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

In the situation you mentioned, the dice will keep giving you bad rolls for practically all the time.
Okay but HOW? You're not changing the number we have to roll in order to succeed, nor modifying the raw dice roll based on difficulty, by your own admittance, so by what method are the more difficult actions made to roll poorly? Are you weighting the dice? Are you ordering the rolls for the turn from highest to lowest based on success chance? Are you just relying on the power of manifestation to have the dice gods make actions with lower success rates roll worse?
PS: I started this quest with an intent to see a Xenos species ascend to greatness, not to tutor kids in maths.
Putting aside how incredibly rude your little passive aggressive postscripts are, perhaps the fact that two people who've been on this site for a decade (and are, therefore, very unlikely to be below 20) are saying that that's not how math works should be an indication that you need tutoring. Or at least learn to explain your game design choices better.
 
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Chill a little. It's Zolarian's game, he can do things how he wants.
He can. He can design and run his game however he chooses as is his right. Hell, even concealing the mechanics is within the social contract of game master and player, though propriety would generally have him reveal that he is concealing such information. My issue is that he is providing non-answers presented as if they were obvious and clear explanations, coupled with personal attacks against anyone who questioned him.

Strictly speaking, it is also his right to be a massive asshole to people attempting to engage in good faith discussion, but it is equally my right to call him on that.
 
He can. He can design and run his game however he chooses as is his right. Hell, even concealing the mechanics is within the social contract of game master and player, though propriety would generally have him reveal that he is concealing such information. My issue is that he is providing non-answers presented as if they were obvious and clear explanations, coupled with personal attacks against anyone who questioned him.

Strictly speaking, it is also his right to be a massive asshole to people attempting to engage in good faith discussion, but it is equally my right to call him on that.
Translation: Froggy is being a immature child that doesn't understand that some people can't handled so much work
 
Ok, everyone, stop it already.

@The Froggy Ninja

For starters, if you think I was providing non-answers to the rolls question, that is because I genuinely do not want to get involved with the quagmire that is probability.

A quest in Warhammer 40,000 that centers around a Xenos species is difficult enough to make. If I had to worry about probabilities of success, I would get nowhere with the quest.

As for my "passive aggression" and "rudeness", well, that was me lashing out defensively against a persistent active-aggressive approach you took to in your questioning, and that too after a particularly bad day overall, for which I sincerely apologise. I am not against a holistic discussion, but the way you persisted with your questions - it almost felt like you were specifically targeting me, and I snapped.

I hope we can put this behind us and hopefully have healthy discussions on the quest, the lore, etc.

As for questions on chance of success, no, I will not entertain them any further, as I have left that to chance and the tender mercies of Tzeentch. So that I can be at peace in my mind.

@Archon7

Stop it right there. He's not being immature, just wanted answers, though he was a bit too desperate and aggressive in the approach.

@Curtains

We all have our rights to do this or that. How we exercise them is what matters.

And I hope that this will be curtains for this matter.
 
Ok everyone, a little update for you all.

I should be able to drop Turn 5 by Tuesday or Wednesday next week.
 
Turn 5: Building Foundations
"Upon the legacies of the past are built the foundations of the future." - Unknown

It is the year UY 754, per our calendar.

The preceding year has seen the Dae'laan make efforts to deal with a shortage of resources, as everyone started rationing on a voluntary basis, in order to conserve resources as new mines were developed.

For now, there is a mood of optimism, as our ships continue to explore the planets in our star system, and our resource situation is starting to improve.

From here on, the road will be smoother…we hope.



Onboard the Resolution.....


View: https://youtu.be/RC7m0FEAfQM?si=ghfKxz9gLH0z6ypJ

Hal'jerran, as seen from the Resolution

Drek'xar stared at the scene in front of him through the viewing window.

He had seen many things during his time as a research officer, but this definitely had to take the cake.

A planet…or better said, half of a planet, with a cloud of debris in front and around it? How could this come to be?

Asteroid impact? But that would require a really large one to split the planet into two, and even then, there was no guarantee that the split would occur (the planet as a whole would be blown up into pieces by the impact).

Weapons testing by some alien race? In that case, what dangerous weapon could it be that could shatter a celestial body like this?

There was a third possibility playing out in his mind, but he found it a bit hard to accept.

"Could it be…"

"Now what has gotten you so deep in thought?" A voice spoke out as the door to the lab opened.

Drek'xar turned around to see Ser'kanis, Arga's second in command, enter the lab. He groaned underneath his breath, for Ser'kanis had a habit of making sardonic jokes that tended to get under one's skin.

"Nothing much, just wondering about that over there", he said as he pointed with his thumb in the direction of Hal'jerran.

The Deputy Commander of the Resolution turned to look in the direction he was pointing, at the half-shattered orb that had given them all a persistent headache ever since they had come here.

Everyone onboard seemed to have a theory as to the current status of Hal'jerran. As for her, she believed that it was due to….

"Some sort of planned detonation. Could be the only reason why it's like this."

"That would be great if it could also explain the anomalous readings we got while scanning the debris field." Drek'xar said with a slight frown.

"You and I know well enough that we have scanned the debris at least 30 times, dammit! What do you expect to find there that explains them?" Ser'kanis snapped in frustration.

"I don't know, but my intuition is telling me that there is something out there…"

…….

Onboard the Farsight.....

