"At times, deceleration is of more benefit to a cause than acceleration." - Unknown
It is the year UY 755, per our calendar.
In the preceding year, the Dae'laan has taken a leap forward in terms of development, one may say, as new mines and nanomanufactories, along with new rail lines, dockyards, and our second orbital shipyard have come online.
All of this, even as our Lorefinders keep working on the alien sites, our scientists make their way through the pile of projects on their table, and new temples and shrines are built for our priesthood.
It feels as if the floodgates of development are slowly being opened.
Onboard the
Curiosity.....
View: https://youtu.be/RC7m0FEAfQM?si=ghfKxz9gLH0z6ypJ
Hal'jerran, as seen from the Curiosity
There was something about a half-shattered planet like Hal'jerran that forced one to look at it umpteen times and wonder and ponder.
And that is exactly what Jel'qanth had been doing for the past hour.
After finishing the gruelingly difficult survey of Bel'xarok, he had received a message from the AUCCS back home. It had left him groaning after reading it.
"We barely got a break after Bel'xarok, and now we have to go to Hal'jerran, of all places? Deities…" he had said, feeling somewhat unhappy.
At least it was a collaborative survey with the
Resolution, which helped sooth his temper.
On arrival, after being briefed by Arga, the CO of the
Resolution, he ordered his crew to get to work immediately.
As expected, it was no simple matter. A good part of the year would be consumed trying to work out why the planet was in this condition, with the usual number of conjectures on the matter popping up and no consensus being reached on the same.
Then they came upon something which looked considerably suspect. A substance, that could not be of natural origin. It had to be artificial.
This meant that something had happened on the planet that ended with its sundering, and left that strange substance, but what exactly could it have been?
"I think I need to talk to my Chief Research Officer about this." Jel'qanth thought to himself as he walked in the direction of the labs.
........
Onboard the
Steadfast.....
Nas'tanak, as seen from the Steadfast
After having seen Trav'kon, Xer'garoth felt that he probably wouldn't see anything as spectacular as it.
He had not accounted for Nas'tanak. And now, as he gazed at the planet on the outermost reaches of the Lac'rinsor system, he had to admit that he had been a little too hasty in drawing that conclusion.
The frozen ball of rock and ice was colored a bright blue, possibly due to an optical illusion created by the layers of frozen nitrogen, and what might be water underneath. But it would be premature to say anything without detailed tests.
The position of the planet, at the edge of the star system - it felt like being at the edge of a precipice, a cliff, looking at the lands beyond, and wondering what they might hold.
Similar feelings were aroused in the Commanding Officer of the
Steadfast as he looked at the vast expanse of space beyond the world. But such thoughts would have to wait, as they had no means to travel at speeds approaching light at the moment, ensuring that any attempts to explore said space would take at least two to three generations.
Sighing, he thought to himself, "Well, let us finish this survey here, then I will start a project on FTL travel…"
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Naval Actions
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The surveys of the remaining celestial bodies in the Lac'rinsor system are either nearing completion, or in progress. 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.
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Vessels available
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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: Currently surveying 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 Lan'karis
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: Currently surveying Nas'tanak
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Exploration and survey options
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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
Progress: 1/10 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: 3/10 (Partially surveyed)
Survey difficulty: Challenging
Estimated survey duration: 28 months
Travel time: 13 months
Progress: 6/28 months (Resolution), 15/28 months (Curiosity)
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: 1/10 (Superficially surveyed)
Survey difficulty: Unknown
Estimated survey duration: Unable to estimate
Travel time: 16 months
Progress: 12/20 months
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Shipbuilding
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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 6 ships at a time.
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
Nar'taalom Jen'ras Suburb, Var'kalas
View: https://youtu.be/eMh6dYInfZI?si=qbCCOVzf-XjrMg6Q
Another hard day at work, but at last it was over, thought Ner'zal, as he got on the train and sat down on an empty seat.
