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

Turn 14 planning vote closed
Adhoc vote count started by Zolarian01 on Dec 9, 2024 at 11:23 PM, finished with 18 posts and 7 votes.

  • [X] Plan: A new frontier
    -[X] Naval
    --[X] Kel'taor Colonization
    --[X] 10 Hunter Class Corvette
    --[X] 3 Raider Class Destroyer
    -[X] Infrastructure
    --[X] Major 1
    —[X] Build mining facilities in the Hol'tranorr Valley (9.8 months)
    —[X] Build Blue Dan'xenal mining facilities in the Cav'bellak Heights (11.4 months)
    —[X] Build mining facilities in the Moy'karrin Valley (2.8 months/18.9 months)
    --[X] Major 2
    —[X] Build mining facilities in the Moy'karrin Valley (18.9 months) (16.1 months)
    —[X] Build a floating city (16 months) (7 months)
    --[X] Major 3
    —[X] Build mining facilities in the An'laajiv Hills (17.8 months)
    —[X] Build Green Dan'xenal mining facilities in the Nor'kaaloy Depression (6.2 months/9.4 months)
    --[X] Major 4
    —[X] Build Green Dan'xenal mining facilities in the Nor'kaaloy Depression (9.4 months) (3.2 months)
    —[X] Build Green and Blue Dan'xenal mining facilities in the Req'laazir Mountains (12.7 months)
    —[X] Build nanomaterial manufactory complex in the Af'torrag District (8.1 months/8.7 months)
    --[X] Major 5
    —[X] Build nanomaterial manufactory complex in the Af'torrag District (8.7 months) (.6 month)
    —[X] Build nanomaterial manufactory complex in the Ob'kannef District (9.6 months)
    —[X] Build nanomaterial manufactory complex in the Sev'laarij District (10.8 months)
    --[X] Major 6
    —[X] Build arcologies near the Pal'nerriv Forest (11.8 months)
    --[X] Minor 1
    —[X] Build mineral processing facilities x8
    --[X] Minor 2
    --[X] Minor 3
    --[X] Minor 4
    —[X] Build Green Dan'xenal processing facilities x5
    --[X] Minor 5
    —[X] Build Blue Dan'xenal processing facilities x5
    -[X] Archeology
    --[X] Action 1
    —[X] Explore unknown alien ruins XA-11 (20 months)
    —[X] Explore unknown alien ruins XA-12 (4 months/21 months)
    --[X] Action 2
    —[X] Explore unknown alien ruins XA-12 (21 months) (17 months)
    —[X] Explore unknown alien ruins XA-13 (7 months/23 months)
    --[X] Action 3
    —[X] Explore unknown alien ruins XA-13 (23 months) (16 months)
    —[X] Explore unknown alien ruins XA-14 (8 months/1 year 2 months)
    --[X] Action 4
    —[X] Explore unknown alien ruins XA-14 (1 year 2 months) (18 months)
    —[X] Explore unknown alien ruins XA-15 (6 months/1 year 5 months)
    --[X] Action 5
    —[X] Explore unknown alien ruins XA-15 (1 year 5 months) (23 months)
    —[X] Explore unknown alien ruins XA-16 (1 month/1 year 8 months)
    --[X] Action 6
    —[X] Explore unknown alien ruins XA-16 (1 year 1 month/1 year 8 months)
    --[X] Action 7
    —[X] Explore unknown alien ruins XA-16 (1 year 8 months) (7 months)
    —[X] Explore unknown alien ruins XA-17 (17 months/1 year 11 months)
    --[X] Action 8
    —[X] Explore unknown alien ruins XA-17 (1 year 11 months) (18 months)
    -[X] Research
    --[X] Action 1 - 16
    —[X] Analysis - Unknown Alien Prototype Weapons
    —[X] Analysis - Unknown Alien Heavy Weaponry
    —[X] Analysis - Unknown Alien Aircraft
    —[X] Analysis - Anti-Gravity Levitation Drive Data
    —[X] Analysis - Advanced Materials Research Data
    —[X] Analysis - Prototype Plasma Weaponry Data
    —[X] Military Vessel Designs - Cruisers
    —[X] Analysis - Unknown mineral samples (Hal'jerran)
    —[X] Analysis - Gravity Manipulation Data
    —[X] Genetic Enhancement Protocols
    —[X] Analysis - Power Weapons Data
    -[X] Faith
    --[X] Pantheon 1 - 7
    —[X] Intermediate Sanctification Rites (2 years 11.2 months)
    —[X] Intermediate Stellar Purification Rites (3 years)
    —[X] Basic Tidekeeper Rites (1 year 12.8 months/1 year 14.4 months)
    --[X] Pantheon 8 - 12
    —[X] Basic Shroudbreaker Rites (1 year 14.4 months)
    —[X] Basic Lunar Restoration Rites (1 year 14.4 months)
    —[X] Basic Lunar Wrath Rites (1 year 14.4 months)
    —[X] Basic Tidekeeper Rites (1 year 14.4 months) (1.6 months)
    --[X] Psionic 1 - 9
    —[X] Refine Psiolyte Power Scale (5 years)
    —[X] Intermediate Runecrafting Methods (2 years)
    —[X] Basic Formation Crafting Methods (2 years)
    -[X] Military
    --[X] Action 1 - 4
    —[X] Restore and reactivate Facility XA-09 (3 years 4 months)
    —[X] Build orbital shipyard (21.2 months) (5.6 months)
    —[X] Build Arsenal Manufactory Complex in the Af'torrag District (7.3 months)
    —[X] Build Ordnance Manufactory Complex in the Af'torrag District (7.3 months)
    --[X] Action 5 - 8
    —[X] Upgrade Shipyards to Tier 1, Level 3
    —[X] Build orbital defense platform x3
    -[X] Action 9 - 12
    —[X] Build Arsenal Manufactory Complex in the Ob'kannef District (8.3 months)
    —[X] Build Arsenal Manufactory Complex in the Sev'laarij District (9.3 months)
    —[X] Build Ordnance Manufactory Complex in the Ob'kannef District (8.3 months)
    —[X] Build Ordnance Manufactory Complex in the Sev'laarij District (9.3 months)
    —[X] Build anti-orbital missile batteries in the Af'tellark District (8.7 months)
    —[X] Build anti-orbital missile batteries in the Gek'varril District (9.7 months)
    —[X] Build anti-orbital missile batteries in the Bel'narrith District (10.7 months)
    —[X] Build orbital defense outpost (1 year 4 months)
    -[X] Project Nef'ar'zal
    —[X] Action 1 - 4
    —-[X] Cybernetic Implantation (Stage 1) (4 years/4 years 12 months)