Caf'xilin, as seen from the Farsight

Of all the assignments one could get, this surely had to be the most boring, thought Nel'daris as she yawned.

So far, it had been uneventful for the most part. The similarities to Kel'taor were considerable, making it easier to survey, but at the same time, it felt like treading upon a familiar, easy path again. And it by no means felt enjoyable.

Rather, it was like a drudge, considering how things turned out. Nothing of note or interest, that would make it feel lively.

It was so bad that the crew began to play games amidst themselves to combat the boredom. And in spite of being a strict disciplinarian, she chose to look the other way, for she was herself suffering from boredom.

The good news was that they would be done in eight more months. And then…

"They better give us an exciting assignment next time…" She said, with a groan, as she made her way to the canteen.



Naval Actions
The surveys of the remaining celestial bodies in the Lac'rinsor system are either nearing completion, or about to be started. At this rate, in the next 3-4 years, we will have surveyed our star system. The All-Union Center for Cosmological Studies will then decide where to go from there.

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

Vessels available
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: Currently surveying Hal'jerran


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: En route to Hal'jerran


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: Currently surveying Caf'xilin


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: En route to Nas'tanak


Exploration and survey options
Caf'xilin - The closest planet to your star, Caf'xilin has been shown to be a barren ball of rock from the data gathered by deep space probes. The proximity to the sun has most likely stripped it of any atmosphere whatsoever. We can go there, if only to check how much heat our ship can take.
Survey level: 7/10 (Considerably surveyed)
Survey difficulty: Mildly challenging
Estimated survey duration: 11 months
Travel time: 6 months
Progress: 3/11 months


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)


Lan'karis - The fifth planet from our star, Lan'karis is a gas giant of colossal proportions. The atmosphere is colored a rather bright shade of green, most likely due to the presence of exotic gasses as per probe data analysis. Descending into its atmosphere for a survey is out of the question. However, with our probes, a relatively thorough survey can still be done. Of interest to us are its several satellites.
Survey level: 8/10 (Considerably surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 8-10 months
Travel time: 7 months


Hal'jerran - The seventh planet from our star, Hal'jerran is a rocky world which is unique due to the fact that it appears to be shattered. Close to two-fifths of the planet are apparently gone…or rather, surrounding it in the form of a ring of rocky debris. For this fact alone, a detailed survey is a must.
Survey level: 0/10 (Not surveyed)
Survey difficulty: Challenging
Estimated survey duration: 28 months
Travel time: 13 months
Progress: 6/28 months


Nas'tanak - The eighth and farthest planet from our star, Nas'tanak is a frozen ball of ice and rock. Not much is known about this distant member of our stellar system. A survey would help understand it better.
Survey level: 0/10 (Not surveyed)
Survey difficulty: Unknown
Estimated survey duration: Unable to estimate
Travel time: 16 months
Current ETA: 12 months


Shipbuilding
Currently, our shipyard can build a maximum of 3 vessels at a time. However, it can be upgraded in the future to increase its shipbuilding capacity.


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




Gep'wannom Dor'las Suburb, Fel'zannar


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

The day was rather gloomy from the beginning. From the morning itself, dark gray clouds were gathering in the sky, accompanied by the occasional flash of lightning, followed up by an ominous rumbling of thunder.

From the looks of it, the storm would probably be quite intense. Thankfully, the Drak'xarim had weathered many storms in the brief lifespan of their civilization, so there was no fear of the elements severely damaging their cities.

But the rains did however limit the movement of the populace. And for a people who have had a culture of physical exercise and athleticism drilled into them, restriction of movement is quite agonizing. They are then forced to exercise indoors, but even that tends to feel boring after a while, without the feeling of being in a group.

Thus there remains but one alternative to killing the boredom and the time in such a situation: an online gaming session with your closest friends, along with plates of hot, spicy, fried snacks and drinks.

Which is exactly what a group of young architectural engineers decided to do on this stormy day, as they were cooped up in their flats, with no chance to go out.

…..

Having checked the internet connection a few times for her satisfaction, Hel'kana opened up the video-conference app on her computer. She was immediately greeted with the sight of five familiar faces.

"Hey fellas! How're you all?" She said cheerfully.

"Fine, except for the rain being a dampener." Jol'rath said, his smile a bit forced.

"You said it. It really is a pain to not be able to go out. I am not the type to stay cooped up at home." Wel'ranis said plaintively.

"And one can exercise at home for only so long. Just doesn't feel the same as at the park or the gym." Nok'jin said with a sigh.

"Then what do we do in this situation? Any ideas, anyone?" Bar'zanis said, in a way that suggested she was prompting someone to reply.

"There is only one thing we can do. And that is….GAMING TIME!" Vol'kinath shrieked out the last couple of words with excitement.

Everyone agreed to the idea. Now all they had to do was decide which game to play.

After having fixed up a few plates of snacks to accompany the session, Hel'kana said, "Fellas, I suggest we do a co-op session of The Starwinder Chronicles¹."

"That's a great idea!" Everyone replied with enthusiasm as they opened up the game on their computers and prepared for a MP session.

"Hmmm….should we try to raid that new dungeon that was recently dropped?" Jol'rath said as he browsed through his created characters, before eventually settling on a Devastator-class.

"You mean the Thanatic Bastion? That is a high-risk dungeon, from what I heard. Difficult to get through without a really strong Aegis and at least 3 Devastators." Wel'ranis said as she selected an Aegis-class.

