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

An alternative plan with more computers but less genetics:

[x] Plan Hunters, Arcs, and Computers
Trade:
- 150 M Nanomaterials for Minerals (-150 M Nanomaterials, + 450 M Minerals)
Deployments:
- Resolution
-- Continue Survey at Hal'jerran

- Curiosity
-- Continue Survey at Hal'jerran

- Farsight
-- Continue Survey at Lan'karis

- Steadfast
-- Continue Survey at Nas'tanak

Shipbuilding
- 2x Hunter-class corvette.
-- Do thorough shakedowns, run some emergency response scenarios. We want to know what these ships can do.
Major Projects:
- Action 1: (8.3 mths)
-- Qel'zarron Depression Mines (2.7 mths)
-- Ner'astom District Nanofactory (2.7 mths)
-- Der'karril District Nanofactory (2.9 mths)

- Action 2: (13 mths)
-- Gen'xarril Plains Arcologies (0/26 mth)->(13/26 mth)

- Action 3: (13 mths)
-- Gen'xarril Plains Arcologies (13/26 mth)->(26/26 mth)

Minor Projects:
- Action 1: (23.76 mths)
-- 1x Automated Farming Complexes
-- 1x Mineral Processing Facilities
-- 5x Nanomaterial Production Plants

- Action 2: (23.76 mths)
-- 1x Automated Farming Complexes
-- 1x Mineral Processing Facilities
-- 5x Nanomaterial Production Plants
Archaeology:
- Action 1:
--XA-09 (0/18 mth)->(18/18 mth)
--XA-07 (0/14 mth)->(6/14 mth)

- Action 2:
--XA-11 (0/20 mth)->(20/20 mth)
--XA-07 (6/14 mth)->(10/14 mth)

- Action 3:
--XA-12 (0/21 mth)->(21/21 mth)
--XA-07 (10/14 mth)->(13/14 mth)

- Action 4:
--XA-13 (0/23 mth)->(23/23 mth)
--XA-07 (13/14 mth)->(14/14 mth)
Research:
- Action 1:
-- Preliminary Optical Computation (0/45 mth) -> (24/45 mth)

- Action 2:
-- Basic Floating Cities Designs (0/10 mth) -> (3/10 mth)
-- Preliminary Optical Computation (24/45 mth) -> (45/45 mth)

- Action 3:
-- Basic Floating Cities Designs (3/10 months) -> (10/10 mth)
-- Quantum Computing - Storage Devices (0/64.8) -> (17/64.8)

- Action 4:
-- Quantum Computing - Storage Devices (17/64.8) -> (41/64.8)

- Action 5:
-- Quantum Computing - Storage Devices (41/64.8) -> (64.8/64.8)
Pantheon:
- Action 1: Build Temples of the Sun (0/24 mth) -> (24/24 mth)
- Action 2: Build Temples of the Wilds (0/24 mth) -> (24/24 mth)
- Action 3: 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 (assuming additional infrastructure all fails to construct):
-- Minerals: 351.235 M (stock) + 1106.5 M (net production) + 450 M (trade) - 1781.35 M (used) = 126.385 M
-- Exotic Gases: 607.5 M (stock) + 11.5 M (net production) = 619 M
-- Radioactive Mats: 14.5 M (stock) + 0.4 (net production) = 14.9 M
-- Nanomaterials : 289.85 M (stock) + 617.5 M (net production) - 150 M (trade) - 642.09 M (used) = 115.258 M
-- Dan'xenal: 2.69 M (stock) + 0.535 (net production) = 3.225 M

If people would like the Nal'tokkar Seaboard stuff rather than the Plains Arcology, this plan doesn't have it. But it could have it, and still leave comfortable margins in the material stockpile. It'd still potentially be a few months lost from next turn though, which is why I'm going to see how much interest there is in doing it before I swap it out.

One good reason for swapping it out would be to have less resources tied to one action that could fail. Less eggs in one basket.

Not sure, but I'm going to say yes, since it does deal with building ships, plus it would give you some flexibility for the infrastructure major actions
That's actually less flexibility, if shipbuilding also uses infrastructure actions. We can't spam out more ships just by having more shipyards, we'd be limited by actions.
But I don't think it should be, because the shipbuilding tab isn't under infrastructure in the turn overview.
 
Last edited:
Turn 6 planning vote closed
Adhoc vote count started by Zolarian01 on Jun 30, 2024 at 11:12 AM, finished with 13 posts and 5 votes.

