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

Turn 10 planning vote closed
Adhoc vote count started by Zolarian01 on Sep 13, 2024 at 10:01 AM, finished with 8 posts and 6 votes.

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


Ok, time to cook up the overview.
 
A little heads up for you all.

I am almost done with the overview for Turn 10 and.....all I can say is you fellas are in for a surprise.
 
Turn 10 overview
The tenth year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as four new corvettes are commissioned, the new optical computers are made available for general use, and the arts of the deities are being slowly rediscovered, with an appreciable breakthrough in that direction.




Overview: Naval Actions
Hunter-class corvette × 4

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: 190 M minerals, 57 M nanomaterials
Build time: 9 months
Shakedown cruise duration: 1 month

Thanks to the efforts of our shipyards and shipbuilders, our Cosmonaval Fleet has again doubled in size, as the Hunter-5, Hunter-6, Hunter-7 and Hunter-8 have been built and commissioned by the AUMCC.




Overview: Infrastructure Actions
Build mining facilities in the Al'tarkin Depression

Description: The Al'tarkin Depression is a unique one, as far as depressions are concerned. Geological surveys have shown it to be quite rich in minerals, which would be good news for us, if not for the fact that it is also the location of an extensive underground cave system that has not been fully surveyed so far. The presence of a large oasis in the vicinity complicates matters somewhat, due to the local fauna frequenting it. It will be quite the challenge to build a mine here.
Cost: 890 M minerals, 267 M nanomaterials
Time: 14 months
Chance of success: 60%
Rolls: 2d100 = 137 (Success)

It was quite tricky at times, considering the lack of sufficient knowledge about the nearby cave system, but we have succeeded in establishing mining facilities in the area. They are already churning out minerals as we speak. Meanwhile, the nearby oasis has been marked as a potential site for building arcologies.

Reward: Additional minerals production (+1.21 B minerals per year)


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

Description: Recent geological surveys in the Swal'torrek Mountains have revealed the presence of appreciable veins of Dan'xenal. It would serve us well to develop facilities to mine this vital mineral, as new applications for it are discovered.
Cost: 350 M minerals, 105 M nanomaterials
Time: 6 months
Chance of success: 85%
Rolls: 2d100 = 175 (Major success)

The construction of the new mines has gone off without a hitch, and they are producing fresh Dan'xenal as we speak. This will be helpful, considering the increased demand for it.

Reward: Additional Dan'xenal production (+2.25 M Dan'xenal per year)


Build nanomaterial manufactory complex in the Kol'harrak District

Description: The Kol'harrak District is a region of significant potential, thanks to the surge in construction here as of late. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 620 M minerals, 186 M nanomaterials
Time: 6.4 months
Chance of success: 85%
Rolls: 2d100 = 174 (Major success)

The new nanomaterial manufactory complex in the Kol'harrak District is up and running, and already supplying us with nanomaterials for our needs.

Reward: Additional nanomaterials production (+840 M nanomaterials per year)


Build nanomaterial manufactory complex in the Carr'iostan District

Description: The Carr'iostan District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 690 M minerals, 207 M nanomaterials
Time: 7 months
Chance of success: 85%
Rolls: 2d100 = 180 (Brilliant success)

The new nanomaterial manufactory complex in the Carr'iostan District is up and running, and already supplying us with nanomaterials for our needs.

Reward: Additional nanomaterials production (+980 M nanomaterials per year)


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

Description: While basic inter-settlement railways have been built in the Teq'naris colony, to form a strong and hopefully, unassailable link to the mainland, it has been proposed to build an underwater high-speed rail line, connecting the island chain to the continent of Dek'manak. Such an undertaking, while definitely highly beneficial, is problematic due to the fact that our engineers do not have experience in building structures underneath the seas, or for that matter, the seabed.
Cost: 648 M minerals, 194.4 M nanomaterials
Time: 16.56 months
Chance of success: 65%
Rolls: 2d100 = 111 (Close success)

Our efforts on the third attempt have finally borne fruit, as the railway lines have been laid down, and are operational. It required a lot of work on the part of our engineers and priests to pull this feat off, and the People's Secretariat for Transportation intends to reward them for the same.

Reward: Additional minerals and nanomaterials production (+390 M minerals, +117 M nanomaterials per year)
Unlocked: Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 2) (Major Infrastructure Action)


Fortify the Gen'xarril Plains arcologies

Description: Our engineers have prepared a plan to incorporate defensive measures in the Gen'xarril Plans arcologies, since they were built before the fortified arcology designs were available. We should incorporate these upgrades as soon as possible.
Cost: 200 M minerals, 60 M nanomaterials
Time: 8 months
Chance of success: 70%
Rolls: 2d100 = 168 (Appreciable success)

The requisite upgrades to the arcologies in the Gen'xarril Plains have been incorporated by our engineers, rendering them safer to any form of armed assault.


Upgrade shipyards to Tier 1, Level 2

Description: Now that the new shipyard specifications are available, we should update and upgrade the existing ones to them as soon as feasible.
Cost: 570 M minerals, 171 M nanomaterials
Time: 15 months
Chance of success: 90%
Rolls: 2d100 = 163 (Appreciable success)

Our engineers have upgraded the existing shipyards to the newly developed specifications, resulting in an increase in shipbuilding capacity, as well as the ability to build larger vessels, in the future.