Ok, time to get to work on the overview.
 
A little heads up for you all.

I am almost done with the Turn 14 overview, and should be able to drop it by either tomorrow night, or Friday morning.
 
Turn 14 overview
The fourteenth year of our ascension to the cosmos ends with more major infrastructural projects, both civilian and military, being completed, even as our Navy undergoes an appreciable expansion, with ten new corvettes and thee new destroyers being commissioned, a few vital breakthroughs in the scientific fields, the arts of the deities are being slowly rediscovered, with some good progress in that direction, even as our first planetary colony ship makes a landing on the moon of our homeworld to establish our first extraplanetary colony.




Overview: Naval Actions
Shipbuilding
Hunter-class corvette × 10
Raider-class destroyer × 3


Cost: 1.305 B minerals, 391.425 M nanomaterials
Shakedown cruise duration: 1 month

Thanks to the efforts of our shipyards and shipbuilders, our Cosmonaval Fleet has seen another increase in size, as 10 new corvettes, from the Hunter-29 to the Hunter-38, along with three more destroyers, the Raider-8, the Raider-9 and the Raider-10 have been built and commissioned by the Cor'av'na.


Colonization
Kel'taor

Description: The satellite or moon of our homeworld and the inspiration for many poets and artists, Kel'taor has seen a fair amount of activity from our people prior to this mission. It was 39 years ago that the first Drak'xarim landed on its surface. Since then, the satellite has been surveyed in its entirety, including the dark side, and it has been found to be quite resource-rich. It might not be such a bad idea to form a colony here, as a test of concept, and to work the rich veins and deposits here.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 1 year 6 months
Chance of success: 85%
Progress: 23 months / 1 year 6 months

The work on the first colony on Kel'taor is progressing smoothly, with a strong likelihood of everything being ready by next year.




Overview: Infrastructure Actions
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: 75%
Rolls: 2d100 = 158 (Notable success)

Having taken the lessons learnt from the past disaster to heart, our engineers took every possible precaution into account while building the mines this time, which have been completed successfully, and will now be guarded by the very Xel'gar Drakes who frequented this region.

Reward: Additional minerals production (+1.26 B minerals per year)


Build mining facilities in the Moy'karrin Valley

Description: Named after the expansive river that flows through it, the Moy'karrin Valley is one of the most naturally blessed regions on Xan'qarras. Mineral resources, agricultural potential, industrial potential….you name it, this valley has it. It would be a very good idea to build some mines here.
Cost: 1.85 B minerals, 555 M nanomaterials
Time: 18.9 months
Chance of success: 80%
Rolls: 2d100 = 183 (Brilliant success)

It was hardly any trouble to build up the mines to tap into the rich veins in the Moy'karrin Valley, which will be a considerable boost to our economy.