  • [x] Plan Hunters, Arcs, and Computers
    [X] Plan: Quantum Computer Push
    -[X] Naval
    --[X] Resolution
    ---[X] Continue Survey at Hal'jerran
    --[X] Curiosity
    --[X] Farsight
    ---[X] Continue Survey at Lan'karis
    --[X] Steadfast
    ---[X] Continue Survey at Nas'tanak
    --[X] Shipyard
    ---[X] Hunter-class corvette (0/9) --> (9/9) 95 M minerals, 28.5 M nanomaterials
    -[X] Infrastructure
    --[X] Major Actions
    ---[X] Action 1: Build mining facilities in the Qel'zarron Depression (0/2.7) --> (2.7/2.7) 210 M minerals, 63 M nanomaterials
    ---[X] Action 2
    ----[X] Build nanomaterial manufactory complex in the Ner'astom District (0/2.7) --> (2.7/2.7) 200 M minerals, 60 M nanomaterials
    -[X] Archaeology
    --[X] Action 1
    ---[X] Explore unknown alien ruins XA-06 (0/3) --> (3/3) 650K minerals, 195K nanomaterials
    ---[X] Explore unknown alien ruins XA-07 (0/7) --> (7/7) 750K minerals, 250K nanomaterials
    ---[X] Explore unknown alien ruins XA-08 (0/4) --> (4/4) 1 M minerals, 300K nanomaterials
    ---[X] Explore unknown alien ruins XA-09 (0/6) --> (6/6) 1.2 M minerals, 360K nanomaterials
    ---[X] Explore unknown alien ruins XB-01 (0/4) --> (4/4) 900K minerals, 270K nanomaterials
    --[X] Action 2
    ---[X] Explore unknown alien ruins XA-06 (0/3) --> (3/3)
    ---[X] Explore unknown alien ruins XA-07 (0/7) --> (7/7)
    ---[X] Explore unknown alien ruins XA-08 (0/4) --> (4/4)
    ---[X] Explore unknown alien ruins XA-10 (0/6) --> (6/6) 1.4 M minerals, 420K nanomaterials
    ---[X] Explore unknown alien ruins XB-01 (0/4) --> (4/4)
    --[X] Action 3
    ---[X] Explore unknown alien ruins XA-09 (0/6) --> (6/6)
    ---[X] Explore unknown alien ruins XA-10 (0/6) --> (6/6)
    --[X] Action 4
    -[X] Research
    ---[X] Analysis - Unknown Metal (0/3) --> (3/3) 15 M nanomaterials
    ---[X] Biogenetic Modification (Phase 2) (0/3.6) --> (3.6/3.6) 20 M nanomaterials
    ---[X] Analysis - Unknown Alien Military-Grade Armor (0/4) --> (4/4) 25 M nanomaterials
    ---[X] Quantum Computation - Storage Devices (0/12.96) --> (12.96/12.96) 41.5 nanomaterials
    ---[X] Analysis - Unknown Metal (0/3) --> (3/3)
    ---[X] Biogenetic Modification (Phase 2) (0/3.6) --> (3.6/3.6)
    ---[X] Analysis - Unknown Alien Military-Grade Armor (0/4) --> (4/4)
    ---[X] Quantum Computation - Storage Devices (0/12.96) --> (12.96/12.96)
    --[X] Action 5
    -[X] Faith
    --[X] Pantheon
    ---[X] Build Temples of the Sun (Repeatable) (0/24) --> (24/24) 2.5 M minerals, 750K nanomaterials
    ---[X] Build Temples of the Dead (Repeatable) (0/24) --> (24/24) 2.5 M minerals, 750K nanomaterials
    --[X] Psionic
    ---[X] Psiolyte Training Programs (Can be repeated) (0/24) --> (24/24)
    ---[X] Basic Wardcrafting Methods (0/24) --> (24/24)
    -[X] Expenses:
    --[X] Minerals: 610.9 M
    --[X] Nanomaterials: 284.795 M


All right, here we go with another heavy plan.
 
A little heads up for you all.

I am nearly done with the Turn 6 overview and should be able to drop it today.
 
Turn 6 overview
The sixth year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as our vessels are slowly and steadily wrapping up their surveys of our star system, and our first military vessels are commissioned.



Overview: Naval Actions
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 red, 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: 10/10 (Completely surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 8-10 months
Travel time: 7 months
Rolls: 2d100 = 187 (Brilliant success)

The Farsight has concluded the final leg of the survey of Lan'karis, or more precisely, its satellites, and has prepared a report on the same.

Among the 200-odd satellites that were discovered earlier by means of telescopic observation, there are some that have drawn our attention. For purposes of brevity, only a few have been mentioned in this summary.

First of all is Cal'sheras, the largest of the moons. With dimensions larger than Kel'taor, it seems to be one of the few celestial bodies in our star system with stable bodies of surface liquid. The chemical composition of the said liquid is of interest: considerable amounts of lower-level hydrocarbons. That, and the appreciable amounts of nitrogen in the atmosphere, make us suspect that it might be capable of hosting life, or that it might be geoformed to be supportive of life.

Second is Nel'xarrir. With an intriguing coloration (the leading hemisphere is dark, and the trailing hemisphere is bright), a prominent equatorial ridge with very tall mountains, and considerable mineral deposits detected by probes, this is one satellite that merits further attention.

Third is Vul'jerrak. It is a highly reflective body thanks to the presence of fresh, clean ice on its surface, and as a result, surface temperatures are quite low. There is a considerable amount of variety in geological formations across the satellite, with plenty of impact craters all across its surface, tectonic troughs, scarps, grooves and ridges. Towards the southern polar region, our probes detected plumes being shot skywards. They can only be the work of some subgeonic force, most probably cryovolcanism.


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: 7/10 (Partially surveyed)
Survey difficulty: Challenging
Estimated survey duration: 28 months
Travel time: 13 months
Progress: 2/28 months (Resolution), 11/28 months (Curiosity)

The Curiosity and the Resolution have spent the preceding year working on the survey of Hal'jerran.

The presence of a mysterious artificial substance left the crews of both ships stumped and suspicious about it, and confident that they might obtain a lead or two if they analyzed it. And that is exactly what has been done.

Analytical data states that the substance in question is an aggregation of radioisotopes. The radiation is minimal, suggesting that a lot of decay has occurred, probably several thousands of years ago. The composition of the aggregate is one that can be made possible only by a nuclear weapon or weapons. There are some exotic radionuclides showing up in the spectrometric readings, implying the presence of unknown elements in the samples.

Even if we assume that Hal'jerran's present state is due to a deliberate act, still the question beckons - why was only half the planet blown up? Why not the entire orb? Was it because there was something too valuable here?