Reward: Shipyards upgraded to Tier 1, Level 2 (Can build 5 corvettes and 3 destroyers at once)


Build mineral processing facilities × 16

Cost: 172.8 M minerals, 52.48 M nanomaterials

The new mineral processing facilities have been brought online and are already contributing to our economy.




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

Description: A cache of encrypted files has been brought back from the command center at the site XA-07. They now await the attention of the cybernetics experts at the AUAS.
Time: 2 years
Chance of success: 67%
Rolls: 2d100 = 93 (Close failure)

The second attempt at cracking the files obtained from XA-07 has made more headway through the complicated layers of quantum encryption, to the point that they are confident of cracking it the next time they give it a try.

Status: Chance of success increased by 15%


Explore unknown alien ruins XA-06 (Level 3)

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year
Chance of success: 72%
Rolls: 2d100 = 182 (Brilliant success)

Having finished their work on the second level of the site, the team of Lorefinders descended down to the third level.

From the looks of it, the third level is an underground storage area, with warehouses full of suits of armor, weapons, ammunition, sensors and other such stuff. The amounts present here would be enough to outfit at least a few small regiments of superwarriors.

There is a rapid transit hub here, next to the warehouses, for transporting troops and supplies to their destinations. Our cybernetics experts have pulled the data from the control center's computers and gone over it. They say that the rail lines provide a linkage to more facilities such as this across the planet, XA-07 being one among them.

Overall, the facility is in very good shape after all these years, and the Lorefinders are of the opinion that it can be restored and reactivated, given enough resources and time.

Unlocked: Restore and reactivate Facility XA-06 (Major Infrastructure Option)


Explore unknown alien ruins XA-08

Cost: 2 M minerals, 600K nanomaterials
Time: 16 months
Chance of success: 70%
Rolls: 2d100 = 121 (Success)

Our cybernetics experts finally managed to get through the layers of encryption on the security protocols and have opened the doors to the site XA-08. Once opened, a team of experienced Lorefinders entered the facility, making their way through the screening floor with some difficulty (possibly due to it being an important military facility), but thankfully no casualties.

The actual facility turned out to be some distance below ground level, and upon leaving the reinforced elevator, the Lorefinders were stunned by what they saw.

From what they described, XA-08 seems to be a military manufactory, a garrison, a fortress and a rapid deployment hub - all combined into one, with two levels. At least, the holomaps obtained from the site say so.

The Lorefinders at the site have filed a preliminary report, requesting additional resources and personnel, while also shooting off a memo to the AUMCC about the importance of this site.

Unlocked: Explore unknown alien ruins XA-08 (Level 1) (Archaeological Action)




Overview: Research Actions
Optical Computation - First Generation Optical Computers

Description: Having developed proper and practical hardware for data storage in an optical medium, we are on the cusp of having realized optical computation. Now all that is left to be done, is to develop the rest of the hardware that will help us realize this dream, and provide another big boost to our computation capabilities.
Category: Computation
Cost: 57.5 M nanomaterials
Time: 3 years 2 months
Chance of success: 78%
Unlocks: G-1 Optical Computers available for general usage; research time for all projects reduced; additional research capacity available
Rolls: 2d100 = 154 (Notable success)

Our scientists have added yet another feather to their caps, as they have successfully created a working optical computer. This feat gives us much cause to be happy, as the new machines are projected to increase our overall computation capabilities considerably. Even now as we speak, they are being manufactured for general usage across the Dae'laan.

Reward: G-1 Optical Computers available for general usage; research time for all projects reduced by 20%; chance of success for all projects raised by 5%; 3 additional research slots available.


Analysis - Unknown Alien Cybernetics Data

Description: We have come across a cache of data concerning the cybernetic implants discovered from XA-05. By studying it first, we will be able to get a better understanding of the implants.
Category: Cybernetics
Cost: 50 M nanomaterials
Time: 1 year 19.2 months
Chance of success: 75%
Unlocks: Chance of success for Cybernetics Implants projects increased, research time for such projects reduced
Rolls: 2d100 = 173 (Major success)

Our researchers have carried out an exhaustive analysis of the cybernetic implants dats discovered from XA-05, and are now much better equipped to tackle this field and any projects related to it.

Reward: Chance of success for Cybernetics Implants projects increased by 10%, research time for such projects reduced by 10%.




Overview: Faith Actions
Pantheon
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 = 186 (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.


Basic Flameweaver Rites

Description: The considerable power wielded by the flame is something that can give anyone pause. It can be used offensively and defensively, in a myriad variety of ways. The Flameweavers were those who excelled in the use of fire offensively, with a battery of spells to burn the enemy. Relearning them would be a good idea, considering what awaits us in the Void.
Time: 1 year 12 months
Chance of success: 85%
Rolls: 2d100 = 194 (Near-perfect success)

The most basic pyromantic spells and rites of an offensive nature have been mastered by the psiolytes, with the assistance of the priesthood. They will serve as the basis of a new corps of Flameweavers, who will be instrumental in the rediscovery of more advanced spells and rites of this nature.

Reward: Basic Flameweaver spells and rites available; Flameweavers available for recruitment.
Unlocked: Intermediate Flameweaver Rites (Lore of Fire)


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
Rolls: 2d100 = 192 (Near-perfect success)

Our priest and priestesses have worked hard to prepare the Kre'valsarri Codex, a combined compilation of written works concerning the goddess of war. It will be of much aid to us in the times to come.
Unlocked: Lore of War; new Faith Actions available.