"Don't forget a good Healer and two Supports. Anyway, it can't be tougher than having to design a right-and-proper fortified arcology." Nok'jin said as he checked his roster for a character, before settling on a Healer.

"Or trying to build a railway line under the sea." Bar'zanis said as she chose a damage-enhacing Support.

"Or trying to design a floating city. Maybe even make an arcology out of it, with fortifications and all." Vol'kinath said as he picked his own Devastator.

"Ok, stop right there, before your flight of imagination takes us all to the cosmos. We are here to relax, you idiots, not discuss future projects." Hel'kana groaned in annoyance.

Vol'kinath grabbed his ears while making an expression that seemed to say "Ooops.", causing everyone to roll their eyes.

"Cut it out with the tomfoolery, the dungeon's here!"

And for the next three hours, they would be hunched over their laptops, clicking away aggressively, punching keys on the keyboards, providing support, healing wounds, absorbing and dealing damage. That is until the boss fight came up, and…things didn't quite work out.

"Flack, I haven't seen a boss as tough as this one! It was all I could do to damage him!" Jol'rath said as he went through the stats of the fight.

"Yeah, that thing felt like we were hitting a wall of steel. Just how much Armor Penetration will we need to beat it?" Wel'ranis pondered.

"Quite a bit, and some extra Crit Chance would be a good thing too." Nok'jin said as he prepared to leave the session.

"Ok everyone, let's hope someone comes up with a strategy to beat this boss later on. For now, let's log out, and get some work done." Hel'kana said as she exited the game.



Infrastructure Actions
Our resource situation is starting to get back on track. As per estimates, if we keep developing mines and nanomanufactories consistently for the foreseeable future, we will have no difficulty with funding the projects that are pending, according to the People's Secretariat for Transportation and the People's Secretariat for Industry.

You have 3 action slots (2 major, 1 minor) available for this section.

Available major projects
Build mining facilities in the Sau'narril Mountains

Description: Located in the western part of the Nav'korran Expanse, where most of our people live, the Sau'narril Mountains have many tales dedicated to each and every peak and mount of it. One of them speaks of a very rich vein of minerals underneath the mountains. We believe it to be true, based on corroboration by several sources. The problem with developing mines in the area lies in the fact that the area is in the way of the migration routes of several packs of Zel'tar Drakes.
Cost: 220 M minerals, 66 M nanomaterials
Time: 3 months
Chance of success: 75%


Build nanomaterial manufactory complex in the Tol'derran District

Description: The Tol'derran District is a region of significant potential, being a central node that connects other regions. 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: 190 M minerals, 57 M nanomaterials
Time: 2.7 months
Chance of success: 80%


Build nanomaterial manufactory complex in the Kher'sharan District

Description: The Kher'sharan District is a vital economic node for the Dae'laan, with several of our civilian manufacturing facilities being present 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: 190 M minerals, 57 M nanomaterials
Time: 2.7 months
Chance of success: 85%


Build underground high-speed maglev rail network in the Ler'kaas Desert (Phase 2)

Description: The linking of the major cities in the Ler'kaas Desert via underground rail lines has helped quite a bit in ensuring the region is self-sustaining. But we can do more in this respect. By setting up rail lines between the smaller cities, the region will witness further growth.
Cost: 360 M minerals, 108 M nanomaterials
Time: 11.2 months
Chance of success: 80%


Expand the dockyards in the Teq'naris Archipelago

Description: The colony in the Teq'naris Archipelago is in need of infrastructure to improve the quality of life of the colonists there, and to improve the odds of its survival in the face of the dangerous wildlife it coexists with. To this end, the expansion of the dockyards there will go a long way in alleviating the new colony's problems.
Cost: 324 M minerals, 97.2 M nanomaterials
Time: 6.4 months
Chance of success: 70%


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: 55%


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%


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




The All-Union Archaeological Survey, 4th Research Bureau, Xel'taron


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


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

It had been a very fruitful year for the Lorefinders so far. So good, that some of them were wondering if this was all due to the deities being benevolent. Fen'norath scoffed at such notions.

A staunch rationalist, he preferred to believe that it was due to the efforts and hard work put in by the personnel exploring the sites that had gotten them where they were now.

"And such efforts will keep us going on." He thought as he walked towards his workstation, and sat down, preparing to get down to work.

"Ok, those ten new sites are going to keep us all here busy for the next ten years at the very least. Who knows what they will yield." He said, thinking out loud.

"Well, we have seen what came from the first four sites, so hopefully, it will be just as good." Dre'kana, his senior, spoke up from behind him.

Turning around, he was greeted with the sight of one of the best Lorefinders of the All-Union Archaeological Survey. Dre'kana had an excellent track record, having been a part of expeditions to four of the sites excavated so far in completion.

While she had not been part of the first expedition to the XA-05 site, she was slated to join the next team, though. A prospect for which she was excited.

"Provided we don't run into something like that agent at XA-04. I still remember the chills passing down my spine when I gazed upon that door in the third level." Fen'norath said, as the memory triggered an involuntary shudder.

"Yeah, that does raise the worry levels. I am a little concerned that this alien race could have been working on something more dangerous."

"Hush, you! I don't even want to hear that. That will give me nightmares in my sleep."