Reward: Additional minerals production (+3.75 B minerals per year)


Build mining facilities in the An'laajiv Hills

Description: A group of very old, weather-worn hills, the An'laajiv are, according to geological surveys, sitting on a sizably rich vein of minerals. Tapping into them would be a good idea, considering the plans the Cor'av'na has for the SDF and the Cosmonaval Fleet.
Cost: 1.75 B minerals, 525 M nanomaterials
Time: 17.8 months
Chance of success: 80%
Rolls: 2d100 = 166 (Appreciable success)

The mineral veins at the An'laajiv Hills are at the present, being tapped into with the aid of newly built mining infrastructure.

Reward: Additional minerals production (+3.55 B minerals per year)


Build Blue Dan'xenal mining facilities in the Cav'bellak Heights

Description: A range of low-altitude mountains that overlooks the coastline along the Sal'riof Sea, the Cav'bellak Heights have been noted for the fact that they are rather hostile to most forms of life on our homeworld, with the exception of the local species and variants. This has now been attributed to the presence of an appreciable vein of Blue Dan'xenal underneath. Considering the fact that our researchers found a military usage for Green Dan'xenal and are experimenting more often with the blue isotope, it would be a good idea to work this deposit and build up our stores, just in case an application for it is found.
Cost: 1.1 B minerals, 330 M nanomaterials
Time: 11.4 months
Chance of success: 75%
Rolls: 2d100 = 165 (Appreciable success)

Our engineers have succeeded in building mining infrastructure to tap into the Blue Dan'xenal veins beneath the Cav'bellak Heights, appreciably increasing our future stockpiles of this strategic material.

Reward: Additional Blue Dan'xenal production (+7.7 M Blue Dan'xenal per year)


Build Green Dan'xenal mining facilities in the Nor'kaaloy Depression

Description: Recent geological surveys have stumbled upon a sizable vein of Green Dan'xenal in the Nor'kaaloy Depression. It would be a good idea to set up mining facilities there, especially considering the newfound uses of the mineral.
Cost: 850 M minerals, 255 M nanomaterials
Time: 9.4 months
Chance of success: 80%
Rolls: 2d100 = 171 (Major success)

Our engineers have succeeded in building mining infrastructure to tap into the Green Dan'xenal veins beneath the , appreciably increasing our future stockpiles of this strategic material.

Reward: Additional Green Dan'xenal production (+3.8 M Green Dan'xenal per year)


Build Green and Blue Dan'xenal mining facilities in the Req'laazir Mountains

Description: A mountain range located in the Ler'kaas Desert, the Req'laazir have a reputation for being formidable and inhospitable, what with the mountains themselves being more rugged than usual and infested with bronze Xel'gar Drakes. The region would normally be avoided by us, if not for the fact that geological surveys have identified the presence of a vein of Green Dan'xenal and a vein of Blue Dan'xenal there. Considering recent developments, setting up mining operations there would be a good idea.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 12.7 months
Chance of success: 75%
Rolls: 2d100 = 174 (Major success)

The work on the new mines in the Req'laazir Mountains has been completed without trouble, and are yielding shipments of Green and Blue Dan'xenal as we speak.

Reward: Additional Green and Blue Dan'xenal production (+9.38 M Green Dan'xenal, +5.13 M Blue Dan'xenal per year)


Build nanomaterial manufactory complex in the Af'torrag District

Description: The Af'torrag 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: 850 M minerals, 255 M nanomaterials
Time: 8.7 months
Chance of success: 85%
Rolls: 2d100 = 186 (Brilliant success)

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

Reward: Additional nanomaterials production (+1.65 B nanomaterials per year)


Build nanomaterial manufactory complex in the Ob'kannef District

Description: The Ob'kannef 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: 950 M minerals, 285 M nanomaterials
Time: 9.6 months
Chance of success: 85%
Rolls: 2d100 = 193 (Near-perfect success)

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

Reward: Additional nanomaterials production (+1.75 B nanomaterials per year)


Build nanomaterial manufactory complex in the Sev'laarij District

Description: The Sev'laarij 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: 1.05 B minerals, 315 M nanomaterials
Time: 10.8 months
Chance of success: 85%
Rolls: 2d100 = 187 (Brilliant success)

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

Reward: Additional nanomaterials production (+1.85 B nanomaterials per year)


Build arcologies near the Pal'nerriv Forest

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 Pal'nerriv Forest, a lush grove of deciduous vegetation that is known for the eclectic variety of fruit and vegetable cultivars, some with unique properties.
Cost: 1.15 B minerals, 345 M nanomaterials
Time: 11.8 months
Chance of success: 80%
Rolls: 2d100 = 162 (Appreciable success)

A new set of arcologies have been built close to the Pal'nerriv Forest, and already they are being populated by those who wish to live closer to the untamed wilds. The colonists are beginning to settle down into what is a very wild part of the Nav'korran Expanse.

