Turn 8 overview
Zolarian01
Deputy Premier, UISR
- Pronouns
- He/Him
The eighth year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as our vessels have reached the end of their surveys of our star system, and the arts of anti-Daemonology are being slowly rediscovered.
A/N: We are really building some foundations there.
Time to prepare Turn 9.
- Overview: Naval Actions
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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: 10/10 (Completely surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 13 months
Travel time: 16 months
Rolls: 2d100 = 148 (Success)
The Farsight and the Steadfast have completed the survey of Nas'tanak and its satellite, Nel'tarath.
Nel'tarath is a rather unremarkable little ball of rock with a very slow rotation, implying highly minimal tidal distortion if we are to assume it is in hydrostatic equilibrium.
As to how it originated, our cosmonauts are divided into two camps - one group proposing the "hot start" theory, and the other adhering to the "cold start" theory. Only a proper analysis of the data gathered will be able to tell which of these two is correct. But for now, the ships are making preparations to return home.
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)
Rolls: 2d100 = 75 (Failure)
As feared, our equipment is still not sufficiently strong enough to bear the vitriolic atmosphere of Bel'xarok for extended periods of time. We will need new, advanced, chemical-resistant materials to produce a new line of equipment that might be better suited than what we are currently using.
- Overview: Infrastructure Actions
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Build mining facilities in the Bel'karron Depression
Description: The Bel'karron Depression is a deep bowl-shaped depression located in the northern regions of the Ler'kaas Desert. Once infamous for being the scene of brutal executions by the desert-dwelling tribes in the past, all there is left now are white bones, and skar'lan packs running for their lives from the grel'dars living there. In this background, sits a rather rich mineral vein, which would be a significant boost to our economy if we can harness it.
Cost: 510 M minerals, 153 M nanomaterials
Time: 6.1 months
Chance of success: 70%
Rolls: 2d100 = 175 (Major success)
It wasn't particularly troublesome to deal with the skar'lans and grel'dars in the area, by setting up basic shrines to keep them at bay. Once that was done, the mines were set up in quick order, which are providing us with valuable minerals as we speak.
Reward: Additional mineral production (+820 M minerals per year)
Build mining facilities in the Mal'detath Hills
Description: The Mal'detath Hills are a picturesque grouping of hills, located in the far southern parts of the Nav'korran Expanse. This region is known to be quite rich in natural resources, and by building mines here, we can begin to tap into the sizeable wealth here.
Cost: 390 M minerals, 117 M nanomaterials
Time: 4.5 months
Chance of success: 80%
Rolls: 2d100 = 183 (Brilliant success)
The mines in the Mal'detath Hills were a piece of cake to build for our engineers, for whom the process was highly enjoyable. As of now, they are churning out minerals for our industries.
Reward: Additional mineral production (+580 M minerals per year)
Build nanomaterial manufactory complex in the Wen'qralor District
Description: The Wen'qralor District is a region of significant potential, thanks to the surge in construction here as of late. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 360 M minerals, 108 M nanomaterials
Time: 4.3 months
Chance of success: 90%
Rolls: 2d100 = 192 (Near-perfect success)
The nanomanufactory complex in the Wen'qralor District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+530 M nanomaterials per year)
Build nanomaterial manufactory complex in the Yav'nolar District
Description: The Yav'nolar District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 410 M minerals, 123 M nanomaterials
Time: 4.7 months
Chance of success: 90%
Rolls: 2d100 = 195 (Near-perfect success)
The nanomanufactory complex in the Yav'nolar District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+640 M nanomaterials per year)
Build underground high-speed maglev rail network in the Nal'tokkar Seaboard (Phase 2)
Description: The first phase of the rail network in the Nal'tokkar Seaboard is completed. Now we move on to the second phase of the project, where we will be building lines connecting the various ancillary settlements. This will lead to an appreciable leap in connectivity throughout the region.
Cost: 850 M minerals, 255 M nanomaterials
Time: 16 months
Chance of success: 75%
Rolls: 2d100 = 164 (Appreciable success)
With the finishing of the ancillary rail lines between the lower tier settlements in the Nal'tokkar Seaboard, the region is witnessing an appreciable surge in connectivity and internal trade, leading to an overall increase in the region's prosperity.
Reward: Additional mineral and nanomaterial production (+550 M minerals, +200 M nanomaterials per year)
Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1)
Description: While basic inter-settlement railways have been built in the Teq'naris colony, to form a strong and hopefully, unassailable link to the mainland, it has been proposed to build an underwater high-speed rail line, connecting the island chain to the continent of Dek'manak. Such an undertaking, while definitely highly beneficial, is problematic due to the fact that our engineers do not have experience in building structures underneath the seas, or for that matter, the seabed.
