things in the site XA-05, we came across what are apparently prototypes for weapons that use plasma as their ammunition. From what we can see, the aliens expected these weapons to be a game-changer of sorts. Let us see if we can finish what they started and make these weapons for ourselves, by analyzing these prototypes.
Category: Military Equipment - Plasma Weapons
Cost: 350 M nanomaterials
Time: 7 years 4.8 months
Chance of success: 60%
Unlocks: Basic Plasma Weaponry (Research Option)


Analysis - Dark Matter Harnessing Data

Description: One of the data caches recovered from the site XA-05 has left us stumped. It describes methods to collect, refine and harness dark matter, of all things. While we were unsure of the existence of dark matter until of late, this discovery shows us that utilizing it may not be science fiction as many have thought it to be. We should study the files to see exactly how these aliens managed to pull off this feat.
Category: Exotic Materials
Cost: 1.25 B nanomaterials
Time: 27 years
Chance of success: 40%
Unlocks: New resource (Dark Matter); Dark Matter technologies unlocked
(Revolutionary Breakthrough)


Analysis - "Living Metal"


Description: One of the stranger things we recovered from the site XA-05, the tubes of "living metal" have left us intrigued. The little we have seen of it has been nothing short of awe-inspiring. Sending it to the labs would help us get to the bottom of how this wonder material works.
Category: Advanced Materials
Cost: 450 M nanomaterials
Time: 9 years
Chance of success: 65%
Unlocks: New resource (Living Metal); Living Metal technologies unlocked
(Major Breakthrough)


Analysis - Cosmocraft Singularity Reactor Data


Description: One of the data caches recovered from the site XA-05 has information regarding an advanced form of powerplant for cosmocraft. Described as a "singularity reactor", apparently the device tries to create a singularity and harness it for energy. We should study the data and see if it can be replicated.
Category: Cosmocraft
Cost: 600 M nanomaterials
Time: 16 years 4.8 months
Chance of success: 50%
Unlocks: New cosmocraft component (Singularity Reactor)
(Major Breakthrough)


Analysis - Gravity Manipulation Data


Description: One of the data caches recovered from the site XA-05 apparently contains data about methods to manipulate gravity itself. Considering that we recovered information regarding an Anti-Gravity Levitation Drive before, this could be of interest to us.
Category: Locomotion
Cost: 250 M nanomaterials
Time: 6 years 7.2 months
Chance of success: 65%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.


Genetic Enhancement Protocols

Description: Thanks to the efforts of our geneticists, we have been able to devise an initial plan for the genetic modification of our species. It is time to put it into action.
Category: Biotechnology
Cost: 35 M nanomaterials
Time: 21.6 year
Chance of success: 70%


Optical Computation - First Generation Optical Computers

Description: Having developed proper and practical hardware for data storage in an optical medium, we are on the cusp of having realized optical computation. Now all that is left to be done, is to develop the rest of the hardware that will help us realize this dream, and provide another big boost to our computation capabilities.
Category: Computation
Cost: 57.5 M nanomaterials
Time: 3 years 2 months
Chance of success: 78%
Unlocks: G-1 Optical Computers available for general usage; research time for all projects reduced; additional research capacity available


Analysis - Power Weapons Data

Description: We came across a cache of data about a series of melee weapons that run on a source of power and are capable of dealing significant amounts of damage. These "Power Weapons", as they are called, have caught the interest of the AUMCC. It would be worth our while to have a look at the data, to get a better understanding of these weapons.
Category: Military Equipment - Power Weapons
Cost: 300 M nanomaterials
Time: 9 years 4.8 months
Chance of success: 45%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"


Analysis - Power Weapon Prototypes

Description: Among other things, we have discovered crates full of prototype Power Weaponry from XA-07. These weapons are unlike anything we have seen before. Our military command wants us to study them, to see if they can be refined into better designs, and explore the possibility of mass-producing them.
Category: Military Equipment - Power Weapons
Cost: 500 M nanomaterials
Time: 13 years 12 months
Chance of success: 40%
Unlocks: Basic Power Weaponry (Research Option)
(Minor Breakthrough)


Analysis - Cryogenic Weapons


Description: One of the more interesting things we obtained from XA-07 is a cache of cryogenic weaponry - weapons that kill by reducing temperatures close to absolute zero. They have intrigued both our scientists and our military officers. For this reason alone, a detailed study of them is necessary.
Category: Military Equipment - Cryogenic Weapons
Cost: 250 M nanomaterials
Time: 8 years 5 months
Chance of success: 50%
Unlocks: Basic Cryogenic Weaponry (Research Option)