As he sat down, and the train started moving, he felt like closing his eyes. It wasn't a joke, he was really feeling tired and wanted to get home, make himself a quick little dinner, and then take a long, well-deserved siesta.
And the feeling hadn't developed overnight, rather, it had become a thing over the last year, when the engineers, by then having gotten accustomed to slow work years, were somewhat caught unawares by the tide of work coming their way.
It had been widely expected that the new mines and nanomanufactories would be set up. What they had not accounted for was the People's Secretariat for Transportation authorizing the completion of the rail lines in the Ler'kaas Desert, as well as the dockyards in the Teq'naris Archipelago, along with the AUCCS commissioning a new orbital shipyard.
Well, there was nothing to be done, as the army of engineers got up with their tools and equipment, preparing themselves for their respective projects.
He had been assigned to the dockyards in the Teq'naris Archipelago. That work tour would stand out to him for more reasons than one. Firstly, the scenery. It was no secret that the Teq'naris were beautiful, but one needed to see them with their own eyes in order to appreciate it.
A photograph of Zor'riall Island, one of the main islands of the Teq'naris Archipelago
And it was indeed breathtaking. The crystal clear water, the pristine beaches, the gorgeous scenes created by the sun and the water when the former would be rising or setting, the beautiful vegetation - all combined to make a blissful paradise.
However, this blissful paradise had its drawback.
The seas around the archipelago, while being beautiful, were home to several species of fish and other aquatic fauna, some of which could be very dangerous. Also, many forms of aerial fauna tended to frequent the islands or pass over them while migrating.
He still remembered feeling his blood run cold on seeing a kar'wol¹ for the first time. Even though it was a smaller variety, the type that preferred to stay close to the coasts, and did not frequent the main ocean that much, it was still something to fear and respect.
And that was nothing compared to the bar'grun², a fish of moderately large size, but of particularly dangerous repute, especially among the coastal populace. For one, this fish was found in most of the oceanic waters of Xan'qarras, and…it was a high-ranking predator. It might look beautiful on the outside, but its voracious appetite and mouthful of sharp teeth were enough to dispel any soft thoughts about it.
These were but two of the many visitors that paid Ner'zal and his friends a visit while they were working on the dockyards.
Fortunately, there had been no casualties, but it had been a hair-raising experience, to see those deadly pisceans swim in the water, knowing that one misstep would see you turn into fish food.
"I don't believe it will get any easier", Ner'zal thought to himself as he gazed at the city from his seat, while the train sped on towards the next station, where he would be getting off.
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Infrastructure Actions
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The prior year has been a very productive one for our engineers, as they got a lot of work done. The newly built infrastructure, while forcing us to dip into our nanomaterial stocks, has left us in a strong position for the future, as the People's Secretariat for Industrial Development and the People's Secretariat for Transportation are now confident of getting many projects done in the coming years.
You have 5 action slots (3 major, 2 minor) available for this section.
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Available major projects
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Build mining facilities in the Qel'zarron Depression
Description: A basin in the interior of the Ler'kaas Desert, the Qel'zarron Depression has had a storied history. It is said that a great battle was fought against the Voidspawn here. After that, it would continue to see conflict for quite a while, due to the place being in the way of several vital trade routes. As of today, the place is quiet, except for the howling of skar'lan packs…and the occasional grel'dar³.
From the ancient records, we have discovered evidence that this place had rich mines. As of now, they are abandoned. Restoring them to functionality would be a good idea.
Cost: 210 M minerals, 63 M nanomaterials
Time: 2.7 months
Chance of success: 75%
Build mining facilities in the Yol'wanar Mountains
Description: The Yol'wanar Mountains are a range located to the northwest of the Nav'korran Expanse, with a history of appreciable volcanic activity over the past years. Although, many of the volcanoes have gone extinct since then. The area is very rich in minerals, and would be an ideal candidate for mining operations, if not for the presence of a nest of Nak'tar Drakes.