Either way, there is not much we can do in this regard. We should turn our attention to the existing half of the planet and its solitary satellite for now.


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: 4/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 13 months
Travel time: 16 months
Progress: 3/13 months

The Steadfast has finished the preliminary survey of Nas'tanak and is currently conducting a more in-depth survey.

From the looks of it, Nas'tanak is a ball of nitrogen ice on the surface, with a notable lack of craters, implying a relatively young age for the planet. This could probably be due to cryovolcanism. Other features, like water-ice mountains and nitrogen-ice glaciers have been noted, and are being studied as we speak.


Hunter-class corvette × 2

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

Our shipyards and shipbuilders have announced with no small amount of pride that they have finished building the first few military cosmocraft.

The Hunter-1 and the Hunter-2 are based on an expanded design of the Resolution-class research vessel, and armed with a basic suite of weaponry: corvette-scale kinetic cannons, opticothermal cannons, missile batteries and torpedo launchers.

The AUMCC has given orders to put the ships through a very thorough simulation exercise regime, in order to get a better idea of their capabilities.




Overview: Infrastructure Actions
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'dar.

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%
Rolls: 2d100 = 171 (Major success)

Thanks to the prior experience of having built mines in similar terrain and conditions, it was not particularly troublesome for our engineers to get the mines built.
Reward: Additional minerals production (+340 M minerals per year)


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%
Rolls: 2d100 = 181 (Brilliant success)

The new nanomaterial manufactory complex in the Ner'astom District is up and running, and is already supplying us with nanomaterials for our needs.
Reward: Additional nanomaterials production (+270 M nanomaterials per year)


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%
Rolls: 2d100 = 183 (Brilliant success)

The new nanomaterial manufactory complex in the Der'karril District is up and running, and is already supplying us with nanomaterials for our needs.
Reward: Additional nanomaterials production (+300 M nanomaterials per year)


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%
Rolls: 2d100 = 142 (Success)

The first arcologies have been built, modeled after the designs prepared by our architects, engineers and researchers, and are already being populated by the inhabitants of some of the cities which were starting to be increasingly crowded. The initial reports coming in are very positive, and will give us the motivation to build new ones.
Reward: 5 small arcologies built; increased minerals and nanomaterials production (+400 M minerals, +300 M nanomaterials per year)


Build mineral processing facilities × 2
Build nanomaterial production plants × 10
Build automated farming complexes × 2


Cost: 187.2 M minerals, 56.32 M nanomaterials

The new mineral processing facilities, nanomaterial production plants and automated farming complexes have been brought online and are already contributing to our economy.




Overview: Archaeology Actions
Explore unknown alien ruins XA-07

Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 70%
Rolls: 2d100 = 105 (Close success)

At last, our consistent efforts to hack into XA-07's cybersecurity systems have paid off, and the doors to this place have been opened.

Due to the prior experience with XA-category sites, our teams moved through the labyrinthine, intricately designed corridors and passages with the utmost caution, checking each and every nook and cranny for hidden traps, automated defenses, or concealed doors. There were, as expected, plenty of the first two, which could now be more easily avoided, thanks to a special training regimen designed keeping them in mind.

After having bypassed what we have now come to call the "screening floor", a set of doors opened, revealing a facility of considerable proportions.

From the looks of it, XA-07 was built by its creators with multiple roles in mind - a military depot; a production facility for weaponry and armor; a testing facility for the same; a research facility for new weapons and armor; an underground rapid transit hub; and a local military command center. There are two levels to the facility, from what we saw in the holo-schematics obtained from the computer terminals.

The teams at the site are requesting additional resources and personnel in order to properly explore the site.
Unlocked: Explore unknown alien ruins XA-07 (Level 1) (Archaeology Action)


Explore unknown alien ruins XA-09

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 65%
Rolls: 2d100 = 89 (Failure)

We have carried out an extensive survey of the Dor'warron Forest in an attempt to find the hidden entrance to the site XA-09, but have had little success so far. We can only keep on trying, and narrowing down our field of search.
Status: XA-09 success chance increased by 3%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 65%
Rolls: 2d100 = 72 (Failure)

The site XA-11 is located in one of the interiormost regions of the Ler'kaas Desert, with minimal access to water and no particular signs of life. Disregarding those difficulties, we are faced with a bigger problem - the exact location of the entrance.

As it turns out, there seems to be no marked our set of doors anywhere in the area where the site is supposed to be. Apparently, we might have to dig our way through the sand to find the entrance.
Status: XA-11 success chance set to 60%


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 65%
Rolls: 2d100 = 69 (Failure)

The site XA-12 is located in a particularly difficult location - the coordinates mentioned place it underneath a cave system of great length. The cave system in question has not been explored in any meaningful way, as far as we know. Trying to find the concealed entrance to the site will be a very challenging task.
Status: XA-12 success chance set to 50%


Explore unknown alien ruins XA-13

Cost: 1.7 M minerals, 510K nanomaterials
Time: 23 months
Chance of success: 65%
Rolls: 2d100 = 85 (Failure)

The site XA-13 has proved to be appreciably tricky.