Analysis - Electric Weapons

Description: Among other things, we have recovered a cache of electric weapons from the site XA-07. These weapons seem to be relatively straightforward in the way they kill, with powerful bolts of electricity. Conducting a full-fledged study of them would be a good idea - no pun intended.
Category: Military Equipment - Electric Weapons
Cost: 200 M nanomaterials
Time: 7 years 4 months
Chance of success: 75%
Unlocks: Basic Electric Weaponry (Research Option)


Analysis - Advanced Personal Combat Armor Data

Description: We have found a cache of data that describes in detail about a variant of advanced personal combat armor that seemingly runs on an internal power source. By studying the data, we will gain a better understanding of this armor, which will help with studying the samples obtained from the site.
Category: Military Equipment - Power Armor
Cost: 200 M nanomaterials
Time: 5 years
Chance of success: 70%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Advanced Combat Armor Prototypes"


Analysis - Advanced Personal Combat Armor Prototypes

Description: We have discovered several suits of personal combat armor from XA-07, which seem to be quite advanced and, apparently, in a prototype stage. We should study them thoroughly to see if we can finish developing them into something workable.
Category: Military Equipment - Power Armor
Cost: 275 M nanomaterials
Time: 7 years 18 months
Chance of success: 50%
Unlocks: Basic Power Armor (Research Option)


Analysis - Unknown Electromagnetic Weapons

Description: One of the things we came across in XA-07 was a cache of electromagnetic weapons. The weapons seemingly look straightforward in principle, using magnetic acceleration to propel kinetic projectiles at great speed for considerable destructive power. Studying them would be a very good idea.
Category: Military Equipment - Electromagnetic Weapons
Cost: 225 M nanomaterials
Time: 6 years 15 months
Chance of success: 80%
Unlocks: Basic Electromagnetic Weaponry (Research Option)


Analysis - Unknown mineral samples (Hal'jerran)

Description: Our cosmonauts have gathered some unusual mineral samples from the shattered hal-planet, Hal'jerran. They feel that it should be brought to the attention of the Sci-Res-Dev Secretariat post-haste.
Category: Advanced Materials
Cost: 200 M nanomaterials
Time: 3 years
Chance of success: 60%
Unlocks: New mineral resource


Military Vessel Designs - Destroyers

Description: While the corvette allows for the projection of a level of force, the truth is that, it is but a glorified reconnaissance vessel with raiding capabilities. We will need stronger and more powerful vessels in order to secure the Dae'laan. Our cosmic engineers have some ideas for the next type of vessel - the destroyer.
Category: Cosmocraft - Military
Cost: 150 M nanomaterials
Time: 12 months
Chance of success: 85%
Unlocks: Destroyer (Shipbuilding Option)




The 3rd Federal Research Center for Psionics, Far'inor Kel'nar Suburb, Del'naaros

In a secluded corner of the research center campus, a young acolyte sat in meditation, trying to calm down his mind, and achieve a state of mind ideal for harnessing the powers of the flame.

For the past few weeks, ever since he had become aware of the latent psionic power within him (not in a very ideal way, though), he had been trying to understand it, harness it, and put it to use.

The process of understanding had been quite the arduous one, what with having to read through the Tar'sanorim Codex consistently, and ponder on the meanings of the writings within, and trying to draw conclusions on the same, and thus trying to understand the connected spells and rites as a result.

In this regard, he had some success, having understood the most basic of spells related to fire. Conjuring things like fireballs and bolts of fire was no problem, but to create conflagrations on the ground was proving a challenge. At times, he merely caused a burn on the ground; at other times, he ended up causing a fiery blaze.

Today, he was meditating, intending to get a clearer understanding of the conflagration spell, and start small this time, something he had been neglecting to do earlier.

Having achieved a state of internal calm, he opened his eyes, a slight orange glow in his pupils. He then softly chanted a series of incantations to the goddess of fire, then focused his mind on casting the spell.

Looking at an empty spot in front of him, he muttered a few words in the old tongue, and made a few gestures with his hands.

For a moment, nothing happened. Then, all of a sudden, flames broke out at the designated spot, burning brightly, but not going out of control.

Xarrandor's soul was filled with relief. Though it did not seem to be much of an achievement, for him and others like him, it was a great leap.