Cost: 648 M minerals, 194.4 M nanomaterials
Time: 16.56 months
Chance of success: 55%
Rolls: 2d100 = 72 (Failure)
The combination of the lack of experience and the dangerous aquatic fauna and flora have proven to be a lethal concoction, as our first attempt to build an underwater railway line has proven to be a failure of considerable proportions. Our engineers have come away from with this failed project with some suggestions, which they hope might improve chances of success, if we wish to retry it in the future.
Status: Chance of success increased by 10%
Build a floating city
Description: Having proven the feasibility of building a city on water, now is the time to actually build one and see how it works out.
Cost: 300 M minerals, 90 M nanomaterials
Time: 16 months
Chance of success: 65%
Rolls: 2d100 = 124 (Success)
Our efforts at aquatic engineering have paid off, as our very first floating city has been built, with all the amenities one can expect to find in a city on the ground. It has already been populated and is slowly moving across the ocean, maintaining close links with the coastline.
Reward: Additional mineral and nanomaterial production (+170 M minerals, +50 M nanomaterials per year)
Build automated farming complexes × 8
Build nanomaterial production plants × 6
Cost: 172.8 M minerals, 52.16 M nanomaterials
The new automated farming complexes and nanomaterial production plants have been brought online and are already contributing to our economy.
- Overview: Archaeology Actions
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Explore unknown alien ruins XA-06 (Level 1)
Cost: 2.5 M minerals, 750K nanomaterials
Time: 12 months
Chance of success: 72%
Rolls: 2d100 = 158 (Appreciable success)
Armed with fresh resources and reinforced by additional experts, the Lorefinders at XA-06 slowly made their way through the first level of the facility.
From the looks of it, the aliens who had built this site really had not spared any expenses whatsoever. The genetic engineering labs, the cybernetic engineering labs, the weaponry and armor manufacturing lines, the breeding and incubation pods (which are empty at the moment) and the training facilities - everything is top-notch and in pristine condition.
The old computers are being activated and the data within them is being pulled for further analysis at the FRCs, along with samples of the weapons and armor.
Unlocked: Explore unknown alien ruins XA-06 (Level 2) (Archaeology Action)
Explore unknown alien ruins XA-07 (Level 2)
Cost: 1.8 M minerals, 540K nanomaterials
Time: 20 months
Chance of success: 75%
Rolls: 2d100 = 178 (Major success)
Thanks to having made their way through the first level of XA-07, the second level was no particular trouble at all.
On the second level, we went through the storage depot with a tooth comb, and found stacks upon stacks of crates, which were revealed to contain a variety of supplies - weapons, munitions, armor parts, sensors and the like.
The command center proved to be rather difficult to get, due to the intricate layering of defenses around it, but we managed to disable them cybernetically and enter the place. The computers within have plenty of encrypted files within, which we have extracted, and are bringing to the FRCs for decryption.
The rapid transit hub has been checked, and found to be in relatively good condition, even after all these years. Reactivating it is definitely within the realm of possibility, and the same can be said for the rest of the facility.
Unlocked: Restore and reactivate Facility XA-07 (Infrastructure Option - Major), Analysis - Encrypted Files from XA-07 (Archaeology Action)
Explore unknown alien ruins XA-08
Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 64.5%
Rolls: 2d100 = 89 (Failure)
Our Lorefinders had said earlier that they would be camped at the site XA-08 for a while.
They weren't kidding when they had said that, as they have bunkered down, forming detailed maps of the site, based on the images obtained from drones and satellites, as well as taking a crack at the cybernetic security measures. While we haven't been completely successful with the latter, enough headway has been made that a couple of cycles more should do the trick.
Status: XA-08 chance of success increased by 5.5%
Explore unknown alien ruins XA-09
Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 73.5%
Rolls: 2d100 = 109 (Close success)
We have done it! After all those months of combing the forest, we have finally discovered the entrance to XA-09!
Like the other XA sites, there is a screening floor, which we made our way through as if it was a walk in the forest. Upon having made our way through the same, we were greeted by a sight that was not quite expected by us.
XA-09 is a production and storage facility for chemicals, or to be more precise, chemical weapons. Concoctions of various colors abound in the first level of the facility, which will require a more detailed study…and an eventual decision as to what to do with them.
Status: Explore unknown alien ruins XA-09 (Level 1) (Archaeology Action)
Explore unknown alien ruins XA-10
Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 67.5%
Rolls: 2d100 = 84 (Failure)
The first few months of the expedition to XA-10 were spent by the team in an extensive effort to photograph and map the site, which have shown it to be quite expansive above the ground. We can only imagine how large it is beneath the ground.