Firstly, it happens to be located at the base of a river canyon, which isn't easy to reach. Secondly, when we did reach it, we found that the doors are quite resilient, and the cybersecurity systems quite intricate and sophisticated. It will take some work to get past this one.
Status: XA-13 success chance set to 55%




Overview: Research Actions
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"
Rolls: 2d100 = 165 (Appreciable success)

Our military experts have finished going through the reams of data retrieved from XA-03, and have been able to gain a better understanding of the war engines present there. This will help us considerably when we will conduct an in situ examination of them.
Reward: Chance of success of the project "Analysis - Unknown Alien War Machines" by 20%; Cost and time of the project "Analysis - Unknown Alien War Machines" reduced by 20%


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)
Rolls: 2d100 = 149 (Success)

It was a rather difficult endeavor, to create storage devices based on the principles of quantum mechanics, but thanks to the consistent efforts of our scientists, and the insights gleaned from the research done on this subject by the XA aliens, we have been to produce devices that can store significantly larger amounts of data than is possible with the storage devices at present.
Unlocked: 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 - Storage Devices (Research Option)
Progress: 41/45 months

Our scientists have been looking into the possibility of optical computation, and have made considerable progress in this regard.




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

Description: Lac'rinsali is seen as the bane of all that is evil in our pantheon, and thus, it would serve us well to build temples dedicated to her, so that our people may never stray from the path of righteousness.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%
Rolls: 2d100 = 186 (Brilliant success)

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


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%
Rolls: 2d100 = 183 (Brilliant success)

Across the homeworld, temples dedicated to the Goddess of the Wilds have been built. These shrines will help with the training of new druids and druidesses, as well as the power of any psiolytes blessed by Nes'taria. Additionally, the aura exuded by these temples will have the effect of calming down the wildlife around them.
Reward: +200 Temples of the Wild built across Xan'qarras. Training of Druids, Druidesses and Wild Psiolytes increased. Wildlife around the temples no longer aggressive towards the Drak'xarim.


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%
Rolls: 2d100 = 188 (Brilliant success)

Across the homeworld, shrines honoring those who work with metals have been built. They will help with the training of edafomancers, who are adept at the art of manipulating the ground, as well as the metal. Alongside, they will serve as centers of manufacturing and quality control and enhancement.
Reward: + 200 Shrines of Forging built across Xan'qarras. Training of Edafomancers increased. Quality of products increased by 1% overall.



Psionics
Basic Anti-Void Barriers: Prototype Refinement

Description: During the Years of Darkness, our priesthood were working fervently on a means to shield our warriors from the ruinous energies of the Void. They were only able to develop some crude prototypes, which were not particularly effective at carrying out their intended role. But they still were able to provide an advantage to us, however slight. We must rediscover the research on them and get to work on it if we intend to survive the attentions of the Dark Gods.
Time: 3 years
Chance of success: 56%
Rolls: 2d100 = 76 (Considerable failure)

It has been nothing short of an onerous task for us, as we delve deeper into the ancient texts, in an attempt to understand the rituals better, and in the desperate hope, that we achieve a breakthrough by chance.
Status: Chance of success increased by 1%




Resources
Minerals
  • Previous stockpile: 351.235 M
  • Previous production (Total): 1.2955 B
  • New production (Total): 1.2955 B + 340 M + 400 M + 10 M = 2.0495 B
  • Previous upkeep: 190 M
  • New upkeep: 190 M + 80 M = 270 M
  • Previous production (Actual): 1.1065 B
  • New production (Actual): 2.0495 B - 270 M = 1.7795 B
  • Expenditure: 1.7813 B
  • Calculated stockpile: 351.235 M - 1.7813 B + 1.1065 B + 450 M + 307.42 M + 183.33 M + 3.83 M + 3.83 M = 624.845 M

Exotic gasses
  • Previous stockpile: 607.5 M
  • Previous production (Total): 25.5 M
  • New production (Total): 25.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 11.5 M
  • New production (Actual): 11.5 M
  • Expenditure: Nil
  • Calculated stockpile: 607.5 M + 11.5 M = 619 M

Radioactive materials
  • Previous stockpile: 14.5 M
  • Previous production (Total): 750,000
  • New production (Total): 750,000
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 400,000
  • New production (Actual): 400,000
  • Expenditure: Nil
  • Calculated stockpile: 14.5 M + 400,000 = 14.9 M

Nanomaterials
  • Previous stockpile: 289.848 M
  • Previous production (Total): 783.5 M
  • New production (Total): 783.5 M + 270 M + 300 M + 300 M + 33 M = 1.6865 B
  • Previous upkeep: 166 M
  • New upkeep: 166 M + 40 M = 206 M
  • Previous production (Actual): 617.5 M
  • New production (Actual): 1.6865 B - 206 M = 1.4805 B
  • Expenditure: 638.59 M
  • Calculated stockpile: 289.848 M - 638.59 M - 150 M + 617.5 M + 209.25 M + 196.25 M + 4.026 M + 3.036 M + 2.046 M + 1.056 M + 0.066 M = 534.488 M

Dan'xenal
  • Previous stockpile: 2.69 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000
  • Previous upkeep: 15,000
  • New upkeep: 15,000
  • Previous production (Actual): 550,000
  • New production (Actual): 550,000 - 15,000 = 535,000
  • Expenditure: Nil
  • Calculated stockpile: 2.69 M + 535,000 = 3.225 M




A/N: No letting up the pressure on the gas, I see.

Time to cook up Turn 7.
 
Wow the archaeology and anti-void barrier researches failed in the same pattern as last turn.

Glad to have the infrastructure ramp-up succeed though.

Edit: Sun temples and night temples are confirmed to have the same effects.
But if you have both in one place, do the reduction in chaos strength effects stack?
 
Last edited:
Everyone, I have some good news and some bad news.

The good news is that it won't take me long to get Turn 7 ready.

The bad news is that starting from Saturday and ending on Tuesday, I have exams, so Turn 7 will most likely be delayed.
 
Everyone, I have some good news and some bad news.