Archaeology Actions
The deluge of new XA category sites has instilled a fresh burst of energy in the Lorefinders, who are afire with enthusiasm to tackle the newly listed sites. The All-Union Archaeological Survey is wondering what more will fall into our hands this time.

You have 3 action slots available for this section.

Available projects
Explore unknown alien ruins XA-05 (Level 2)

Cost: 1.5 M minerals, 450K nanomaterials
Time: 12 months
Chance of success: 77.5%


Explore unknown alien ruins XA-06

Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 70%


Explore unknown alien ruins XA-07

Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 70%


Explore unknown alien ruins XA-08

Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 70%


Explore unknown alien ruins XA-09

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 70%


Explore unknown alien ruins XA-10

Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 70%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 65%


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 65%


Explore unknown alien ruins XA-13

Cost: 1.7 M minerals, 510K nanomaterials
Time: 23 months
Chance of success: 65%


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 5th Federal Research Center, Fej'tarros


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

Zol'rath, the Chief Research Director of the 5th Federal Research Center groaned as he checked the reports on his computer.

"Dammit. The new regulations are in place, but nothing seems to have changed. At least, not to the levels that would be considered acceptable." He grumbled, as he reached for his cup of sweetened er'loff.

He took a sip from the cup with great agitation and anger. The Sci-Res-Dev-Sec had introduced new guidelines, aiming to curtail excessive overtime working. The Chief Research Directors of the Federal Research Centers had had a meeting, where they came up with a proposal on the matter, and sent it to the Secretariat. Judging by the acceptance, it seemed the Secretariat was on the same page as them. Unfortunately, the same could not be said about the researchers working under them.

While some of them had indeed cut down on their work hours, others had tried to dodge the new regs, claiming that they had to either finish their projects on schedule, or that an idea wasn't letting them sleep.

"I am afraid it's going to come down to disciplinary action at this rate. I would rather that doesn't happen, but knowing those youngsters….I wouldn't be too hopeful."

Taking the final sip of er'loff, he got up, washed the cup, put it away, and left the office, deciding to have a look at what everyone was up to, and have a breath of fresh air in the meantime.

As he made his way through the facility, he saw that in some of the workstations, there were reminders stuck on, about when to leave.

"Hmm…at least some of them listened. But…" he thought, as he walked forward, "Here's the Advanced Materials section. Most of the overtimers are from here. I have seen the reports coming in from here, and to be honest, they are really working on some promising stuff. I might need to have a chat with them."

Thinking thus, he stepped into the Advanced Materials lab….and was greeted by a group of researchers standing up to attention as he entered.

"Good afternoon, Sir!" They greeted him in unison.

"Ok, ok, be at ease, all of you. Now, could you enlighten me as to what you are working on at the moment?" Zol'rath asked, while casting a piercing glance at the young scientists in front of him.

"What do you mean, sir? Didn't we just explain our projects to you the other day?" Rel'wajin, one of the researchers, said, feeling bemused.

"Well, knowing how productive you people are, there is a chance you might have cooked up something after I had left, and didn't find the time to tell me." Zol'rath replied, the gaze in his eyes turning somewhat sardonic.

The rest of the room fell silent, with confusion and some unease settling in.

"So tell me, did you come up with something in your "spare time""?

The question was met with a guilty silence.

Zol'rath groaned in despair. It seemed he might have to take some strict action after all.



Research Actions
The introduction of new workplace regulations by the People's Secretariat for Scientific Research and Development has apparently, not been unanimously accepted. While some scientists have cut down on their work hours to incorporate rest times, the others are looking for loopholes to exploit in the rules in order to keep their projects going on. It seems strict action will be needed to tackle these workaholics.

You have 3 action slots available for this section.

Available projects
Orbital Defense Installations

Description: While some may consider this idea to be alarmist, the possibility of being attacked in the cosmos by hostile entities is something that cannot be ruled out. Thus, we must look into the feasibility of building facilities in the cosmos which serve the same purpose as the castles and fortresses of old.
Category: Cosmic Facilities
Cost: 35 M nanomaterials
Time: 1 year
Chance of success: 90%
Unlocks: Orbital Defense Outpost (Infrastructure Option)


Floating Cities - Prototypes

Description: The concept of a city that can float on and traverse the waves like a ship has hitherto been a figment of the imagination of authors. Now may be the time to see if it can be realized.
Category: Infrastructure
Cost: 10 M nanomaterials
Time: 11 months
Chance of success: 85%
Unlocks: Floating City Prototypes (Infrastructure), Basic Floating City Designs (Research Option)


Basic Floating City Designs

Description: Now that we have proven that floating cities are entirely feasible, we can move on to conceptualizing some starting designs.
Category: Infrastructure
Requirement: Floating City Prototypes
Cost: 15 M nanomaterials
Time: 10 months
Chance of success: 90%
Unlocks: Floating City (Infrastructure Option)


Fortified Arcology Designs

Description: Now that we have prepared some proof of concept prototypes, it is time to refine them and develop proper fortified arcology designs.
Category: Infrastructure
Requirement: Fortified Arcologies - Prototypes
Cost: 40 M nanomaterials
Time: 17 months
Chance of success: 90%
Unlocks: Fortified Arcology (Infrastructure Option)