(Reward: Flameweaver Rites take less time to complete and are more likely to succeed)



Faith Actions
As new temples and shrines are built, and the rites and methods of old are slowly relearned, the training of the psiolytes is progressing smoothly enough. The People's Secretariat for Religious and Psionic Affairs has their hands full, as the days roll by.

You have 3 action slots available for the Pantheon subcategory.

You have 3 action slots available for the Psionics subcategory.
Available actions: Pantheon
Lore of the Light
Build Temples of the Sun (Repeatable)

Description: Lac'rinsali is seen as the bane of all that is evil in our pantheon, and thus, it would serve us well to build temples dedicated to her, so that our people may never stray from the path of righteousness.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Lac'rinsarri Codex (Repeatable)

Description: The Codex of the Solar Goddess is an exhaustive tome containing all the known lore about Lac'rinsali. By studying it analytically, we might be able to glean new insights, and probably get inspiration for…new rituals.
Time: 1 year
Chance of success: 85%


Basic Sanctification Rites

Description: The old rituals of Sanctification had served us well in the past against the pawns of the Deceptive Machinator. However, since then, they have almost been consigned to oblivion. We must rediscover and relearn them, so as to be ready for the dangers which we will face in the future.
Time: 2 years
Chance of success: 80%


Intermediate Stellar Purification Rites

Description: We have been able to master some of the basic rituals for purification using the powers of the Sun. But there is always room for improvement, and there are more advanced rites and rituals, which are more powerful than the current ones. It would be harder to relearn them, but hopefully it shouldn't be that hard, now that we have an understanding of the field.
Time: 3 years 18 months
Chance of success: 70%


Basic Exorcism Rites

Description: One of the many threats we faced during the Voidspawn Wars was that of the dead being reanimated, alongside the Daemons. To combat such foul aberrations, the Exorcism rites were of much avail to us. We must relearn and restore them if we are to stand a proper chance against the Dark Gods.
Time: 2 years
Chance of success: 75%


Basic Stellar Restoration Rites

Description: The holy energies of the sun are not merely used for purification and cleansing, they have a restorative purpose as well. In the past, the Starwalkers aided the healers with their own abilities in this field. Rediscovering them would be of great benefit to us.
Time: 2 years
Chance of success: 80%


Basic Stellar Wrath Rites

Description: The energies of the Light do not just purify and heal, they can be used offensively as well. There have been several examples of this during the Voidspawn Wars. Relearning the rites concerned would, thus, be in our best interest.
Time: 2 years
Chance of success: 75%


Lore of the Night
Build Temples of the Moon (Repeatable)

Description: If Lac'rinsali protects us during the day, then Kel'tanig keeps us safe from malevolent influences at night. We should build temples dedicated to him, in order to ensure consistent protection against the forces of ruination.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Kel'tanni Codex, Part 1 (Repeatable)

Description: The first half of the Kel'tanni Codex is an exhaustive tome containing the myths and lore of the lunar god, Kel'tanig. By studying it closely, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Lunar Purification Rites

Description: The Starwalkers were the Archons of our race who received the favor of the Solar Goddess. Similarly, the Nightkeepers were those Archons who were favored by the Lunar God. Alongside their sun-worshiping brethren, they carried out the purification and cleansing of several of our kith and kin, who were corrupted by the malicious influence of the Void. The rites used by them must be relearned if we are to resist the ruinous hordes.
Time: 2 years
Chance of success: 80%


Basic Shroudbreaker Rites

Description: There are those who strike from the shadows and deal significant damage in a short time window. During the Voidspawn Wars, this was a cause for much grief, as many hidden foes did much harm to us. To counteract them, the Shroudbreakers devised special rites to detect hidden enemies. Rediscovering them will be important, as the utility of assassins is undeniable.
Time: 2 years
Chance of success: 75%


Basic Lunar Restoration Rites

Description: The sacred energies of the moon hold restorative properties, much like those of the sun. The Nightkeepers were of great aid during the Voidspawn Wars, helping with healing the wounded alongside the Starwalkers and the Druids. Relearning those rites would be a very good idea.
Time: 2 years
Chance of success: 80%


Basic Lunar Wrath Rites

Description: Much like the solar goddess, Kel'tanig can bestow considerable powers to the Nightkeepers to smite the foe. The accounts of the Voidspawn Wars bear ample testimony to their effect. We must begin by rediscovering them, in order to strengthen ourselves against the Void and its horrors.
Time: 2 years
Chance of success: 75%


Lore of Water
Build Temples of the Tides (Repeatable)