The good news is that it won't take me long to get Turn 7 ready.

The bad news is that starting from Saturday and ending on Tuesday, I have exams, so Turn 7 will most likely be delayed.
Don't worry about us. Good luck on your exams.

Kinda speculative right now. But with our infrastructure buildup, I don't think we're at a point in the game where there are any bad choices for infrastructure.

Though we've been warned about not putting off the seaboard infrastructure for too long, so maybe we should do one of those.

Other than that, my only real goal with infrastructure is to just build up our minerals/turn and nanomats/turn anyway.

I think we're at the point where we could build two more orbital shipyards. If we needed to drop everything to face an existential threat right now, we have enough production to sustainably pump out emergency corvettes from 4 shipyards in parallel. So my goal would have been to build 2 shipyards over the next 2 turns.

But again, with the current state of affairs, it still feels okay to just build whatever at this point.
 
I will be inactive for a while due to my exams, as you all know.

For the next few days, I am giving you some food for thought.

I gave it an edit last night.

forums.sufficientvelocity.com

A Beacon of Hope in the Darkness: Warhammer 40,000 Xeno Civ Quest What if? - Sci-Fi - Fantasy

(Another piece of food for thought for you all, while the vote is in progress.) A little sneak peek into what the Craftworlds are doing at this stage in M42. Craftworld Alaitoc - Currently present in the Ultima Segmentum, Alaitoc is tailing Iyanden like a hawk, determined to safeguard it from...
 
Everyone, you won't have to wait very long for Turn 7.

It will drop either tonight or tomorrow morning.
 
Turn 7: No letting up on the pressure
"Strike whilst the iron is hot, if you wish for a sturdy tool or sharp weapon." - Unknown

It is the year UY 756, per our calendar.

In the preceding year, the Dae'laan has taken another leap forward in terms of development, one can say, as new mines and nanomanufactories, along with new rail lines, dockyards, and our first set of arcologies have been set up.

And as this goes on, 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.

The floodgates of development are opening up even further.



Onboard the Resolution.....


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


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

Hal'jerran, as seen from the Resolution

For someone who was seeing Hal'jerran for the first time, the sight of the planet, with one half of the sphere intact, and a field of rocky debris surrounding it, its satellite in the background of a dark cosmic tapestry, would make an indelible impression that would not go away easily.

On the other hand, for someone like Arga, the sight had slowly and steadily lost its intimidation factor.

Yes, seeing a half-shattered planet in front of you did tend to make you think as to how it happened and all. But once you start realizing as to how it might have happened, the planet, all of a sudden, starts to feel less formidable.

She looked at the screen of her computer in front of her contemplatively, as she pondered how things had played out until then.

Three years ago, after concluding the survey at Lan'karis, she had received a communique from the AUCCS that had left her concerned.

"An official order to survey Hal'jerran?! Here I was hoping for a slight break and now…." She had sighed in annoyance upon reading the missive.

Sighing in resignation, she had given to her Cosmographer to chart a course to Hal'jerran.

After that, they got down to work as soon as they arrived at the planet, running the entire gamut of sensor scans, sending out plenty of probes to collect samples, running batteries of tests on said samples, etc.

The challenge, to them, was figuring out how the planet came to be in its present state. This was a question that had baffled and slowed them down, until they detected the presence of an artificial substance in the debris field.

The timely arrival of the Curiosity was a welcome sight to her crew, who would waste no time in briefing them on their progress and findings.

As the crews of both ships got down to work, they would end up confirming what Arga had suspected for a while, and what Jel'qanth concurred with. The planet had, at some point in time in the past, been subject to a nuclear detonation of great yield and power.

While there was experimental evidence in favor of this hypothesis, some questions were still left unanswered. What was the need to blow up only half the planet? Why not then the entirety of it, then?

As Arga was musing on the last bit, a voice beside her startled her.

"I would say there is something in that world that was supposed to be hidden, and somebody got desperate." Her phase-smith, Zarok, spoke up beside her, as he looked at the scene outside the viewing window.

"You know, Zarok, that might just be what could have happened." Arga said thoughtfully.



Naval Actions
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 2-3 years, we will have surveyed our star system. The All-Union Center for Cosmological Studies will then decide where to go from there, even as our first military vessels are commissioned.

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

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


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


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


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


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


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: 7/10 (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: 4/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 13 months
Travel time: 16 months
Progress: 12/20 months


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

As of right now, we can currently build a maximum of 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




Kre'narom Tor'las Suburb, Kal'zanom


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

Zel'kan got up from his chair, wincing slightly as he flexed his muscles. It had been quite some time since he had been at work, and the fact that there had been plenty of work of late to do, wasn't exactly helping matters.

As new mines were being developed, new nanomanufactories were set up, and new settlements built up, the Dae'laan was slowly beginning to have an increased need for architects and engineers. The increased pace of development across the continent was unlikely to slow down - if anything, it would only go up from here.

Even a couple of years ago, the pressure of work had not been so intense. It still allowed for a gathering or two outside of work hours.

Now, though, as more and more projects were coming up, they would be increasingly hard pressed to find the time for such occasions.

"I have a feeling we will have to cut down on Starwinder Chronicles from now on." He said his thoughts out loud.

"You said it, bro!" Tor'kal spoke up from the cubicle next to him. "Upto 753, it was relatively slow going, but come 754 and it's like the pace has picked up."

"Exactly, and don't bet on it falling off anytime soon." Sor'kannis said from her cubicle as she put the finishing touches to the design schematic of an arcology cluster.