Quantum Computation - Storage Devices

Description: Having developed the basic level circuitry for quantum computation, we must now proceed to the next step - means of data storage. Theoretical models have plainly shown to us the fact that quantum storage devices have significantly higher capacities than the ones that we are using right now. The challenge will be to create practical versions of the same.
Category: Computation
Cost: 45 M nanomaterials
Time: 3 years
Chance of success: 60%
Unlocks: Quantum Computation - First Generation Q-Computers (Research Option)


Preliminary Optical Computation

Description: Light is an all-pervasive electromagnetic radiation that enables the optical sensation in many living beings. Just as it helps us to see things in the darkness, may it not help us reveal the unknown secrets of the universe? Is it possible to develop a computational device running on variant wavelengths of light?
Category: Computation
Cost: 25 M nanomaterials
Time: 50 months
Chance of success: 65%
Unlocks: Optical Computation - Basic Hardware (Research Option)


Analysis - Quantum Computation Data

Description: The data obtained from XA-05 regarding quantum computation can be of great aid to us in our own efforts in this direction. By studying it, we can boost our chances of success.
Category: Computation
Cost: 30 M nanomaterials
Time: 1 year
Chance of success: 70%
Unlocks: Chance of success for Quantum Computation projects increased by 5%; cost and time of said projects reduced by 10%.


Analysis - Optical Computation Data

Description: The data obtained from XA-05 regarding optical computation can be of great aid to us in our own efforts in this direction. By studying it, we can boost our chances of success.
Category: Computation
Cost: 30 M nanomaterials
Time: 1 year
Chance of success: 65%
Unlocks: Chance of success for Optical Computation projects increased by 5%; cost and time of said projects reduced by 10%.


Analysis - Unknown Metal

Description: The analysis of the mineral samples from Kel'taor has revealed the existence of a metal that has not been seen beforehand. Preliminary tests say that it has interesting properties. Our mineralogists are asking for resources to study it further.
Category: Advanced Materials
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%
Unlocks: New mineral resource


Analysis - Unknown Gaseous Element (Lan'karis)

Description: During the course of their survey, the crew of the Resolution came across a gaseous element that has never been seen before. They have conducted some preliminary tests on it, and have prepared samples for the attention of our researchers at home. Taking a crack at those samples would be a good idea.
Category: Advanced Materials
Cost: 30 M nanomaterials
Time: 22 months
Chance of success: 70%
Unlocks: New gaseous resource


Analysis - Unknown Gaseous Element (Trav'kon)

Description: During the course of their survey, the crew of the Steadfast came across a gaseous element that has never been seen before. They have conducted some preliminary tests on it, and have prepared samples for the attention of our researchers at home. Taking a crack at those samples would be a good idea.
Category: Advanced Materials
Cost: 35 M nanomaterials
Time: 26 months
Chance of success: 70%
Unlocks: New gaseous resource


Analysis - Unknown Alien Military-Grade Armor

Description: Our Lorefinders have returned from their preliminary exploration of the site XA-04 with several suits of military-grade armor. Our armor experts are intrigued by the news and are waiting to get to work on them.
Category: Military Equipment - Power Armor
Cost: 25 M nanomaterials
Time: 20 months
Chance of success: 80%


Analysis - Unknown Alien Robots

Description: The robots discovered at the site XA-02 have been brought back to the capital for a thorough inspection. While they may look crude on the outside, our robotics experts want to have a go at studying them….if only to satiate their academic curiosity.
Category: Robotics
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%
Progress: 1/15 months


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: 120 M nanomaterials
Time: 5 years
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien War Machines Data


Description: The computers at XA-03 contain appreciable amounts of data on the war machines we found there, as well as some new designs. Going through it with a tooth comb will be necessary if we are to make sense of these constructs.
Category: Military Equipment - Combat Machines
Cost: 50 M nanomaterials
Time: 1 year
Chance of success: 80%
Unlocks: Reduces cost and time, and increases chance of success of the project "Analysis - Unknown Alien War Machines"


Analysis - Unknown Alien Combat Vehicles Data

Description: Among the things we retrieved from XA-04 was a cache of data on what appear to be combat vehicles. Our military experts want to have a look at the data and see if it can be helpful to us in any way.
Category: Military Equipment - Combat Vehicles
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%


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: 100 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: 125 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: 22 years
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: 5 years
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: 5 years
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: 3 years
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: 3 years
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: 6 years
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: 2 years
Chance of success: 75%
Unlocks: Chance of success for Cybernetics Implants projects increased by 10%.


Biogenetic Modification (Phase 2)

Description: The studies of our genome have provided us with a wealth of information. Our geneticists now seek to find out if our genes can be modified, and if so, to what extent.
Category: Biotechnology
Cost: 20 M nanomaterials
Time: 18 months
Chance of success: 70%
Unlocks: Genetic Enhancement Protocols (Research Option)


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: 1 year
Chance of success: 70%


Mass-scale Bioreplication Facilities

Description: One of the problems with our species has been our slow rate of growth. This, combined with the deadly conditions in our homeworld, presents us with a grim scenario. It is due to our resilience and resourcefulness that we have survived so far. But this alone will not do. In order to shore up our numbers, we must consider the possibility offered by the field of cloning, which our scientists have so far regarded as an academic pursuit.
Category: Biotechnology
Cost: 12.5 M nanomaterials
Time: 7 months
Chance of success: 80%
Unlocks: Cloning Facility (Infrastructure Option)




The 1st Federal Research Center for Psionics, Gel'gios Berran Suburb, Ner'talas

After several failed attempts, it finally seemed to be coming to him, as well as many others in the facility.