Cost: 450 M minerals, 135 M nanomaterials
Time: 5.5 months
Chance of success: 60%
Build nanomaterial manufactory complex in the Ner'astom District
Description: The Ner'astom District is a region of significant potential, being a 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: 200 M minerals, 60 M nanomaterials
Time: 2.7 months
Chance of success: 80%
Build nanomaterial manufactory complex in the Der'karril District
Description: The Der'karril 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: 230 M minerals, 69 M nanomaterials
Time: 2.9 months
Chance of success: 80%
Build underground high-speed maglev rail network in the Nal'tokkar Seaboard (Phase 1)
Description: The Nal'tokkar Seaboard is the coastal region of the continent of Dek'manak that faces the Tar'kaathi Ocean. Due to its location, it serves as a lifeline between the Teq'naris Archipelago and the mainland. Of late, new cities have been established in the southern part of the Seaboard. By building rail lines, we can help connect them with the rest of the region. The presence of coastal fauna and the terrain of the region will pose some challenges, however.
Cost: 550 M minerals, 165 M nanomaterials
Time: 12 months
Chance of success: 70%
Expand the dockyards in the Nal'tokkar Seaboard
Description: The new settlements in the southern part of the Nal'tokkar Seaboard are in need of improved port facilities. By expanding the dockyards currently available there, the region as a whole will benefit greatly.
Cost: 405 M minerals, 121.5 M nanomaterials
Time: 6.2 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 arcologies in the Gen'xarril Plains
Description: The Gen'xarril Plains are a scenic little piece of land in the southwest of the Nav'korran Expanse. The terrain there would be an ideal candidate for building our first arcologies.
Cost: 750 M minerals, 250 M nanomaterials
Time: 26 months
Chance of success: 70%
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%
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Available minor projects
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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-06, San'lorron Plains
View: https://youtu.be/0B27AysSGSA?si=y4-jaxcj6a9PXznc
View: https://youtu.be/otxvWGGaWQc?si=fbl4zQwMx1jroNiD
Bashana looked at the computer in front of her with no small amount of exasperation and anger.
"By the deities, just how flacking tough can this algorithm be?!" She cursed mentally.
It was a sentiment shared by the rest of the team, who had been hard at work, enduring sleepless nights, trying to make their way through the security algorithms.
Even with all their knowledge obtained from prior expeditions, it didn't prove to be enough, as the algorithms here were consistently resisting efforts to decrypt and disarm them.
Three years of painstaking efforts, demining the area, mapping it for hidden traps and defenses (as it turned out, there were quite a lot of them), and now, hacking into the security systems.
The last step was where they had been having it the hardest. Considering how much trouble they had been going through so far, they were convinced that the aliens must have had something to hide here.
"Whatever it is, it had better be worth all the damn efforts we all have put in." She said to herself, gritting her teeth.
…..
Site XA-07, Reg'tallem Valley
Del'norath got up from his computer, stretching his limbs, trying to get rid of the accumulated fatigue.
As he prepared to lock it, his eyes fell on his watch.
"Wait, it has been four hours since I sat down? Damn, I didn't realize how the time flew by." He thought to himself, looking a little flustered by the realization.
"All right, I guess I should go have a bite", he said as he headed towards the canteen.
As he made his way towards the prefabricated structure which was serving as the communal canteen, he ran into one of his colleagues from the 3rd Research Center of the AUAS, Xel'raya.
"Finally got some time off, I see." Xel'raya said as she walked towards the counter.
"Yeah, well, I got a little too busy with deciphering the algorithm I was working on, and lost track of time, so…" Del'norath scratched his head.
"Don't blame you for that. Hell, half of the fellas here are overworking themselves trying to work out a lead when they think they have got one, leading to sleeplessness." Xel'raya said as she loaded up her tray with flatbread, kre'nios, and two different curries.
"Yeah, and the Sci-Res-Dev Secretariat isn't too happy about that. They had to release new regulations regarding overworking." Del'norath said as he began to load his own tray.
"It doesn't seem to have done the trick. Half of the researchers are following the new regs, while the other half are busy looking for ways to bypass them." Xel'raya said as they made their way towards an empty table.