"Yeah. I mean, two mines, four nanomanufactory complexes, ancillary rail lines, dockyard expansions, a second orbital shipyard, and our first arcology cluster. And I haven't mentioned the extra stuff built. That's quite a bit of work there in two years." Gar'gorath said as he saved the file containing his work and prepared to log out.

"You think we will be assigned to plan out the upgrading of all our major and minor cities to arcologies?" Len'tana said with a poker face.

Her words were met with a silence which could be broken by the dropping of a pin.

"What? I mean, at the rate we are developing, I wouldn't be surprised if ten years or so later, we are working on turning Var'kalas into an arcology." Len'tana said, maintaining her unflustered expression.

After a few moments, Zel'kan responded with "We'll see about that.", as he left after logging out and headed towards the canteen.



Infrastructure Actions
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 again forcing us to dip into our nanomaterial stocks, has left us in an even stronger 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.

Available major projects
Build mining facilities in the San'torlan Hills

Description: The San'torlan Hills are as noteworthy for their scenic beauty as for several other reasons. They happen to be a favored spot for nar'liak¹ packs to frequent, and near the hills, a great battle had been fought against the Voidspawn. Another reason why they are considered notable is far more mundane, however - the presence of rich, mostly untapped mineral nodes. Our engineers are convinced that they can develop the region in spite of the local fauna.
Cost: 290 M minerals, 87 M nanomaterials
Time: 3.8 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 Xen'liqar District

Description: The Xen'liqar 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: 280 M minerals, 84 M nanomaterials
Time: 3.7 months
Chance of success: 80%


Build nanomaterial manufactory complex in the Dras'qeylan District

Description: The Dras'qeylan 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: 320 M minerals, 96 M nanomaterials
Time: 4 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 near the Fen'zarril Hills

Description: Now that we have cut our teeth in building arcologies, it is time to take up more projects. The next group is slated to be built near the Fen'zarril Hills. The region is for the most part untamed and by building arcologies, we can populate it with minimal impact on the local environment.
Cost: 840 M minerals, 252 M nanomaterials
Time: 30 months
Chance of success: 71%


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




Site XA-07, Reg'tallem Valley


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


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

"Well, this is something." Del'norath said as he went over the 3D holomap of the site once again.

"Beneath the usual screening floor, two big levels. From what we know, the production, testing and research facilities are on the first level, and the underground rail station, along with the command center and the storage depot, are on the second level. So…"

"There should be something substantial, seeing as it is a facility of such importance?" Xel'raya spoke up, taking the words out of his mouth.

"Yeah, I mean, if you are putting R&D, production, testing, storage all together, alongside a command center, then there's no way that there is nothing here." Del'norath said with a wave of his hand, trying to put forth his point.

"And that is exactly why I am worried. There is no telling what we may find. You might call me a worrywart, but as the saying goes, "One can simply never be too careful". You are lost in thoughts of the good stuff, while there is every chance something like that agent in XA-03 might be here." Xel'raya said with no small amount of agitation.

Del'norath really felt that she was overdoing it, but her words were not entirely unwarranted. After all, the possibility of something bad turning up during the exploration was always there, and just because it hadn't happened for some time, didn't mean it would never happen. It might crop up sometime, eventually.

"Ok, ok," he said, raising his hands in surrender. "We'll be extra cautious, and keep our eyes and ears peeled. Happy now?"

"There, there, no need to be so dramatic. On that note, what if there is nothing wrong with the place?" Xel'raya raised an intriguing question.

"What are you trying to hint at?" Del'norath asked, a little taken aback by the sudden turn in the conversation.

Xel'raya facepalmed. Ughhh…he could be so dense at times. "I was trying to say, if there is nothing wrong with this place, we could…you know, maybe restore and reactivate this facility?"

The tab in Del'norath's hands dropped to the ground, along with his lower jaw.

"What, is it that shocking? I mean, look at it, it is a waste to leave such a place like this to collect dust, so why not put it to use?"

After a while, Del'norath found his voice. "I really wasn't expecting that. But that's too far off in the future. Let's have a look first at this place and see what it's like, what we find here, and the condition it is in. Then we can submit a report to the AUMCC."

"Then what are you waiting for?!" Xel'raya said, a spark in her eyes.



Archaeology Actions
Another poor year for the Lorefinders, as other than getting into the site XA-07, they have not had much success. The explorations of XA-06 and XA-08 have been put on hold, as new sites are investigated. The All-Union Archaeological Survey is fearing that this could be a portent of what is to come.

You have 4 action slots available for this section.

Available projects
Explore unknown alien ruins XA-06

Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 72%


Explore unknown alien ruins XA-07 (Level 1)

Cost: 1.8 M minerals, 540K nanomaterials
Time: 20 months
Chance of success: 75%


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: 68%


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: 60%


Explore unknown alien ruins XA-12

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


Explore unknown alien ruins XA-13

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


Explore unknown alien ruins XA-14

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


Explore unknown alien ruins XA-15

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


Explore unknown alien ruins XA-16

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


Explore unknown alien ruins XA-17

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


Explore unknown alien ruins XB-01

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


Explore unknown alien ruins XB-02

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


Explore unknown alien ruins XB-03

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


Explore unknown alien ruins XB-04

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


Explore unknown alien ruins XB-05

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




The 3rd Federal Research Center, Var'kalas


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

Gronnak walked through the corridor with a slight spring in his step and a smile on his face. This came as quite the surprise to his co-workers, who were accustomed to see him enter the Center with a grave, somber look on his visage.

To see him walk into the labs like that left everyone wondering if the sun had risen the other way around.