Description: The waters on our homeworld, whether they be ponds, lakes, streams, rivers, seas, oceans…are all the demesne of Astaryok. To him, we owe the maintenance of the balance of life due to the presence of water. It would do us well to build temples dedicated to him in order to minimize the chances of a bad drought.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Astaryothi Codex (Repeatable)

Description: The Astaryothi Codex is a veritable compilation of mythological tales and lore regarding the god of water. By critically studying it, we may be able to gain new insights that may help us devise new rites.
Time: 1 year
Chance of success: 85%


Basic Tidekeeper Rites

Description: Every one of the deities bestows their favors upon a select few they feel are worthy. These individuals are known as Archons. The Archons of the God of Water were divided into two groups. The first of them being the Tidekeepers, whose job was to maintain the flow of the tides and ensure that little harm came to the people living near the coasts. Over the years, they became adept at manipulating the tides to serve their needs. The rites used by them must be relearned, to aid our peoples living in the coastal regions.
Time: 2 years
Chance of success: 80%


Basic Wavecaller Rites

Description: The second of the grouping of Archons serving Astaryok are the Wavecallers. Unlike the Tidekeepers, their purpose was more….offensive, as they could call forth great, towering waves to crush and sink the foe; also, they could summon elementals to their aid; alongside weaponizing the flow of water in many other ways. It would be of great avail to us if we can rediscover these rites.
Time: 2 years
Chance of success: 75%


Lore of the Wilds
Build Temples of the Wilds (Repeatable)

Description: Our homeworld is a place of considerable natural beauty. The life our ancestors led amidst such wonders has instilled in us an appreciation for the said wonders around us. This is exactly as Nes'taria, the Goddess of the Wilds would have it. By building temples dedicated to her, we can ensure that we are able to live in increasing harmony with the wild inhabitants of our world.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Nes'tarni Codex (Repeatable)

Description: The Nes'tarni Codex is an exhaustive work, detailing the mythological tales and lore of the Goddess of the Wilds. By studying it carefully, we can glean new insights, which will aid us in crafting new rites.
Time: 1 year
Chance of success: 85%


Intermediate Druidic Rites

Description: While we have some of the old rites from the times of the Voidspawn Wars in usage, they will not suffice, knowing what horrors our ancestors had faced off against. There are several rites that are of greater power than what we are currently practicing. Relearning them is a very considerable priority for us.
Time: 3 years
Chance of success: 65%


Intermediate Natural Restoration Rites

Description: We have succeeded in mastering some of the basic rituals for the improvement of the healing capabilities of our healers. But there is always room for improvement, and there are more advanced rites and rituals, which are more powerful than the current ones. It would be harder to relearn them, but hopefully it shouldn't be that hard, now that we have an understanding of the field.
Time: 3 years 14 months
Chance of success: 70%


Basic Wrath of the Wilds Rites

Description: The wilds can be like a caring parent, providing one with all that is needed to sustain life. However, they can also be like your worst enemy, mauling and poisoning those that fall foul of them. Several rites were devised in the years of the Voidspawn Wars, which make use of this fierce power. We must rediscover them if we wish to stand a chance against the abominations of the Void.
Time: 2 years
Chance of success: 80%



Lore of Shadows
Build Temples of the Shade (Repeatable)

Description: During the nights of the full moon, Kel'tanig extends his protection to his devotees. On the nights of the shaded moon, they turn to his Shadow Aspect, Kel'tanrith for protection. His presence keeps anyone of strong heart safe from the dangers in the dark. By building temples dedicated to him, we can ensure that this safety grid is maintained consistently.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Kel'tanni Codex, Part 2 (Repeatable)

Description: The second half of the Kel'tanni Codex is an exhaustive tome containing the myths and lore of the lunar god Kel'tanig's Shadow Aspect, Kel'tanrith. By studying it closely, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Shadewalker Rites

Description: The shadows are the hiding place for all sorts of no-gooders, or at least, that is what most people tend to believe. But they have been used effectively as a shroud by those with good intentions as well. Those who were able to master this ability were called Shadewalkers. By means of some rites and spells, they could meld in with the darkness. Relearning this ability is of the utmost importance if we are to have an advantage against our enemies.
Time: 3 years
Chance of success: 70%


Basic Shadeslayer Rites

Description: The shadows do not only protect one from prying eyes, they can also be used as a means to attack one's foe. This was an ancient art practiced by the most elite Shadewalkers, who were called Shadeslayers. Legends say that one could form blades out of darkness itself and strike the enemy with them. Rediscovering the relevant rites and spells will be essential if we are to strengthen ourselves.
Time: 3 years
Chance of success: 65%