Zar'lokan was in a meditative pose in his room, trying to calm down his mind, and get rid of as many mental distractions as he could.

Over the past two years, he had worked hard, trying to get the grasp of the texts that had been given to him, meditating and worshiping the deities with unequaled fervor and devotion. It had taken a while for his powers to manifest, though.

And when they did, they left everyone stunned.

For as it turned out, he had an affinity for two types of magic - frost magic and shadow magic. No wonder it had been that difficult for him to awaken his powers, due to his dual affinity.

This had caused quite the stir at the 1st Federal Research Center for Psionics, with his counselor and supervisor, Xelannis now working overtime in order to glean data about multiple psionic affinities and everything related to them.

This had meant round upon round of consultation with the priesthood, who were themselves surprised to hear about his awakening.

After several tests, they were able to put his powers at Grade 3 at the very least, with room for improvement in the future.

Meanwhile, in room OR-39, Zar'lokan had completed his meditation. He then focused his thoughts on the power in his soul, and began to draw on it. Using a basic spell, he conjured an icicle with his powers, and sent it flying towards the wall, where it shattered.

"Hmm…not bad, but I have a feeling that I can do more, if I wanted to." He thought to himself.

Elsewhere, Xelannis had the same thought. "He will go on to become a very powerful psiolyte if he trains himself well."



Faith Actions
The priesthood is nearly done with their efforts to collect and compile the lores of our deities, while the observation reports of the psiolytes are being studied carefully. The People's Secretariat for Spiritual and Psionic Affairs has its hands full for the coming year.

You have 2 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 Machinator⁶. 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%


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%


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%


Basic Natural Restoration Rites

Description: The forests hold the cure to many illnesses and diseases in the myriad plethora of herbs and other plants and trees. Even now, this knowledge has served us well, as our herbalists are preparing to learn the rites of old to enhance the efficiency of their concoctions. This is something we must encourage, by all means.
Time: 2 years
Chance of success: 80%


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: 2 years
Chance of success: 80%


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
Basic Wardcrafting Methods

Description: During the years of the Voidspawn Wars, our ancestors utilized many methods to hold back the tides of ruin. Among them was the art of making wards. The wards made by our Wardcrafters went a long way in supporting our forces, or debilitating the enemy. Those methods of old must be rediscovered and if possible, improved upon, if we are to stand against the horrors of the Void.
Time: 2 years
Chance of success: 71%


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: 55%




Resources
Minerals
  • Stockpile: 657.43 M
  • Production (Total): 795.5 M
  • Upkeep: 150 M
  • Production (Actual): 645.5 M

Exotic gasses
  • Stockpile: 596 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 14.1 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 652.16 M
  • Production (Total): 426.8 M
  • Upkeep: 151 M
  • Production (Actual): 275.8 M

Dan'xenal
  • Stockpile: 2.155 M
  • Production (Total): 550,000
  • Upkeep: 15,000
  • Production (Actual): 535,000




1.An RPG game with a character creation system like that of Diablo, and a setting akin to Honkai Star Rail. Very popular among the Drak'xarim.



A/N: Well, there you all go.

As usual, 48 hour moratorium.
 
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We're getting so much research that need so much time. We need more research actions. I think pushing for more computation projects should increase Research Actions, but they also are like, 3 years long.
 
We're getting so much research that need so much time. We need more research actions. I think pushing for more computation projects should increase Research Actions, but they also are like, 3 years long.

I have something in mind for that.

At the end of Turn 5, you all will get a reward that will help with all the action categories.
 
Why have we got so many damn lores. we have something like 107 actions worth of lores. Is building temples going to lower the time costs of these? Because I mean wow.

Some stuff:

The research option "Analysis - Unknown Alien War Machines Data" costs no nanomats to research.
The fire/metal/ice/thunder temples seem to cost nothing to build.

Also, I have no idea how far planets are supposed to be from each other. Is it that all trips must be to and from the homeworld, and each one way trip has to be counted?

[x] Plan Ramp up that Construction:
Trade
- 180 M Nanomaterials for Minerals (-180 M Nanomaterials, + 540 M Minerals)
Naval Actions
- Resolution
-- Continue Surveying Hal'jerran (6/28 mth) -> (28/28 mth)
-- Begin next surveying phase, unless surveying is completely finished.
--- Only if survey is completely finished, go resupply.

- Curiosity
-- Continue to Hal'jerran. Help Resolution begin the next surveying phase, unless surveying is completely finished.
--- Only if survey at Hal'jerran is completely finished, go to Nas'tanak.