"I mean, I understand that you have a deadline to fulfill, but you can't fulfill it at the cost of your health and private life!" Del'norath said, a little too loudly, as he put down his tray, attracting the attention of the others in the canteen.
"Give them time. They will have no option but to obey." Xel'raya said as she dipped a piece of flatbread into the spiced cil'tran⁴ curry.
"I hope so." Del'norath responded as he began to tuck into his food.
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Archaeology Actions
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Other than the continued success with XA-05, the Lorefinders have had little in the way of positive developments to report. The sites XA-06 and XA-07 are proving to be unexpectedly difficult, and we have no idea what awaits us at XA-08 and XA-09. The All-Union Archaeological Survey is thus preparing itself for a rather problematic year ahead.
You have 4 action slots available for this section.
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Available projects
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Explore unknown alien ruins XA-06
Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 72%
Explore unknown alien ruins XA-07
Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 73%
Explore unknown alien ruins XA-08
Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 62.5%
Explore unknown alien ruins XA-09
Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 65%
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 6th Federal Research Center, Il'mannaros
View: https://youtu.be/KISIj-uaIw0?si=2zOFr9JKgLTARgV9
If you were to enter one of the Federal Research Centers of the Dae'laan, the first thing that would strike you would be the facility itself.
In an attempt to break apart from the typical stereotyping of a research institute as a drab, minimalist, boring place, the building tended to be painted with bright, exuberant colors, in an effort to stimulate the researchers and personnel who worked there.
This trend was not merely restricted to the exterior. The interiors tended to be highly decorated as well.
And the staff, while being purposeful, could easily chat up any visitor about currently ongoing projects, or explain complicated concepts in a way that made you feel like you were discussing it with a very close, intimate friend.
Such was the atmosphere in which researchers like Ar'lana worked. And needless to say, it was a very pleasant one, that could motivate a person to surpass their limits.
But as they say, no system is perfect. In this case, there was a little problem. And that was of overmotivation.
As difficult as it might be to believe, it was indeed the case. The Drak'xarim had a tendency to not easily let go of a problem once they were convinced they could solve it. And they had a very healthy respect for erudition and attaining the same. So it wasn't exactly surprising that many of them tended to burn the midnight oil on research projects.
For a while, the Sci-Res-Dev Secretariat did not pay attention to the matter, due to non-reporting. But when the labbers started making mistakes that they should not be making, the Chief Research Directors could no longer sit idle and sent in reports.
The Secretariat responded by enacting new work regulations, in an attempt to clamp down on such cases. It was partially successful, with about half of the researchers following them. The other half tried to dodge them, forcing the Secretariat to establish new labs and research complexes.
In spite of this, Ar'lana felt that it would be a temporary measure at best. The labbers might slow down on the tempo for the time being, but they would come back with a vengeance. Especially when there were so many projects being sent in by the AUAS.
Only five of the XA-category sites were completely excavated, and there was already a big backlog of projects. There were still twelve more, and that was without taking into account the XB-category sites, which were a separate story of their own. This led to a feeling of slight dread as to how much work would be coming their way in the future.
Such fear would be brushed aside by Ar'lana and her colleagues with the typical sor'gax-headed determination of the Drak'xarim, of daring to take on any challenge, present or future.
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Research Actions
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The cases of overwork over the last year have stirred the authorities in the People's Secretariat for Scientific Research and Development to authorize a sweeping expansion of research facilities and personnel. They are hoping that this will help in reducing cases of overwork, and help to tackle the deluge of projects coming in from the XA-category sites.
You have 5 action slots available for this section.
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Available projects
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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 Cities - 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: 41.5 nanomaterials
Time: 2 years 16.8 Months
Chance of success: 65%
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: 22.5 M nanomaterials
Time: 45 months
Chance of success: 70%
Unlocks: Optical Computation - Basic Hardware (Research Option)
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 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"
Progress: 10/24 months
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: 4 years 4 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: 5 years 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: 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%
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: 9 years
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: 12 years
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: 5 years
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: 8 years
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: 30 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: 10 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: 18 years
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: 7 years
Chance of success: 65%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects
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)
Ken'lios Nerran Suburb, Kal'zanom
When Irgannis offered to assist with the rediscovery of the methods for creating wards, it was with a feeling of upbeat optimism and inborn faith that she stepped forward.