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: 69%
Rolls: 2d100 = 165 (Appreciable success)

The painstaking efforts of our priesthood and psiolytes over the past years have finally borne rich fruit, thanks to some chance breakthroughs, as the prototypes of the anti-Void barriers developed by our ancestors have been refined into something much more functional and effective. They have been named "Aetherian Shrouds". The priesthood and psiolytes iterate that this is but a preliminary design, subject to change and improvements in the future.

Reward: Basic Aetherian Shrouds available




Resources
Minerals
  • Previous stockpile: 3.7845 B
  • Previous production (Total): 7.1195 B
  • New production (Total): 7.1195 B + 1.21 B + 390 M + 80 M = 8.7995 B
  • Previous upkeep: 870 M
  • New upkeep: 870 M + 420 M = 1.29 B
  • Previous production (Actual): 6.2495 B
  • New production (Actual): 8.7795 B - 1.29 B = 7.4895 B
  • Expenditure: 4.1381 B
  • Calculated stockpile: 3.7845 B - 4.1381 B + 6.2495 B + 504.17 M + 111.15 M + 2 × (4.4 M + 3.8 M + 3.2 M + 2.6 M + 2.0 M + 1.4 M + 0.8 M + 0.2 M) - 420 M = 6.128 B

Exotic gasses
  • Previous stockpile: 653 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: 653 M + 11.5 M = 664.5 M

Radioactive materials
  • Previous stockpile: 16.1 M
  • Previous production (Total): 750,000
  • New production (Total): 750,000
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 400,000
  • New production (Actual): 400,000
  • Expenditure: Nil
  • Calculated stockpile: 15.7 M + 400,000 = 16.5 M

Nanomaterials
  • Previous stockpile: 7.7394 B
  • Previous production (Total): 5.8507 B
  • New production (Total): 5.8507 B + 840 M + 980 M + 117 M = 7.7877 B
  • Previous upkeep: 536 M
  • New upkeep: 536 M + 126 M = 662 M
  • Previous production (Actual): 5.3147 B
  • New production (Actual): 7.7877 B - 662 M = 7.1257 B
  • Expenditure: 1.3496 B
  • Calculated stockpile: 7.7394 B - 1.3496 B + 5.3147 B + 756 M + 596.17 M + 33.34 M - 126 M = 12.964 B

Dan'xenal
  • Previous stockpile: 4.83 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000 + 2.25 M = 2.8 M
  • Previous upkeep: 15,000
  • New upkeep: 15,000 + 75,000 = 90,000
  • Previous production (Actual): 535,000
  • New production (Actual): 2.8 M - 90,000 = 2.71 M
  • Expenditure: Nil
  • Calculated stockpile: 4.295 M + 535,000 + 375,000 - 75,000 = 5.13 M




A/N: You made a killing again, you filthy animals!

Time to prepare Turn 11.

PS: Enjoy it while you can, because a little shock is coming your way in the near future.
 
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Possible problems:

Fleet attack
I think we're decently set in terms of ability to pump out a fleet in an emergency. We can't build destroyers yet, but we've been on top of research, and I don't think destroyers could have been beelined for.

Demon attack/wild beast attacks:
We don't really know what we have in the way of an army, but we've done a little preparation in faith actions. We haven't ignored it completely.

Resource depletion:
Well, nothing we can do to prepare for that.

Unless it's something we're getting an entirely outside context problem, I think we're set.
 
@blankmask

All I can say to that is - wait and watch (although the Imperium at this point still is unaware of your existence).

@Curtains

The scenarios you have laid out are quite reasonable enough, and here are my answers to that.

1. If a crisis does come upon you, you can at best spam corvettes, quickly research destroyers and churn them out too, and hope that the enemy has nothing in the way of capital ships (supercruisers, battleships, dreadnoughts).

2. I would worry less about the fauna on your homeworld, and more about the Daemons. And talking about Chaos, you would need more than just temples to take the fight to them.
 
@Archon7

For starters, the Navis Imperialis doesn't have corvettes.

As to your question - well, I can say that our corvettes would give a good account of themselves against Imperial destroyers and frigates. 4-6 destroyers and 1-3 frigates against 8-10 of our corvettes?

That would end badly for them.

@andreicata

Noted it and fixed it.
 
We need to upgrade our ships if possible and start on some of these underground bunkers.
Finishing a bunch of research options is a must…
 
As to your question - well, I can say that our corvettes would give a good account of themselves against Imperial destroyers and frigates. 4-6 destroyers and 1-3 frigates against 8-10 of our corvettes?

That would end badly for them.
Ok, that's good. So what about a dozen destroyers, 4-6 frigates and 1 light cruiser for the Imperials? What's our chance of beating that?
 
@Archon7

In that case, the presence of the light cruiser would complicate things somewhat. You would need some destroyers to tip the balance in your favor.
 
A little heads up for you all.

Turn 11 is nearly complete, and I should be able to drop it in the next couple of days.
 
Turn 11: On the Shoulders of Giants
"If I have seen further it is by standing on the shoulders of Giants." - Sir Isaac Newton

It is the year UY 760, per our calendar.

The eleventh year of our ascension to space as a people is marked by an event that is of great importance to us.

The development of optical computers has ushered in a Digital Revolution that promises new heights of scientific progress and development, leading to great cheers from the scientific community.

On the sidelines, the completion of infrastructure projects, archaeological explorations, military expansion efforts, and a general religious awakening amongst the people seem to herald the coming of better times.