- Farsight
-- Continue Surveying Caf'xillin (3/11 mth) -> (11/11 mth)
-- Stay at Caf'cillin. Begin next survey phase, unless surveying is completely finished.
--- If survey is complete, resupply and go survey Lan'karis
- Steadfast
-- Continue to Nas'tanak (4/16 mth) -> (16/16 mth)
-- Survey Nas'tanak (time unknown)
Infrastructure
- Major Action 1: (22.6 months)
-- Sau'narril Mtn Mines (0/3 mth) -> (3/3 mth)
-- + Tol'derran District Nanomat Factory (0/2.7 mth) -> (2.7/2.7 mth)
-- + Orbital Shipyard (0/19.2 mth) -> 16.9/19.2 mth)

- Major Action 2: (22.6 months)
-- Teq'naris Dockyards (0/6.4 mth) -> (6.4/6.4 mth)
-- + Kher'sharan District Nanomat Factory (0/2.7 mth) -> (2.7/2.7 mth)
-- + Ler'kaas Railway Network Phase 2 (0/11.2 mth) -> (11.2/11.2 mth)
-- + Orbital Shipyard (16.9/19.2 mth) -> 19.2/19.2 mth)

- Minor Action 1: (23.76 months)
-- 2x Mineral Processing Facilities (5.76 months)
-- 5x Nanomaterial Production Plants (18 months)
Archaeology
- Action 1:
-- XA-05 (lvl2) (0/12 mth) -> (12/12 mth)
-- + XA-06 (0/12 mth) -> (12/12 mth)

- Action 2:
-- XA-07 (0/14 mth) -> (7/14 mth)
-- + XA-08 (0/16 mth) -> (8/16 mth)
-- + XA-09 (0/18 mth) -> (9/18 mth)

- Action 3:
-- XA-07 (7/14 mth) -> (14/14 mth)
-- + XA-08 (8/16 mth) -> (16/16 mth)
-- + XA-09 (9/18 mth) -> (18/18 mth)
Research
- Action 1: Analysis - Quantum Computation Data (0/24 mth) -> (24/24 mth)
- Action 2: Analysis - Optical Computation Data (0/24 mth) -> (24/24 mth)
- Action 3: Analysis - Unknown Alien War Machines Data (0/24 mth) -> (24/24 mth)
Pantheon
- Action 1: Build Temples of the Moon (0/24 mth) -> (24/24 mth)
- Action 2: Build Shrines of Forging (0/24 mth) -> (24/24 mth)

Psionics
- Action 1: Basic Anti-Void Barriers: Prototype Refinement (0/72 mth) -> (24/72 mth)
- Action 2: Basic Anti-Void Barriers: Prototype Refinement (24/72 mth) -> (48/72 mth)
- Action 3: Basic Anti-Void Barriers: Prototype Refinement (48/72 mth) -> (72/72 mth)
Resource Balance
- Next turn stockpile:
-- Minerals: 657.54 M (stock) + 645.5 M (net production) + 540 M (trade) - 1809.7 M (used) = 33.23 M
-- Exotic Gases: 596 M (stock) + 11.5 M (net production) = 607.5 M
-- Radioactive Mats: 14.1 M (stock) + 0.4 (net production) = 14.5 M
-- Nanomaterials : 652.16 M (stock) + 275.8 M (net production) - 180 M (trade) - 639.57 M (used) = 108.39 M
-- Dan'xenal: 2.115 M (stock) + 0.535 (net production) = 2.69 M

This turn plan digs into the turn production to find the minerals and nanomaterials for the costly infrastructure, since there's not enough in the stockpiles for it. Not sure if that's allowed.
 
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Why have we got so many damn lores. we have something like 107 actions worth of lores. Is building temples going to lower the time costs of these? Because I mean wow.

Some stuff:

The research option "Analysis - Unknown Alien War Machines Data" costs no nanomats to research.
The fire/metal/ice/thunder temples seem to cost nothing to build.

Also, I have no idea how far planets are supposed to be from each other. Is it that all trips must be to and from the homeworld, and each one way trip has to be counted?

[x] Plan Ramp up that Construction:
Trade
- 180 M Nanomaterials for Minerals (-180 M Nanomaterials, + 540 M Minerals)
Naval Actions
- Resolution
-- Continue Surveying Hal'jerran (6/28 mth) -> (28/28 mth)
-- Begin next surveying phase, unless surveying is completely finished.
--- Only if survey is completely finished, go resupply.

- Curiosity
-- Continue to Hal'jerran. Help Resolution begin the next surveying phase, unless surveying is completely finished.
--- Only if survey at Hal'jerran is completely finished, go to Nas'tanak.

- Farsight
-- Continue Surveying Caf'xillin (3/11 mth) -> (11/11 mth)
-- Stay at Caf'cillin. Begin next survey phase, unless surveying is completely finished.
--- If survey is complete, resupply and go survey Lan'karis
- Steadfast
-- Continue to Nas'tanak (4/16 mth) -> (16/16 mth)
-- Survey Nas'tanak (time unknown)
Infrastructure
- Major Action 1: (22.6 months)
-- Sau'narril Mtn Mines (0/3 mth) -> (3/3 mth)
-- + Tol'derran District Nanomat Factory (0/2.7 mth) -> (2.7/2.7 mth)
-- + Orbital Shipyard (0/19.2 mth) -> 16.9/19.2 mth)

- Major Action 2: (22.6 months)
-- Teq'naris Dockyards (0/6.4 mth) -> (6.4/6.4 mth)
-- + Kher'sharan District Nanomat Factory (0/2.7 mth) -> (2.7/2.7 mth)
-- + Ler'kaas Railway Network Phase 2 (0/11.2 mth) -> (11.2/11.2 mth)
-- + Orbital Shipyard (16.9/19.2 mth) -> 19.2/19.2 mth)