She had no inkling of what exactly was awaiting her.
For starters, the old works on the matter were not easy to understand, especially for someone who had never been in touch with the discipline. Even her venerable mentor, Father Gre'larath, wasn't able to make much headway.
And honestly, it wasn't really their fault. For many years after the Voidspawn Wars, the attentions of the Dark Gods seemed to have turned away from the Drak'xarim for an appreciable period of time. Thus, it wasn't really much of a surprise as the arts of anti-daemonology slowly and steadily began to recede from their minds, especially as time went by.
And by the time they decided to rediscover and relearn them in the mid-seventh century, a very appreciable part of the same had been forgotten, making their job that much harder.
Undeterred by the first failure, she and her mentor tried again to understand the methods, but again met with no success; however, they did make a little progress. Afterwards, they decided to undertake a project that was particularly and exceptionally difficult - the development of a barrier against the ruinous energies of the Void.
There had been an attempt in the past to create such a barrier, but it had not proceeded beyond the prototype stage. However, that was during the times when the people were relatively well versed in anti-daemonology.
Such an endeavor would take a considerable amount of time to execute in the present age. But Irgannis was resolute. Even if she did not succeed in her lifetime, at the very least, she would be paving the way for the success of those coming after her.
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Faith Actions
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As new temples and shrines are built, the training of the psiolytes is progressing smoothly enough. The People's Secretariat for Religious and Psionic Affairs is preparing to get into work mode, as they get ready to tackle the workload at hand.
You have 3 action slots available for the Pantheon subcategory.
You have 3 action slots available for the Psionics subcategory.
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Available actions: Pantheon
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Lore of the Light
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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%
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Lore of the Night
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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%
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Lore of Water
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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%
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Lore of the Wilds
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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%
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Lore of Shadows
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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%
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Lore of Air
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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%
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Lore of Life
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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%
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Lore of Death
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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%
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Lore of Fire
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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%
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Lore of Metal
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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%
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Lore of Ice
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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%
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Lore of Thunder
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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%
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Codex compilation
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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
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Available actions: Psionics
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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%
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Anti-daemonology measures
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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: 55.5%
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Resources
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Minerals
- Stockpile: 351.235 M
- Production (Total): 1.2955 B
- Upkeep: 190 M
- Production (Actual): 1.1065 B
Exotic gasses
- Stockpile: 607.5 M
- Production (Total): 25.5 M
- Upkeep: 14 M
- Production (Actual): 11.5 M
Radioactive materials
- Stockpile: 14.5 M
- Production (Total): 750,000
- Upkeep: 350,000
- Production (Actual): 400,000
Nanomaterials
- Stockpile: 289.848 M
- Production (Total): 783.5 M
- Upkeep: 166 M
- Production (Actual): 617.5 M
Dan'xenal
- Stockpile: 2.69 M
- Production (Total): 550,000
- Upkeep: 15,000
- Production (Actual): 535,000
1.A fish found in the saline waters of Xan'qarras, with a green coloration and a sharp, pointy bill. Hunts in groups, allowing it to take down larger fish. A prize delicacy among the coastal populace.
2.A fish found in the oceanic waters of Xan'qarras. Quite large in size, with a long, narrow, flattened rostrum, lined with sharp transverse teeth. Very dangerous aquatic predator, due to the presence of electric organs.
3.A large animal found in the deserts of Xan'qarras. It is a lizard with armor scales on its body, and poison glands in its mouth. A particularly dangerous predator.
4.A red-tinged legume, not dissimilar to the chickpea. Used very widely by the Drak'xarim.
A/N: Well, there you all go.
You now have a 24 hour moratorium.