Our cybernetics experts have gotten down to cracking its defense algorithms, and they have made some progress in this regard. It will be a while before they can be cracked down, they warn us, however.
Status: XA-10 chance of success increased by 3%
Explore unknown alien ruins XA-11
Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 61.5%
Rolls: 2d100 = 88 (Failure)
We have combed our way through more of the surrounding desert in search of the underground entrance, but so far, our efforts have yielded nothing. We can only keep searching through the dunes and hope we eventually come upon the entrance.
Status: XA-11 chance of success increased by 4.5%
- Overview: Research Actions
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Orbital Defense Installations
Description: While some may consider this idea to be alarmist, the possibility of being attacked in the cosmos by hostile entities is something that cannot be ruled out. Thus, we must look into the feasibility of building facilities in the cosmos which serve the same purpose as the castles and fortresses of old.
Category: Cosmic Facilities
Cost: 35 M nanomaterials
Time: 21.6 months
Chance of success: 90%
Unlocks: Orbital Defense Outpost (Infrastructure Option)
Rolls: 2d100 = 173 (Major success)
The initial design cycles by our cosmic engineers have provided us with workable designs for basic defensive platforms in the cosmos, which can be mounted with weaponry and bays for drones and aircraft. The design is preliminary, and will probably be revised in the future, based on circumstances and actual combat experience, but for the time being, it will suffice.
Unlocked: Orbital Defense Platform (Infrastructure 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: 13.5 months
Chance of success: 85%
Unlocks: New mineral resource
Rolls: 2d100 = 184 (Brilliant success)
The samples of the metal from Kel'taor have proven to be a complete delight for our mineralogists to study, as they are saying in their own words.
A battery of tests has revealed that the metal has a very high tensile strength, and lends itself to the formation of alloy steels of exceptional strength and properties, some of which can be used as substitutes for the materials we are using right now, with appreciable benefits. Our scientists tell us that this is but scratching the surface of what this new metal can be used for. The new metal has been named Tar'bonar by the Sci-Res-Dev Secretariat.
Unlocked: Tar'bonar as a 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: 19.8 months
Chance of success: 70%
Unlocks: New gaseous resource
Rolls: 2d100 = 153 (Notable success)
The reddish gas brought back from Lan'karis has left the scientific community abuzz with speculation.
For one, the gas has been found to react with metals to produce a variety of compounds, some of which are under investigation for potential uses. As for the gas itself, it is being investigated as a potential fuel in the liquid form for a new form of fuel cell. This new gas has been named Nes'korium.
Unlocked: Nes'korium as a 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: 23.4 months
Chance of success: 70%
Unlocks: New gaseous resource
Rolls: 2d100 = 141 (Success)
The gas samples brought back from Trav'kon have intrigued the scientific community on Xan'qarras, for more reasons than one.
For starters, the gas in question is unusually conductive with regards to electricity, a rare phenomenon as far as the gaseous state is concerned. Whether this is due to the exotic physicochemical make-up of the gas, or maybe even the microorganisms in it, is something that will require further tests to verify. For now, attempts are being made to utilize it for power generation. The gas has been named Sef'tarlium.
Unlocked: Sef'tarlium as a 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: 18 months
Chance of success: 80%
Rolls: 2d100 = 198 (Near-perfect success)
The armor experts went over the suits of armor with a tooth comb, dismantling them and analyzing them in great detail.
From the looks of it, these suits of armor, which have been described as "Power Armor" by the aliens, provide considerable amounts of protection to the wearer, while enabling the integration of cutting edge heavy weapons systems along with them. Integrated into the Power Armor suits are a sophisticated sensor suite, meant to assist with gauging battlefield conditions and developing combat doctrine in an attempt to maximize damage dealt to the foe, while simultaneously seeking to minimize friendly casualties.
While the designs analyzed are not the most advanced ones built by the aliens, they have provided valuable insights into this type of technology.
Reward: Basic Power Armor designs available for production
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: 13.5 months
Chance of success: 85%
Rolls: 2d100 = 189 (Brilliant success)
The combat vehicle designs have been analyzed umpteen times by our military experts, and in the process, they have been able to come up with some improvements to the current ACV park we are using at the moment.
Reward: Incremental improvements made to the current ACV park (All stats increased by 5%)
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: 16.4 months
Chance of success: 70%
Unlocks: Genetic Enhancement Protocols (Research Option)
Rolls: 2d100 = 157 (Notable success)
Our geneticists have carried out extensive tests on our genome, and based on them, have a clearer idea of the modifications that can be possibly done to them, within the realm of safety. They have prepared a list of protocols regarding the same, which only await the nod of the Sci-Res-Dev Secretariat to implement.