Unknown to most of them but his team, Gronnak had succeeded in preparing a functional prototype of a fuel cell utilizing liquid Dan'xenal. Basic tests revealed significantly superior power output values compared to the existing types.

The discovery had left him jumping with joy. He had never been great at dancing, but his happiness needed a release of sorts, and so he ended up trying to mimic some dance moves he remembered from the Krel'norran celebrations.

Needless to say, he wasn't particularly successful, and had he done it in front of his friends, he would have become a laughing stock.

But he didn't particularly care, as he had a report to prepare for the Director of the Center.

And now, with his spirits high, he was on his way to his workstation, where he would get down to work and submit the project report.

On the way there, in the corridor, he heard a conversation that caused him to perk up his ears.

"By the way, I got word from my cousin in the AUAS. It seems things are going rather slow over there."

"Really? How slow, exactly?"

"Well, after the relatively good run until site XA-05, which has given us all quite a bit of work to do, as you all know, they have been encountering….difficulties."

"The sites are getting too tough for them, eh?"

This remark was rewarded with a slap on the back.

"Not that tough, you smartass! But yeah, it isn't as easy as it was before, though I am hearing that the site XA-07 was successfully entered."

A collective groan went up at this bit of info.

"Ughh. We better get ready for more work, then."

"Those Q-Computers had better show up soon."

Gronnak went into his workstation, a little perturbed by what he had heard.



Research Actions
The recent roadblocks hit by the Lorefinders are causing the researchers to heave secret sighs of relief, as they work on new computation methods, intending to deal with the considerable backlog of projects on their table. The People's Secretariat for Scientific Research and Development is eagerly awaiting the development of the first Q-Computers.

You have 5 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 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 - First Generation Q-Computers

Description: Now that we have functional storage devices based on quantum mechanics, it is high time we move to the next stage. Our scientists believe that with the research and knowledge in our hands, we can build practical quantum computers. This will provide a much needed boost to our computation capabilities.
Category: Computation
Cost: 58.5 M nanomaterials
Time: 3 years 3.6 months
Chance of success: 75%
Unlocks: G-1 Q-Computers available for general usage; research time for all projects reduced


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%
Progress: 41/45 months
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: 96 M nanomaterials
Time: 4 years
Chance of success: 85%
(Minor Breakthrough)


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)





Ar'kannios Kel'xan Suburb, Il'mannaros

The young acolyte sighed in frustration as he opened his eyes.

He had sat down to meditate in an attempt to calm down the raging storm within him. But Val'narroth found out, much to his chagrin, that the storm had hardly calmed down. It was still there, roiling within him as before.

With a huff, he got up, and with brisk steps, made his way out of his room, and the Temple of the Moon, where he was serving as an apprentice.

"I can't believe it is so difficult. And the meditative session was of no use. I still feel like going back to the scriptures and having another look at them." He grumbled under his breath, as he sat down under a tree in the garden in the temple premises.

His hasty departure had been noticed by his superior and Mentor, Mother Lan'riosa, who watched her young charge leave with consternation.

"This child…he is too obsessed with the task he has undertaken, and he is not taking his failures well." She sighed.

Making up her mind to have a proper talk with him, she stepped out of the temple, and walked to the tree where he was sitting.

Sitting down beside him, she said, "Sometimes it is not so bad to let go."

His eyebrows raised themselves on hearing this, as he turned towards her, but she continued on, undeterred.

"On one side, there is dedication, and on another side, there is over-dedication. It doesn't take long for devotion to a cause to go wrong, if overdone."

He frowned deeply at this, and felt like making a reply. "With all due respect, Mother, you are oversimplifying. Those who are dedicated to a cause or a task will not lose themselves to the cause or task, they will pursue it with a clear intent in mind."

Lan'riosa's eyebrows knitted together as she replied, "A very enlightening insight. Now, apply it to your own situation. Don't you think that you are over-dedicated to what you are doing?"

"I am not…." Val'narroth was stopped mid-speech.

"The fact that you are denying it with such vigor is basically proving it. You have lost yourself while trying to make sense of the scriptures concerning the measures taken by our ancestors during the Voidspawn Wars. Do you think I am unaware of the sleepless nights you spent over them?" She said, anger in her voice as she silenced him.

"Go and take some rest, and for the next month, you are forbidden from access to the archives!"

"But, Mother…" Val'narroth protested.

"I will have no further discussion on this matter. Now go, before I decide to increase the severity of your punishment." Lan'riosa said, glaring at her disciple.




Faith Actions
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 has their hands full, as the days roll by.

You have 3 action slots available for the Pantheon subcategory.

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

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


Study the Lac'rinsarri Codex (Repeatable)

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


Basic Sanctification Rites

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


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: 57%




Resources
Minerals
  • Stockpile: 624.845 M
  • Production (Total): 2.0495 B
  • Upkeep: 270 M
  • Production (Actual): 1.7813 B

Exotic gasses
  • Stockpile: 619 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 14.9 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 534.488 M
  • Production (Total): 1.6865 B
  • Upkeep: 206 M
  • Production (Actual): 1.4805 B

Dan'xenal
  • Stockpile: 3.225 M
  • Production (Total): 550,000
  • Upkeep: 15,000
  • Production (Actual): 535,000




1. A predatory animal with green skin, and a coat of spots that transition to rosettes on the sides. Has four eyes, and a very strong sense of scent.



A/N: Well, there you all go.

You now have a 48 hour moratorium.
 