Lore of Air
Build Temples of the Wind (Repeatable)

Description: Without air, no living being can survive. On the other hand, the fury of the winds can leave a trail of destruction in its wake. Such is the duality that is characteristic of the God of Air. By building temples dedicated to him, we can do our best to appease this tempestuous deity.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Geygan'rim Codex (Repeatable)

Description: The Geygan'rim Codex is a comprehensive repertoire on all the lore about the God of Air, Geyganor. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Windweaver Rites

Description: The winds have a mind of their own. They traverse without any sort of fetters whatsoever, all the while controlling the speed of any being moving through them. However, with enough effort, one can use the winds and manipulate them via properly conducted rites and spells to gain newfound levels of celerity. Relearning the same will help us in our struggle against the spawn of the Void.
Time: 2 years
Chance of success: 80%


Basic Stormcaller Rites

Description: The storms on Xan'qarras are a sobering reminder of the potent powers that nature is bestowed with. One can only quiver in fear at the uncontrolled devastation they can wreak. However, in the hands of a highly capable anemomancer, the winds can destroy a target with relatively low collateral damage. We must relearn these rites and spells in order to be better prepared for the perils to come.
Time: 2 years
Chance of success: 75%



Lore of Life
Build Temples of Life (Repeatable)

Description: The spark of life is present everywhere in our world where we choose to look. From the tiniest of microorganisms in the ground, the water and the air, to the largest and most imposing of fauna and flora we have seen over the years, the forms in which it manifests itself are numerous. They help to maintain the delicate balance between life and death. At one end of this balance is the God of Life, Ul'kraan. By building temples dedicated to him, we can ensure the essence of life is sustained in all its entirety.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Ul'kraani Codex (Repeatable)

Description: The Ul'kraani Codex is an exhaustive work containing all the known lore about the God of Life, Ul'kraan. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Genesiator Rites

Description: The creation of life is something that is held sacred among the Drak'xarim. Even the growth of a little sapling into a mighty tree is something of great sanctity to us. And while we celebrate the birth of new life, what do we do when faced with a place from which life has been snuffed out? That is a job for the Genesiators of old. Those who would receive Ul'kraan's powers were capable of wielding it to restore fertility and life to once-barren lands. We must rediscover these rites and spells post-haste.
Time: 3 years
Chance of success: 65%


Basic Purificator Rites

Description: In the course of life, one encounters much in the way of poisons and germs, which can toxify and kill by the thousands. The Purificators of old excelled in cleansing such filth away, keeping our people hale and hearty. These rites and spells must be relearned as soon as possible.
Time: 2 years
Chance of success: 80%


Basic Restorator Rites

Description: Injuries are an inevitability of life. While mental injuries require a sympathetic ear and a patient soul to heal, physical injuries require the touch and skills of an expert healer. The Restorators of old were past masters in this regard. Rediscovering those rites and spells practiced by them is of utmost importance.
Time: 2 years
Chance of success: 80%



Lore of Death
Build Temples of the Dead (Repeatable)

Description: Just as a living being is born and granted the gift of life, so too must it have to depart the realm of the living when it's time has come. Thus begins its journey to the Eternal Fields, the realm of the dead. To which region of the Fields shall they go is to be decided by the Goddess of Death, Sen'kiral. By building temples dedicated to her, we can ensure that not only the journey goes on smoothly, but also appease her and her cold, impartial wardens.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Sen'kiranni Codex (Repeatable)

Description: The Sen'kiranni Codex is a comprehensive repertoire of myths and legends of the Goddess of Death, Sen'kiral. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Intermediate Soulkeeper Rites

Description: When a person dies and their soul leaves the physical body, it is in a very vulnerable state. Not knowing immediately where to go or what to do, it is a prime target for the malevolent forces. In order to prevent this, special rites are conducted by the Soulkeepers in order to commune with them and ensure their safe passage to the Eternal Fields. The rites we are practicing now are merely basic ones. There are more complex ones recorded in the ancient texts, which must be rediscovered.
Time: 4 years
Chance of success: 60%


Basic Death Warden Rites

Description: The powers of the demesne of death are not limited to escorting souls to the Eternal Fields. They can be used in an offensive and defensive manner as well. The Death Wardens of old were able to bring such grim, fearsome powers to bear on the foe. We should attempt to rediscover these rites and spells to bolster ourselves against the Daemons of the Void.
Time: 3 years
Chance of success: 70%