It is as if our race has awakened as a whole.




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


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



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

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

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


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


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


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


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


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


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


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


Hunter-5 - The Hunter-5, the fifth corvette of its class, is also the fifth 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-6 - The Hunter-6, the sixth corvette of its class, is also the sixth 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-7 - The Hunter-7, the seventh corvette of its class, is also the seventh 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-8 - The Hunter-8, the eighth corvette of its class, is also the eighth proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


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


Shipbuilding
Currently, our shipyards can build a maximum of 5 corvettes 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 15 ships at a time, from the three shipyards available.


Available shipbuilding options:


Resolution-class research vessel

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


Hunter-class corvette

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





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



Infrastructure Actions
Our engineers have gotten past the tragedy of the Hol'tranorr Valley, and finished quite a few vital projects last year. The People's Secretariat for Industrial Development and the People's Secretariat for Transportation have greater plans for the future, based on the present infrastructure and production, which has led to an increase in the constructive capabilities we can deploy on a yearly basis.

You have 7 action slots (4 major, 3 minor) available for this section.

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

Description: A rugged valley with hostile terrain, the Hol'tranorr is one of the less visually aesthetic places on Xan'qarras and a place that the Drak'xarim prefer to avoid, in part due to the fact that Xel'gar Drakes tend to roost in the vicinity. But the region has been found to be rather rich in minerals, and the mining collectives wish to develop the area. It will be an excessively difficult endeavor, needless to say.
Cost: 680 M minerals, 204 M nanomaterials
Time: 9.8 months
Chance of success: 50%
(Unavailable for 3 turns)


Build mining facilities in the Northern Dap'tarral Plateau (Phase 1)

Description: The Dap'tarral Plateau is an expansive volcanic plateau that has seen considerable volcanic activity in the past. As of now, the several volcanoes here have gone silent for many years, and the region is now teeming with several highly rich mineral veins. The problem with tapping then lies in the fact that there are quite a lot of them, and thus we will have to split the operations into two regions - north and south, and then staggering the operations for each region over multiple phases. It will be a very, very laborious undertaking, but the end results will be worth it.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 14 months
Chance of success: 75%


Build mining facilities in the Southern Dap'tarral Plateau (Phase 1)

Description: The Dap'tarral Plateau is an expansive volcanic plateau that has seen considerable volcanic activity in the past. As of now, the several volcanoes here have gone silent for many years, and the region is now teeming with several highly rich mineral veins. The problem with tapping then lies in the fact that there are quite a lot of them, and thus we will have to split the operations into two regions - north and south, and then staggering the operations for each region over multiple phases. It will be a very, very laborious undertaking, but the end results will be worth it.
Cost: 1.3 B minerals, 390 M nanomaterials
Time: 15.5 months
Chance of success: 75%


Build Dan'xenal mining facilities in the Nel'rannir Hills

Description: The Nel'rannir Hills have a rather grim aspect to them, being devoid of most forms of vegetation, save a few exceedingly hardy shrubs. Such is the nature of the hills that they have inspired several myths of being cursed by Nes'taria. Recent surveys, however, suggest a cause that is more materialistic than divine. They have identified some Dan'xenal veins underneath, alongside veins of a hitherto unknown mineral. For both reasons (to tap into the veins, and study the new mineral) we must build mines in the region.
Cost: 500 M minerals, 150 M nanomaterials
Time: 5.5 months
Chance of success: 70%


Build Dan'xenal mining facilities in the Kem'xarrok Valley

Description: A leafy little riverine valley in the western part of the Nav'korran Expanse, the Kem'xarrok Valley has historically not been known for mining activities of any sort, being more of a producer of fruits and vegetables. That might change in the near future, as surveys have found the presence of veins of Dan'xenal. The local city councils are asking for funds to help set up mining facilities in the region.
Cost: 450 M minerals, 135 M nanomaterials
Time: 5.2 months
Chance of success: 75%


Build nanomaterial manufactory complex in the Af'tellark District

Description: The Af'tellark 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: 660 M minerals, 198 M nanomaterials
Time: 6.8 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Bel'narrith District

Description: The Bel'narrith 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: 730 M minerals, 219 M nanomaterials
Time: 7.4 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Gek'varril District

Description: The Gek'varril 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: 770 M minerals, 231 M nanomaterials
Time: 7.8 months
Chance of success: 85%


Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 2)

Description: Now that the main railway lines have been built to link the various islands of the Teq'naris Archipelago, it is time to move on to the next phase of the project. Building ancillary rail lines between the islands will boost connectivity in the archipelago even more, providing for additional lines of transportation and logistics.
Cost: 720 M minerals, 216 M nanomaterials
Time: 17.8 months
Chance of success: 75%


Build arcologies near the Fen'zarril Hills

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


Build arcologies in the Les'tarros Plains

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


Build a floating city

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


Build orbital shipyard

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


Build orbital defense platform

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


Build cloning facility

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


Restore and reactivate Facility XA-07

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


Restore and reactivate Facility XA-06

Description: After a detailed expedition and investigation of the site XA-07, the Lorefinders have declared the facility to be fit for restoration and reactivation. Based on their reports, we have prepared a plan for the same. All it awaits are the resources and personnel to carry it out.
Cost: 4.95 B minerals, 1.485 B nanomaterials
Time: 4 years 1 month
Chance of success: 70%


Available minor projects
Build automated farming complexes

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


Build mineral processing facilities

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


Build exotic gas refineries

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


Build nuclear breeder reactors

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


Build nanomaterial production plants

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


Build Dan'xenal processing facilities

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




Site XA-08, Yon'tarror Hills


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


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

"Ok, I guess all those nights spent breaking down those quantum encryption algorithms was worth it." Ner'ozar said, his voice mixed with awe as he looked around the facility he and his comrades had been working hard on for the past few years.