Unlocked: Genetic Enhancement Protocols (Research Option)
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: 6.3 months
Chance of success: 80%
Unlocks: Cloning Facility (Infrastructure Option)
Rolls: 2d100 = 187 (Brilliant success)
So far, cloning was considered to be an academic pursuit of those in the biological field. Now, that same pursuit will be pursued with an intent to put it to proper use for the benefit of the people, as our scientists have drawn up plans for our very first cloning facility.
Unlocked: Cloning Facility (Infrastructure Option)
- Overview: Faith Actions
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- Pantheon
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Build Temples of the Wilds (Repeatable)
Description: Our homeworld is a place of considerable natural beauty. The life our ancestors led amidst such wonders has instilled in us an appreciation for the said wonders around us. This is exactly as Nes'taria, the Goddess of the Wilds would have it. By building temples dedicated to her, we can ensure that we are able to live in increasing harmony with the wild inhabitants of our world.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%
Rolls: 2d100 = 192 (Near-perfect 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.
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%
Rolls: 2d100 = 172 (Major success)
With the assistance of the priesthood, our herbalists have been able to get a grasp of the old rites of healing, in order to improve the efficacy and the potency of their medications. For now, they are experimenting with the preliminary level rites that they have mastered, and report an appreciable little increase in all parameters.
Reward: Combat Healers are able to recover +5% more casualties from the field of battle
Unlocked: Intermediate Natural Restoration Rites (Lore of the Wilds)
- Psionics
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Psiolyte Training Programs (Can be repeated)
Description: There is a very old saying, "Practice makes perfect.". This is a universal truth, and has never been disproved. The new field of psionics cannot be an exception to this rule. We must start some initial training programs to not only hone the skills of our existing psiolytes, but also gain new recruits.
Cost: Negligible
Time: 1 year
Chance of success: 70%
Rolls: 2d100 = 124 (Success)
In comparison to the earlier years, the number of candidates we have gotten this year has seen a drop. This has left us wondering if there is some sort of pattern as to the manifestation of the powers of the Void in our people. For now, we can train the candidates we have gotten.
Rewards: 3650 new psiolytes recruited.
- Grade 1 psiolytes = 1278
- Grade 2 psiolytes = 1183
- Grade 3 psiolytes = 1161
- Grade 4 psiolytes = 28
- Grade 5 psiolytes = 0
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%
Rolls: 2d100 = 115 (Close success)
A fortunate breakthrough by a young acolyte has led to a cascade effect, as the most preliminary techniques to create wards have been rediscovered and as of now, being memorized by heart by the priesthood, with the intention to create the core of a force of psiolytes who will be at the forefront of hunting Daemons. For now, these methods will help show us the way forward.
Reward: Basic Wards available for crafting
Unlocked: Intermediate Wardcrafting Methods (Anti-Daemonology)
- Resources
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Minerals
- Previous stockpile: 1.492 B
- Previous production (Total): 3.9795 B
- New production (Total): 3.9795 B + 820 M + 580 M + 550 M + 170 M = 6.0995 B
- Previous upkeep: 380 M
- New upkeep: 380 M + 220 M = 600 M
- Previous production (Actual): 3.5995 B
- New production (Actual): 6.0995 B - 600 M = 5.4995 B
- Expenditure: 3.6527 B
- Calculated stockpile: 1.492 B - 3.6527 B + 3.5995 B + 611.58 M + 323.83 M + 284.17 M + 32.58 M - 220 M = 2.491 B
Exotic gasses
- Previous stockpile: 630 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: 619 M + 11.5 M = 641.5 M
Radioactive materials
- Previous stockpile: 15.3 M
- Previous production (Total): 750,000
- New production (Total): 750,000
- Previous upkeep: 350,000
- New upkeep: 350,000
- Previous production (Actual): 400,000
- New production (Actual): 400,000
- Expenditure: Nil
- Calculated stockpile: 15.3 M + 400,000 = 15.7 M
Nanomaterials
- Previous stockpile: 1.7921 B
- Previous production (Total): 2.8613 B
- New production (Total): 2.8613 B + 530 M + 640 M + 200 M + 50 M + 19.8 M = 4.3011 B
- Previous upkeep: 276 M
- New upkeep: 276 M + 170 M = 446 M
- Previous production (Actual): 2.5853 B
- New production (Actual): 4.3011 B - 446 M = 3.8551 B
- Expenditure: 1.2833 B
- Calculated stockpile: 1.7921 B - 1.2833 B + 2.5853 B + 200.96 M + 117.33 M + 96.67 M + 9.58 M + 2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M - 170 M = 4.6413 B
Dan'xenal
- Previous stockpile: 3.76 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: 3.76 M + 535,000 = 4.295 M
A/N: We are really building some foundations there.
Time to prepare Turn 9.
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