Basic Thanatomantic Rites

Description: Thanatomancy. The art of reanimating the dead. It is not without reason that the field is viewed with dread, horror and revulsion. After all, the sight of walking corpses and disembodied spirits is not a reassuring one. But the art persisted on, as the Goddess of Death never truly condemned it. Regardless of what people think of them, the Thanatomancers performed well during the years of the Curse of the Void. We must seek to relearn these powerful rites and spells…and hopefully, decrease the dread we feel towards them.
Time: 3 years
Chance of success: 70%


Lore of Fire
Build Temples of Fire (Repeatable)

Description: Fire is an element with an interesting dualism. On one side, it can be used constructively, to craft and forge metals into useful objects. On the other hand, when used correctly, it can leave a trail of destruction and devastation in its wake. And the Goddess of Fire, Tar'sanas, is not very discriminating in deciding who will be affected by her wrath. We should build temples dedicated to her, in order to appease her and ensure a purificative aura around us, that shall burn away all evil.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Tar'sanorim Codex (Repeatable)

Description: The Tar'sanorim Codex is an exhaustive work containing all the known lore about the Goddess of Fire, Tar'sanas. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Flameweaver Rites

Description: The considerable power wielded by the flame is something that can give anyone pause. It can be used offensively and defensively, in a myriad variety of ways. The Flameweavers were those who excelled in the use of fire offensively, with a battery of spells to burn the enemy. Relearning them would be a good idea, considering what awaits us in the Void.
Time: 1 year 12 months
Chance of success: 85%


Basic Flamewarden Rites

Description: The flame is as much a shield as it is a weapon. After all, few would dare to brave a wall of fire (save those who are highly courageous or highly foolhardy). The Flamewardens were past masters at making nearly impenetrable barriers of fire, which were utilized either defensively, or to besiege a foe. Rediscovering them would serve us well.
Time: 2 years
Chance of success: 80%


Lore of Metal
Build Shrines of Forging (Repeatable)

Description: The art of metalworking is one that originated with our ancestors trying to find better materials than stone with which to make weapons and tools out of. Over the years, it has been refined into what can be considered to be a top-notch craft, requiring skills and precision to produce cutting-edge products. It is no surprise that over the years, the blacksmiths became fervent devotees of the Fire Goddess's Metalworking Aspect, Tar'sankras. By building shrines dedicated to her, we can ensure that she is appeased, while at the same time ensuring that our products are of the best quality possible.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Tar'senkrim Codex (Repeatable)

Description: The Tar'senkrim Codex is a comprehensive repertoire of myths and legends of the Metalworking Aspect of the Goddess of Fire, Tar'sankras. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Refinement Rites

Description: There is an old saying, "A chain is only as strong as its weakest link." This maxim is something that blacksmiths and metalworkers have taken to heart, as they strive to remove any impurities whatsoever while making a weapon or a tool. In the past, special rites were used to purify the metals. The weapons and tools made using them were very sturdy, and stood the test of time. Maybe we should consider rediscovering them, and combining them with our technological prowess to see what kind of weapons and tools we get.
Time: 3 years
Chance of success: 70%


Basic Imbuement Rites

Description: The accounts of old speak of weapons and armor that had magical properties associated with them. A closer reading between the lines shows us that special rites and spells were used to endow said properties upon the weapons and armor. We must make attempts to rediscover them, for they could be a game-changer.
Time: 4 years
Chance of success: 60%


Basic Aegismaker Rites

Description: The tales of the Voidspawn Wars speak of a group of individuals, the Aegismakers, who could manipulate the very ground and metal around them, forming defensive barriers of varying scales. The rites and spells in question must be relearned post-haste.
Time: 3 years
Chance of success: 65%


Basic Metalweaver Rites

Description: There are tales of a group of psiolytes who could manipulate metal in ways that surpassed the Aegismakers. In their hands, any metallic object could become a potent weapon…or a sturdy shield…in ways none could expect. These rites and spells must be relearned urgently.
Time: 4 years
Chance of success: 60%


Lore of Ice
Build Temples of Frost (Repeatable)

Description: The winters on Xan'qarras, while not excessively harsh, can still be testing. The cold winds force even the mighty predators on our planets to look for a warm shelter. As for us, there is little to do, other than hunkering down in our cities, and trying to go about our lives, as we prepare for the spring that is to come. The Goddess of Ice, Astaryani, is no warm-hearted deity, as has been manifested by the blizzards burying those unfortunate to be caught. By building temples dedicated to her, we can go some distance in appeasing her, while improving our ability to weather out the winters.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Astaryannrim Codex (Repeatable)