- Minor Action 1: (23.76 months)
-- 2x Mineral Processing Facilities (5.76 months)
-- 5x Nanomaterial Production Plants (18 months)
Archaeology
- Action 1:
-- XA-05 (lvl2) (0/12 mth) -> (12/12 mth)
-- + XA-06 (0/12 mth) -> (12/12 mth)

- Action 2:
-- XA-07 (0/14 mth) -> (7/14 mth)
-- + XA-08 (0/16 mth) -> (8/16 mth)
-- + XA-09 (0/18 mth) -> (9/18 mth)

- Action 3:
-- XA-07 (7/14 mth) -> (14/14 mth)
-- + XA-08 (8/16 mth) -> (16/16 mth)
-- + XA-09 (9/18 mth) -> (18/18 mth)
Research
- Action 1: Analysis - Quantum Computation Data (0/24 mth) -> (24/24 mth)
- Action 2: Analysis - Optical Computation Data (0/24 mth) -> (24/24 mth)
- Action 3: Analysis - Unknown Alien War Machines Data (0/24 mth) -> (24/24 mth)
Pantheon
- Action 1: Build Temples of the Moon (0/24 mth) -> (24/24 mth)
- Action 2: Build Shrines of Forging (0/24 mth) -> (24/24 mth)

Psionics
- Action 1: Basic Anti-Void Barriers: Prototype Refinement (0/72 mth) -> (24/72 mth)
- Action 2: Basic Anti-Void Barriers: Prototype Refinement (24/72 mth) -> (48/72 mth)
- Action 3: Basic Anti-Void Barriers: Prototype Refinement (48/72 mth) -> (72/72 mth)
Resource Balance
- Next turn stockpile:
-- Minerals: 657.54 M (stock) + 645.5 M (net production) + 540 M (trade) - 1805 M (used) = 38.23 M
-- Exotic Gases: 596 M (stock) + 11.5 M (net production) = 607.5 M
-- Radioactive Mats: 14.1 M (stock) + 0.4 (net production) = 14.5 M
-- Nanomaterials : 652.16 M (stock) + 275.8 M (net production) - 180 M (trade) - 588.1 M (used) = 159.89 M
-- Dan'xenal: 2.115 M (stock) + 0.535 (net production) = 2.69 M

This turn plan digs into the turn production to find the minerals and nanomaterials for the costly infrastructure, since there's not enough in the stockpiles for it. Not sure if that's allowed.
Pretty sure that's not allowed. If anything, it would wrecked us hard
 
@Curtains

An interesting plan. You are really stepping on the gas here.

Though you should cut out the resource numbers. I will calculate them in the Turn 5 overview.

@Archon7

Well, he wasn't exactly wrong. The mechanic was the main reason he could propose this plan.
 
Turn 5 planning vote initiated
Looks like you guys jumped the gun on the vote while I was sleeping.

That's ok.

You have 48 hours from now for voting.

(The votes put up prior to this post will count, don't worry.

And I would like to see at least one more plan. For the sake of soviet democracy.)
 
[X] Plan: Finishing the maglev network (phase 1)
-Naval Action
--Resolution
---Hal'jarren (6/28) - (28/28)
---Hal'jarren (0/28) - (2/28)
--Curiosity
---Travel to Hal'jarren (9/13) - (13/13)
---Hal'jarren (0/28) - (20/28)
--Farsight
---Cal'xilin (3/11) - (11/11)
---Travel to Lan'karis (0/7) - (7/7)
---Lan'karis (0/8 - 0/10) - (8/8 - 9/10)
--Steadfast
---Travel to Nas'tanank (4/16) - (16/16)
---Nas'tanank (0/Unknown) - (12/Unknown)
-Infrastructure Action
--Major Action
---Building mining facilities in the Sau'narril Mountain
---Build nanomaterial manufactory complex in the Kher'sharan District
--Minor Action
---Build nanomaterial production plant x6 (21.6) months
-Archaeology Action
--Action 1
---Explore unknown alien ruins XA-05 (Level 2) (0/12) - (12/12)
---Explore unknown alien ruins XA-06 (0/12) - (12/12)
--Action 2
---Explore unknown alien ruins XA-07 (0/14) - (14/14)
---Explore unknown alien ruins XA-08 (0/14) - (10/14)
--Action 3
---Explore unknown alien ruins XA-08 (10/14) - (14/14)
---Explore unknown alien ruins XA-09 (0/14) - (14/14)
---Explore unknown alien ruins XA-10 (0/14) - (6/14)
-Research Action
--Action 1
---Analysis - Unknown Alien Robots (1/15) - (15/15)
---Biogenetic Modification (Phase 2) (0/18) - (10/18)
--Action 2
---Biogenetic Modification (Phase 2) (10/18) - (18/18)
---Analysis - Unknown Metal (0/15) - (15/15)
---Analysis - Quantum Computation Data (0/24) - (1/24)
--Action 3
---Analysis - Quantum Computation Data (1/24) - (24/24)
---Analysis - Optical Computation Data (0/24) - (1/24)
-Faith Action
--Pantheon
---Action 1
----Build Temples of the Wild (0/24) - (24/24)
---Action 2
----Basic Natural Restoration Rite (0/48) - (24/48)
--Psionic
---Action 1
----Psiolyte Training Programs (0/24) - (24/24)
---Action 2
----Basic Wardcrafting Methods (0/48) - (24/48)
---Action 3
----Basic Wardcrafting Methods (24/48) - (48/48)
 
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