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[ ]Plan: Building an Quantum Computer
-(Trade 150 M nanomaterial for 450 M Mineral)
-Naval Actions
--Hal'jarren
---Resolution: continue surveying the planet
---Curiosity: continue surveying the planet
--Nas'tanak
---Farsight: go to Nas'tanak and survey it
---Steadfast: continue surveying the planet
-Infrastructure Actions
--Major 1
---Build mining facilities in the San'torlan Hills
---Build mining facilities in the Yol'wanar Mountains
--Major 2
---Build nanomaterial manufactory complex in the Xen'liqar District
---Build nanomaterial manufactory complex in the Dras'qeylan District
--Major 3
---Build underground high-speed maglev rail network in the Nel'tokkar Seaboard (Phase 1)
---Expand the dockyards in the Nal'tokkar Seaboard
--Minor 1
---Build mining processing facilities x6
--Minor 2
---Build nanomaterial production plants x6
-Archeology Actions
--Action 1
---Explore unknown alien ruins XA-06 (12/12)
---Explore unknown alien ruins XA-07 (Level 1) (12/20)
--Action 2
---Explore unknown alien ruins XA-07 (Level 1) (20/20)
---Explore unknown alien ruins XA-08 (16/16)
--Action 3
---Explore unknown alien ruins XA-09 (18/18)
---Explore unknown alien ruins XA-10 (6/18)
--Action 4
---Explore unknown alien ruins XA-10 (18/18)
---Explore unknown alien ruins XA-11 (12/20)
-Research Action
--Action 1
---Preliminary Optical Computation (45/45)
---Floating Cities - Prototypes (11/11)
---Basic Floating City Design (9/10)
--Action 2
---Basic Floating City Design (10/10)
---Fortified Arcology Design (17/17)
---Quantum Computation - G1 Q-Computers (6/75.6)
--Action 3
---Quantum Computation - G1 Q-Computers (30/75.6)
--Action 4
---Quantum Computation - G1 Q-Computers (54/75.6)
--Action 5
---Quantum Computation - G1 Q-Computers (75.6/75.6)
-Faith Action
--Pantheon
---Action 1: Build Temples of the Moon
---Action 2: Build Temples of the Wilds
---Action 3: Build Shrines of Forging
--Psionic
---Action 1: Psiolytes Training Program
---Action 2: Basic Wardcrafting Methods (24/48)
---Action 3: Basic Wardcrafting Methods (48/48)
 
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Pretty nice that we can fit Gen 1 Quantum Computers into this turn.

I do have to say that the reason I tended to build more Nanomaterial Production Plants over Mineral Processing Facilities in the minor infrastructure actions, is because nanomaterial production plants actually produce more minerals than mineral processing facilities. 5x Nanoplants plus 2x Mineralfacs per action hits the sweet spot, There's enough time per action for 6x Nanoplants, but not enough for 7, and swapping out 1 Nanoplant for 2 Mineralfacs makes better use of time and gives us more mats.
 
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I like to take this faith option:

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%

More temples are nice(and a action on them per turn is fine with me) but we should give the priest new tools to use
 
[ ]Plan: Building a Quantum Computer and tools for the Dead
-(Trade 150 M nanomaterial for 450 M Mineral)
-Naval Actions
--Hal'jarren
---Resolution: continue surveying the planet
---Curiosity: continue surveying the planet
--Nas'tanak
---Farsight: go to Nas'tanak and survey it
---Steadfast: continue surveying the planet
-Infrastructure Actions
--Major 1
---Build mining facilities in the San'torlan Hills
---Build mining facilities in the Yol'wanar Mountains
--Major 2
---Build nanomaterial manufactory complex in the Xen'liqar District
---Build nanomaterial manufactory complex in the Dras'qeylan District
--Major 3
---Build underground high-speed maglev rail network in the Nel'tokkar Seaboard (Phase 1)
---Expand the dockyards in the Nal'tokkar Seaboard
--Minor 1
---Build mining processing facilities x6
--Minor 2
---Build nanomaterial production plants x6
-Archeology Actions
--Action 1
---Explore unknown alien ruins XA-06 (12/12)
---Explore unknown alien ruins XA-07 (Level 1) (12/20)
--Action 2
---Explore unknown alien ruins XA-07 (Level 1) (20/20)
---Explore unknown alien ruins XA-08 (16/16)
--Action 3
---Explore unknown alien ruins XA-09 (18/18)
---Explore unknown alien ruins XA-10 (6/18)
--Action 4
---Explore unknown alien ruins XA-10 (18/18)
---Explore unknown alien ruins XA-11 (12/20)
-Research Action
--Action 1
---Preliminary Optical Computation (45/45)
---Floating Cities - Prototypes (11/11)
---Basic Floating City Design (9/10)
--Action 2
---Basic Floating City Design (10/10)
---Fortified Arcology Design (17/17)
---Quantum Computation - G1 Q-Computers (6/75.6)
--Action 3
---Quantum Computation - G1 Q-Computers (30/75.6)
--Action 4
---Quantum Computation - G1 Q-Computers (54/75.6)
--Action 5
---Quantum Computation - G1 Q-Computers (75.6/75.6)
-Faith Action
--Pantheon
---Action 1: Build Temples of the Dead
---Action 2: Build Temples of the Wilds
---Action 3: Study the Sen'kiranni Codex
--Psionic
---Action 1: Psiolytes Training Program
---Action 2: Basic Wardcrafting Methods (24/48)
---Action 3: Basic Wardcrafting Methods (48/48)

I just have a little disagreement with the Pantheon actions, otherwise, solid plan.
 
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Just to inform everyone on this quest, I already made a plan for Turn 8 but I am waiting on the results of my plan for Turn 7 before making any adjustments for Turn 8 plan
 
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