Description: The Astaryannrim Codex is a comprehensive repertoire on all the lore about the Goddess of Ice, Astaryani. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Frostwalker Rites

Description: For those accustomed to a warm climate, a freezing winter can only mean doom. If you can't adapt quickly enough, you are as good as dead. The Frostwalkers of old were adept at controlling and manipulating the coldness, bringing relief to their allies, and death to their foes. We must rediscover these rites and spells as quickly as possible.
Time: 2 years
Chance of success: 80%


Basic Icecaller Rites

Description: The tales of old speak of a group of psiolytes, who were past masters at using the powers of ice, whether to defend their allies…or to call forth minions to aid them. The Icecallers had served us well in the Voidspawn Wars. Now we must relearn their arts in order to stand against the Void again.
Time: 2 years
Chance of success: 80%


Lore of Thunder
Build Temples of Storms (Repeatable)

Description: The storms on Xan'qarras are breathtaking when viewed from a distance, but it is a completely different matter for those experiencing their wrath up front. Winds lashing at high speeds, torrential rains, bright, blinding flashes of lightning, accompanied by loud, ear-splitting claps of thunder. They are considered to be signs of the rage of the Goddess of Thunder, Geygantaris. By building temples dedicated to her, we can take steps towards appeasing her, while at the same time being able to weather out the storms somewhat better.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Geygannarim Codex (Repeatable)

Description: The Geygannarim Codex is an exhaustive work, detailing the mythological tales and lore of the Goddess of Thunder. By studying it carefully, we can glean new insights, which will aid us in crafting new rites.
Time: 1 year
Chance of success: 85%


Basic Stormweaver Rites

Description: Besides the worshippers of Geyganor, there exists a parallel association in the worshippers of Geygantaris. The Stormweavers, however, unlike their Stormcaller comrades, are more concerned with the destruction of the enemy and less so with collateral damage. It is as if they have inherited the mercurial temper of the Goddess of Thunder. We should try to rediscover these rites, in order to bolster our strength. But whether we should use them much is a matter of debate.
Time: 2 years
Chance of success: 80%


Basic Thunderdancer Rites

Description: There are tales of a group of electromancers, who could, with the help of special rites and spells, manipulate electricity itself, utilizing its power to electrocute large numbers of foes at once, or call down thunderbolts on a targeted location. The rites and spells of the Thunderdancers must be relearned post-haste.
Time: 2 years
Chance of success: 75%


Codex compilation
The Drums of Battle

Description: Alongside Nes'taria, there is another deity whose influence hangs heavy over us. The goddess of war, Kre'valis, was invoked often by soldiers before marching into battle. Even though it has been quite some time since the last wars were fought, her aura is undeniable, due to the warrior spirit that resides within. She is still invoked, in order to restrain the curse of Rak'sarkon. Many are the legends that speak of her. They must be collated for the good of her priesthood and our populace.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of War


Available actions: Psionics
Psiolyte Training Programs (Can be repeated)

Description: There is a very old saying, "Practice makes perfect.". This is a universal truth, and has never been disproved. The new field of psionics cannot be an exception to this rule. We must start some initial training programs to not only hone the skills of our existing psiolytes, but also gain new recruits.
Cost: Negligible
Time: 1 year
Chance of success: 70%

Anti-daemonology measures
Intermediate Wardcrafting Methods

Description: Our success in relearning the arts of Wardcrafting is a positive sign and a ray of hope for the Anti-Daemonologists. However, we cannot afford to rest on this little success, as there are methods to create more advanced Wards than the ones we can make right now. Relearning these methods will not be easy, but considering what threats we had faced during the Voidspawn Wars, the efforts will prove to be worth it.
Time: 3 years 18 months
Chance of success: 64%


Basic Runecrafting Methods

Description: "Runecrafting is an art that requires an appreciable level of expertise, finesse and precision. For even the slightest mistake in etching can change the characteristics of a rune." This is the motto of several of our esteemed Runecrafters, who distinguished themselves during the Voidspawn Wars. The runes created by them were of great aid to us, by either strengthening our forces, or weakening the foe. It will be in our interest to relearn these powerful methods.
Time: 2 years
Chance of success: 65%


Basic Formation Crafting Methods

Description: The only thing that requires a greater level of finesse and precision than a rune is a formation. While not easy to make, when properly made and executed, the results can be impressive, as is told in the histories of the Voidspawn Wars, where our Formationists put their skills to good use, conjuring formation arrays of a supportive and of a destructive nature. Needless to say, we must put effort into rediscovering these powerful arts.
Time: 2 years
Chance of success: 60%