"Yeah, this place is really….cutting edge. Whoever built it clearly knew what they were doing. Proper utilization of space, good aesthetics, state-of-the-art facilities from the looks of it…this place suggests the aliens who built it were quite technologically advanced. Then what…" Fel'xarra mused as she looked at the site's 3D holomap.

"Exactly. A facility with three levels, with assembly and manufacturing lines for weapons, armor, munitions, light vehicles, drones and the like; storage depots for the same; garrisoning and barracks facilities for troops; a rapid transit hub at the bottom. All of this with a fortress up top, with defenses that would hold out for a while against a besieging army. I have read some accounts of defensive forts, but this takes the cake." Gan'dorrath, the team's AUMCC liaison officer, said as he took in the holomap.

"You hit it on the head! I can say with guarantee that a general would kill to be in charge of a fortress like this." San'leris said as she took some photos of the first level.

"Think we'll find something new here for the labbers?" Ner'ozar said, holding his chin in thought.

"Unless someone was working on prototypes of new military equipment, I don't think we will find much for the FRCs." Fel'xarra said as she turned off her laptop.

"Yeah. This doesn't look like a military R&D facility to me, more a self-sufficient nodal fortified garrison. Regardless, the higher-ups at the AUMCC are going to be jumping with joy when they hear of this." Gan'dorrath said, his eyes shining.

"Good for us all. For now, let's return to the base camp, get a bite to eat, and then work out a plan to explore this site." Ner'ozar said, as he turned around to leave.



Archaeology Actions
The Lorefinders are making relatively steady progress, with the completion of exploration of the site XA-06, and entering the site XA-08. The All-Union Archaeological Survey has authorized an increase in personnel across the board, enabling us to undertake more expeditions each year.

You have 6 action slots available for this section.

Available projects
Analysis - Encrypted Files from XA-07

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


Explore unknown alien ruins XA-08 (Level 1)

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


Explore unknown alien ruins XA-09 (Level 1)

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


Explore unknown alien ruins XA-10

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


Explore unknown alien ruins XA-11

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


Explore unknown alien ruins XA-12

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


Explore unknown alien ruins XA-13

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


Explore unknown alien ruins XA-14

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


Explore unknown alien ruins XA-15

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


Explore unknown alien ruins XA-16

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


Explore unknown alien ruins XA-17

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


Explore unknown alien ruins XB-01

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


Explore unknown alien ruins XB-02

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


Explore unknown alien ruins XB-03

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


Explore unknown alien ruins XB-04

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


Explore unknown alien ruins XB-05

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




The 3rd Federal Research Center, Var'kalas


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

There was a time when the Federal Research Centers of the Dae'laan were overburdened with work. Scientists and researchers had to burn the midnight oil in order to complete projects that they were working on, alongside thinking up new ones and getting them to work. Overall, it was hardly a healthy work environment, as they were trading their health in order to meet deadlines.

The development of quantum computers helped bring a considerable change for the better, as the existing projects now took less time, due to the considerably increased computation capacity.

However, there was more that could be done in this direction, as was demonstrated by the development of optical computers. Ever since they had become a thing, it was as if the scientific community of the Dae'laan had received a new lease of life.

"Well, I thought the quantum computers had made our lives easier. I guess I wasn't ready for this." Gronnak said, as he typed away energetically at the keyboard of his new optical computer.

"That's why you should've listened when we said that you ain't seen nothing yet!" Ol'draa chuckled as she worked on a prototype maintenance algorithm for the Cosmonaval Fleet's corvettes.

"Exactly. The newest estimates on our projects, as per the AIs, indicate a 20% reduction in the time needed to complete them, and the simulators are showing a 5% increase in our chances of success for them all." Kai'rnath said as he worked on another prototype maintenance algorithm, this one for the Dae'laan's shipyards.

"And these are just the first generation models. Try to imagine the improvements there will be in the second generation!" Xer'lanis said excitedly as she went over the data detailing the cosmocraft designs, obtained from the site XA-05.

"Hey, hold your stal'roks¹, everyone. I understand and am not personally opposed to this enthusiasm, but don't let it get the better of you all. Yes, our workload is even lighter thanks to these new computers, but they are no excuse for overworking yourselves. Last I checked, the Sci-Res-Dev Secretariat hasn't annulled the overwork regulations." Gronnak said a bit more sharply than normal.

"Aww, come on! Can't we gush over the new computers and indulge ourselves in food for thought regarding the future?" Ol'draa said with a pout.

Gronnak's brows deepened into an annoyed frown on hearing this.

Sensing that an argument might break out, Kai'rnath stepped in, saying, "Don't worry, Gronnie. We are happy because of the new computers, but we aren't morons. We know the anti-overwork regulations are still in place. We will get our stipulated work and our side projects done without resorting to overtime, I assure you, my dear friend."

After a moment or two, Gronnak sighed. "Fine, all right. Just make sure to share your project reports with me, ok?"