Basic Anti-Void Barriers: Prototype Refinement

Description: During the Years of Darkness, our priesthood were working fervently on a means to shield our warriors from the ruinous energies of the Void. They were only able to develop some crude prototypes, which were not particularly effective at carrying out their intended role. But they still were able to provide an advantage to us, however slight. We must rediscover the research on them and get to work on it if we intend to survive the attentions of the Dark Gods.
Time: 3 years
Chance of success: 60%




Resources
Minerals
  • Stockpile: 3.7845 B
  • Production (Total): 7.1195 B
  • Upkeep: 870 M
  • Production (Actual): 6.2495 B

Exotic gasses
  • Stockpile: 653 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 16.1 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 7.7394 B
  • Production (Total): 5.8507 B
  • Upkeep: 536 M
  • Production (Actual): 5.3147 B

Dan'xenal
  • Stockpile: 4.83 M
  • Production (Total): 550,000
  • Upkeep: 15,000
  • Production (Actual): 535,000




A/N: Well, there you all go.

You now have a 36 hour moratorium.
 
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As long we research the low hanging fruits I'll be happy. Differently need the upgrade to our computers and probably need to work on our defenses….
 
[X] Plan: Shifting into Gears
- [X] Naval Actions
-- [X] Hunter-class corvette (4x)
- [X] Infrastructure Actions
-- [X] Major Action 1
--- [X] Build mining facilities in the Al'tarkin Depression (14 months)
--- [X] Build Dan'xenal mining facilities in the Swal'torrek Mountains (6 months)
--- [X] Build nanomaterial manufactory complex in the Kol'harrak District (4/6.4 months)
-- [X] Major Action 2
--- [X] Build nanomaterial manufactory complex in the Kol'harrak District (6.4/6.4 months)
--- [X] Build nanomaterial manufactory complex in the Carr'iostan District (7 months)
--- [X] Fortify the Gen'xarril Plains arcologies (4.8/4.8 months)
--- [X] Upgrade shipyards to Tier 1, Level 2 (14.4/15 months)
-- [X] Major Action 3
--- [X] Upgrade shipyards to Tier 1, Level 2 (15/15 months)
--- [X] Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1) (16.56 months)
-- [X] Minor Action 1
--- [X] Build mineral processing facilities (8x)
-- [X] Minor Action 2
--- [X] Build mineral processing facilities (8x)
- [X] Archeology Actions
-- [X] Action 1
--- [X] Analysis - Encrypted Files from XA-07 (1/2 years)
-- [X] Action 2
--- [X] Analysis - Encrypted Files from XA-07 (2/2 years)
-- [X] Action 3
--- [X] Explore unknown alien ruins XA-06 (Level 3) (1 year)
-- [X] Action 4
--- [X] Explore unknown alien ruins XA-08 (16 months)
- [X] Research Actions
-- [X] Action 1
--- [X] Optical Computation - First Generation Optical Computers (1 year/3 years 2 months)
-- [X] Action 2
--- [X] Optical Computation - First Generation Optical Computers (2 years/3 years 2 months)
-- [X] Action 3
--- [X] Optical Computation - First Generation Optical Computers (3 years/3 years 2 months)
-- [X] Action 4
--- [X] Optical Computation - First Generation Optical Computers (3 years 2 months/3 years 2 months)
--- [X] Analysis - Unknown Alien Cybernetics Data (19.2 months/ 1 year 19.2 months)
-- [X] Action 5
--- [X] Analysis - Unknown Alien Cybernetics Data (1 year 19.2 months)
- [X] Faith Actions
-- [X] Pantheon
--- [X] Action 1
---- [X] Build Shrines of Forging (Repeatable) (1/1 year)
--- [X] Action 2
---- [X] Basic Flameweaver Rites (1 year/1 year 12 months)
--- [X] Action 3
---- [X] Basic Flameweaver Rites (1 year 12 months/1 year 12 months)
---- [X] The Drums of Battle (12 months)
-- [X] Psionic
--- [X] Action 1
---- [X] Basic Anti-Void Barriers: Prototype Refinement (1 year/3 years)
--- [X] Action 2
---- [X] Basic Anti-Void Barriers: Prototype Refinement (2 years/3 years)
--- [X] Action 3
---- [X] Basic Anti-Void Barriers: Prototype Refinement (3 years/3 years)
 
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