(Reward: Research times for "Improved Shipyard Maintenance Subroutines", "Improved Corvette Maintenance Subroutines" and "Analysis - Unknown Alien Cosmocraft Designs" reduced by 10%)



Research Actions
The development of optical computers has led to what can veritably be called a "Digital Revolution", due to the considerable expansion of computational capabilities across the Dae'laan. The People's Secretariat for Scientific Research and Development is wild with joy, as they take in all the possibilities that beckon to us.

You have 8 action slots available for this section.

Available projects
Analysis - Unknown Alien War Machines

Description: The war machines discovered at XA-03 are too large to be transported by air, so they have to be studied in situ. A team of military experts is asking for resources to study these imposing battle engines.
Category: Military Equipment - Combat Machines
Cost: 96 M nanomaterials
Time: 2 years 20.6 months
Chance of success: 90%
(Minor Breakthrough)


Analysis - Unknown Alien Prototype Weapons


Description: The prototype weapons we recovered from XA-04 have caught the eyes of our weaponologists. They are eager to study them and see if there are possibilities for us to finish the work these aliens began.
Category: Military Equipment - Advanced Weapons
Cost: 100 M nanomaterials
Time: 3 years
Chance of success: 70%
(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: 3 years 18 months
Chance of success: 70%
(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: 14 years 6.14 months
Chance of success: 77%
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: 3 years 14.4 months
Chance of success: 70%
(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: 3 years 14.4 months
Chance of success: 70%
Unlocks: Anti-Gravity Levitation Drive - Prototype Development (Research Option)


Analysis - Advanced Materials Research Data

Description: The research data concerning advanced materials that we recovered from XA-05 has been uploaded to our servers. It is awaiting the attention of our scientists at the Advanced Materials laboratories.
Category: Advanced Materials
Cost: 75 M nanomaterials
Time: 2 years 3.84 months
Chance of success: 85%


Analysis - Unknown Alien Genetic Engineering Data

Description: Among other things, we found a cache of data pertaining to the field of genetic engineering in XA-05. By studying it, we can glean some new insights, and hopefully, get an idea as to the biology of the alien species that once inhabited our homeworld in the past.
Category: Biotechnology
Cost: 120 M nanomaterials
Time: 2 years 3.84 months
Chance of success: 80%
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: 3 years 18.72 months
Chance of success: 75%
Unlocks: Cybernetic implants available for production.
(Minor Breakthrough)


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: 6 years 11.52 months
Chance of success: 60%
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: 8 years 15.24 months
Chance of success: 55%
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: 3 years 14.4 months
Chance of success: 80%
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: 5 years 18.24 months
Chance of success: 65%
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: 21 years 14.4 months
Chance of success: 45%
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: 7 years 4.8 months
Chance of success: 70%
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: 12 years 23.04 months
Chance of success: 55%
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: 5 years 0.96 months
Chance of success: 70%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.


Genetic Enhancement Protocols

Description: Thanks to the efforts of our geneticists, we have been able to devise an initial plan for the genetic modification of our species. It is time to put it into action.
Category: Biotechnology
Cost: 35 M nanomaterials
Time: 17 years
Chance of success: 75%


Analysis - Power Weapons Data

Description: We came across a cache of data about a series of melee weapons that run on a source of power and are capable of dealing significant amounts of damage. These "Power Weapons", as they are called, have caught the interest of the AUMCC. It would be worth our while to have a look at the data, to get a better understanding of these weapons.
Category: Military Equipment - Power Weapons
Cost: 300 M nanomaterials
Time: 7 years 8.64 months
Chance of success: 50%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"


Analysis - Power Weapon Prototypes

Description: Among other things, we have discovered crates full of prototype Power Weaponry from XA-07. These weapons are unlike anything we have seen before. Our military command wants us to study them, to see if they can be refined into better designs, and explore the possibility of mass-producing them.
Category: Military Equipment - Power Weapons
Cost: 500 M nanomaterials
Time: 10 years 19.2 months
Chance of success: 45%
Unlocks: Basic Power Weaponry (Research Option)
(Minor Breakthrough)


Analysis - Cryogenic Weapons


Description: One of the more interesting things we obtained from XA-07 is a cache of cryogenic weaponry - weapons that kill by reducing temperatures close to absolute zero. They have intrigued both our scientists and our military officers. For this reason alone, a detailed study of them is necessary.
Category: Military Equipment - Cryogenic Weapons
Cost: 250 M nanomaterials
Time: 6 years 13.6 months
Chance of success: 55%
Unlocks: Basic Cryogenic Weaponry (Research Option)


Analysis - Electric Weapons

Description: Among other things, we have recovered a cache of electric weapons from the site XA-07. These weapons seem to be relatively straightforward in the way they kill, with powerful bolts of electricity. Conducting a full-fledged study of them would be a good idea - no pun intended.
Category: Military Equipment - Electric Weapons
Cost: 200 M nanomaterials
Time: 5 years 17.6 months
Chance of success: 80%
Unlocks: Basic Electric Weaponry (Research Option)


Analysis - Advanced Personal Combat Armor Data

Description: We have found a cache of data that describes in detail about a variant of advanced personal combat armor that seemingly runs on an internal power source. By studying the data, we will gain a better understanding of this armor, which will help with studying the samples obtained from the site.
Category: Military Equipment - Power Armor
Cost: 200 M nanomaterials
Time: 4 years 4 months
Chance of success: 75%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Advanced Combat Armor Prototypes"


Analysis - Advanced Personal Combat Armor Prototypes

Description: We have discovered several suits of personal combat armor from XA-07, which seem to be quite advanced and, apparently, in a prototype stage. We should study them thoroughly to see if we can finish developing them into something workable.
Category: Military Equipment - Power Armor
Cost: 275 M nanomaterials
Time: 6 years 4.8 months
Chance of success: 70%
Unlocks: Basic Power Armor (Research Option)


Analysis - Unknown Electromagnetic Weapons

Description: One of the things we came across in XA-07 was a cache of electromagnetic weapons. The weapons seemingly look straightforward in principle, using magnetic acceleration to propel kinetic projectiles at great speed for considerable destructive power. Studying them would be a very good idea.
Category: Military Equipment - Electromagnetic Weapons
Cost: 225 M nanomaterials
Time: 5 years 7.2 months
Chance of success: 85%
Unlocks: Basic Electromagnetic Weaponry (Research Option)


Analysis - Unknown mineral samples (Hal'jerran)

Description: Our cosmonauts have gathered some unusual mineral samples from the shattered hal-planet, Hal'jerran. They feel that it should be brought to the attention of the Sci-Res-Dev Secretariat post-haste.
Category: Advanced Materials
Cost: 200 M nanomaterials
Time: 2 years 9.6 months
Chance of success: 65%
Unlocks: New mineral resource


Military Vessel Designs - Destroyers

Description: While the corvette allows for the projection of a level of force, the truth is that, it is but a glorified reconnaissance vessel with raiding capabilities. We will need stronger and more powerful vessels in order to secure the Dae'laan. Our cosmic engineers have some ideas for the next type of vessel - the destroyer.
Category: Cosmocraft - Military
Cost: 150 M nanomaterials
Time: 9.6 months
Chance of success: 90%
Unlocks: Destroyer (Shipbuilding Option)


Improved Shipyard Maintenance Subroutines

Description: Building a navy and maintaining it is by no means a cheap thing. It requires appreciable amounts of expenses - something that we can afford at the moment. Still, we should reduce expenses wherever possible. Our researchers have ideas for specialized subroutines that will help with the maintenance of our shipyards.
Category: Cosmic Engineering
Cost: 150 M nanomaterials
Time: 6.3 months
Chance of success: 95%
Unlocks: Reduces upkeep costs of orbital shipyards.


Improved Corvette Maintenance Subroutines

Description: Building a navy and maintaining it is by no means a cheap thing. It requires appreciable amounts of expenses - something that we can afford at the moment. Still, we should reduce expenses wherever possible. Our researchers have ideas for specialized subroutines that will help with the maintenance of our corvettes.
Category: Cosmocraft
Cost: 225 M nanomaterials
Time: 8.1 months
Chance of success: 95%
Unlocks: Reduces upkeep costs of corvettes.





The 4th Federal Research Center for Psionics, Nef'kios Selxan Suburb, Mornadar

There was a time when the Drak'xarim had appreciable control over the arcane arts of magic and were able to harness it for a myriad variety of purposes. Such arts were at their height during the dark years of the Curse of the Void, when the fallen followers of the Dark Gods attempted to turn the idyllic world into another bastion of Darkness.

In those difficult years, many Drak'xarim awakened their latent psionic abilities, unleashing hell upon their foes with the aid of the deities, invoking them for assistance and strength. Some of these scions would become the chosen of the deities, the Archons - who commanded the greatest of the powers of a certain deity that a mortal could hope to, at the expense of being able to summon the powers of the others.

Still, the viciousness of the conflict and the Dark Gods ensured that it would stretch on for a century and a half, during which the psionic finesse of the Drak'xarim would only improve, along with their determination to purge this vile threat from their homeworld.

By UY 300, the last of the cultists and daemons had been felled, and the survivors of the Wars of the Void would now be at peace and begin the long and weary process of rebuilding and restoring their broken civilization.

It was a long process indeed, and they would again reach the heights of prosperity after many years.

The ancient knowledge of the arcane would be noted down on paper, and the scriptures would be locked away in safety, where they would lie, forgotten for several decades as the Drak'xarim made progress in the various fields of life.

Even though the knowledge of the arcane lay forgotten, the devotion of the Drak'xarim to their deities never decreased a drop - not even when the Harmonists of the Dae'laan of People's Council Republics were unifying the peoples of Xan'qarras under their banner. The Harmonists were strong believers in science, but they were astute enough to realize that there were things for which science did not have an adequate explanation, and thus did not repress the priesthood, in contrast to what their opponents maliciously claimed.

After the initial years of unification, the Dae'laan would be more interested in the material well-being of its citizens, and thus, theological matters would take something of a back seat.

It was only recently that the Dae'laan had begun to pay attention to the priesthood, with the formation of a new secretariat to handle such affairs, which also covered the psiolytes under its ambit.

Under the People's Secretariat for Religious and Psionic Affairs, a religious reawakening of sorts was now occurring in the Dae'laan, with the ancient scriptures of arcane knowledge being retrieved and subject to renewed studies, with the guidance and aid of the priesthood.

Having been out of touch with such things for a long period of time, it was obvious that they would not find it an easy undertaking. But the Drak'xarim were nothing if not stubborn, and never left a problem unsolved. So they would peruse the texts, and try to understand it, bit by bit.

This would help the priestly initiates appreciably, as they felt that they were able to comprehend the writings better than before, and felt more confident about the future.

(Reward: Chance of success for all Rituals actions increased by 5%)




Faith Actions
As new temples and shrines are built, and the rites and methods of old are slowly relearned, the training of the psiolytes is progressing smoothly enough. The People's Secretariat for Religious and Psionic Affairs has authorized an expansion in personnel in order to handle the increasing burden of their duties.

You have 6 action slots available for the Pantheon subcategory.

You have 5 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: 85%


Intermediate Stellar Purification Rites

Description: We have been able to master some of the basic rituals for purification using the powers of the Sun. But there is always room for improvement, and there are more advanced rites and rituals, which are more powerful than the current ones. It would be harder to relearn them, but hopefully it shouldn't be that hard, now that we have an understanding of the field.
Time: 3 years 18 months
Chance of success: 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: 80%


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: 85%


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: 80%


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: 85%


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: 80%


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: 85%


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: 80%


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: 85%


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: 80%


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: 70%


Intermediate Natural Restoration Rites

Description: We have succeeded in mastering some of the basic rituals for the improvement of the healing capabilities of our healers. But there is always room for improvement, and there are more advanced rites and rituals, which are more powerful than the current ones. It would be harder to relearn them, but hopefully it shouldn't be that hard, now that we have an understanding of the field.
Time: 3 years 14 months
Chance of success: 75%


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: 85%



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: 75%


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: 70%



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: 85%


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: 80%



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: 70%


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: 85%


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: 85%



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: 65%


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: 75%


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: 75%


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%


Intermediate Flameweaver Rites

Description: The initiative Flameweaver rites have been quite helpful in aiding our psiolytes to grasp the powers of the flame. But that is not all that there is to it. There are greater spells and rites beyond this, which can provide us with more of an advantage in combat. It would serve us well to rediscover them.
Time: 3 years
Chance of success: 70%


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: 85%


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: 75%


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: 65%


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: 70%


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: 65%


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: 85%


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: 85%


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: 85%


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: 80%


Lore of War
Build Warrior Shrines

Description: The art of war is one that is nearly as old as the march of civilization itself. To wield a weapon in the service of one's people is a very honorable endeavor, but there is the unfortunate risk of falling prey to bloodlust and committing the worst atrocities imaginable. Weapons can be wielded with honor, or dishonor. It is the prerogative of the Goddess of War, Kre'valis, to ensure that warriors stay on the former course. By building shrines dedicated to her, we can ensure that her priesthood will be able to disseminate this message amongst our warriors.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Kre'valsarri Codex

Description: The Kre'valsarri Codex is a comprehensive repertoire on all the lore about the Goddess of War, Kre'valis. 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 Furoriator Rites

Description: The feeling of battlelust is something that is universal to any warrior. Prior to any engagement, they are charged up with inspirational speeches by their leaders and commanders. This has the effect of motivating the troops, but in the thick of war, it can easily go wrong, as the Sanguine Butcher can seize control of warriors with little control over their battlelust. To counteract this, the Furoriators had devised a series of rites and spells to induce a divine fury among our warriors, without the malefic effects of Void corruption. Rediscovering and relearning them would be of the essence.
Time: 2 years
Chance of success: 80%


Intermediate Divinator Rites

Description: The best way to get an advantage on the foe is by getting advance intelligence of their intentions. If one knows what their enemy is planning, they can devise appropriate countermeasures. There is a way of doing so. The ancient arts of divination, practiced by the aptly named Divinators, were greatly helpful during the Wars of the Void. We have a grasp of the basic rituals in this discipline. But they will not suffice for long, so studying the more advanced rituals is an urgent recommendation.
Time: 4 years
Chance of success: 65%


Available actions: Psionics
Psiolyte Training Programs (Can be repeated and assigned to multiple slots)

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

Anti-daemonology measures
Intermediate Wardcrafting Methods

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


Basic Runecrafting Methods

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


Basic Formation Crafting Methods

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





Resources
Minerals
  • Stockpile: 6.128 B
  • Production (Total): 8.7995 B
  • Upkeep: 1.29 B
  • Production (Actual): 7.4895 B

Exotic gasses
  • Stockpile: 664.5 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 16.5 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 12.964 B
  • Production (Total): 7.7877 B
  • Upkeep: 662 M
  • Production (Actual): 7.1257 B

Dan'xenal
  • Stockpile: 5.13 M
  • Production (Total): 2.8 M
  • Upkeep: 90,000
  • Production (Actual): 2.71 M





1. An animal similar to the Terran horse, with eight legs, four eyes, possessing infrared vision and being stronger than its Terran counterpart. Used for riding and hunting by the Drak'xarim.




A/N: Well, there you all go.

You now have a 24 hour moratorium.
 
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Looking at our stockpiles we can afford to build all the ships our shipyards can build.
I forgot what Facility XA-07 and Facility XA-06 do but we can afford to rebuild one of them.
Research wise i think we should do Military Vessel Designs - Destroyers next as we are in warhammer 40K so we going to need a good fleet and would only take 9.6 months

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.
Time: 3 years 14.4 months

I am not sure if this is a FTL drive but now we have reseach actions it can be completed in a single turn

In stellaris was a fan of "Living Metal" as that resulted in ships able to repair themselves without having to return to a shipyard
 
@sunrise

I approve of your line of thinking.

To clarify: the Anti-Grav Levitation Drive has nothing to do with FTL, it is for your ground vehicles and will make them hover.
 
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