Rewards: 8 small arcologies built. Additional minerals and nanomaterials production (+1.1 B minerals, +335 M nanomaterials per year); population limit increases by 400 million.


Build a floating city

Description: Having proven the feasibility of building a city on water, now is the time to actually build one and see how it works out.
Cost: 300 M minerals, 90 M nanomaterials
Time: 16 months
Chance of success: 65%
Rolls: 2d100 = 164 (Appreciable success)

Work on the second floating city has been completed, and it is already being populated by people wishing to live by the waters of the sea.

Reward: 1 small floating city built. Additional minerals and nanomaterials production (+450 M minerals, +150 M nanomaterials per year); population limit increases by 100 million.


Build mineral processing facilities x 24
Build Green Dan'xenal processing facilities x 5
Build Blue Dan'xenal processing facilities x 5


Cost: 403.2 M minerals, 121.92 M nanomaterials

The new mineral, Green Dan'xenal and Blue Dan'xenal processing facilities have been built and are already contributing to our economy.




Overview: Archaeology Actions
Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 80%
Rolls: 2d100 = 143 (Success)

We found it! At long last, we have found the hidden entrance to XA-11!

We have finally located the entrance to the site XA-11, and in the process, actually figured out why it remained hidden from us for so long. A mix of clever construction techniques, some really advanced artificial optical illusions, and the nature of the desert all combined to hide this site very well enough.

After entering the site and making our way through the screening floor (quite larger than the norm in the XA-category sites), we found ourselves face to face with one of the largest sites in this category.

XA-11 appears to be two facilities combined into one - a superwarrior production facility, and a cutting edge military arsenal and ordnance manufactory complex. The site has been designated as a "High Priority Target" for the Cor'av'na and the Def-Sec to consider.

Unlocked: Explore unknown alien ruins XA-11 (Section 1) (Archaeology Action), Explore unknown alien ruins XA-11 (Section 2) (Archaeology Action)


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 55%
Rolls: 2d100 = 86 (Failure)

The next attempt at exploring XA-12 has not been so much a failure as an inability to locate the site, considering that the Vel'tazan Cave System took up virtually the entirety of our allocated time. We, however, have a better idea of the cave system, which will help us in future explorations.

Status: Chance of success increased by 3%


Explore unknown alien ruins XA-13

Cost: 1.7 M minerals, 510K nanomaterials
Time: 23 months
Chance of success: 70%
Rolls: 2d100 = 157 (Notable success)

Another bit of success, as our Lorefinders have finally cracked the last remaining cybersecurity protocols and entered the site.

Having made their way through the screening section, they would be in for a surprise.

XA-13 is, from the looks of it, an expansive cloning facility, attached to a large research complex. While seemingly mundane, it is nevertheless a considerable find.

Unlocked: Explore unknown alien ruins XA-13 (Section 1) (Archaeology Action), Explore unknown alien ruins XA-13 (Section 2) (Archaeology Action)


Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 68%
Rolls: 2d100 = 72 (Failure)

The nature of the cybersecurity protocols at the site XA-14 has left our team befuddled. The level of complication is one that has never been seen before, making it quite challenging to proceed.

Status: Chance of success reduced by 10%


Explore unknown alien ruins XA-15

Cost: 2.2 M minerals, 660K nanomaterials
Time: 1 year 5 months
Chance of success: 50%
Rolls: 2d100 = 73 (Failure)

The first part of the exploration of XA-15 was to set up a base-camp, which was a challenge in itself, considering the location, and the defenses in the vicinity of said location. That being said, the first order of business was to disable them, which went through well enough, though not without difficulty.

The next thing to do was a sonar scan of the waters of the bay, near the coast, to locate the cave system. So far, this has not been successful.

Status: Chance of success increased by 2%


Explore unknown alien ruins XA-16

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year 8 months
Chance of success: 50%
Rolls: 2d100 = 72 (Failure)

A good part of the time on this expedition went towards building a fortified, warm base-camp capable of resisting the bitter cold at the foothills, and to keep it safe from the Neph'lar Drakes. That being done, what little time remained was spent in a detailed survey of the region.

Status: Chance of success increased by 2%


Explore unknown alien ruins XA-17

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year 11 months
Chance of success: 66%
Rolls: 2d100 = 95 (Close failure)

Our hackers have made further progress on the cybersecurity protocols of XA-17, and are confident of opening the site in the next attempt.

Status: Chance of success increased by 20%




Overview: Research Actions
Military Vessel Designs - Cruisers

Description: The Bolt from the Heavens has led to a comprehensive shake-up of the Dae'laan in every way possible. As a result, the Cor'av'na intends to be prepared to fight a war of self-defense, and possibly one of aggression, should the need ever arise. In order to strengthen the Cosmonaval Fleet for such a purpose, larger vessels will be needed then at present. We can take a step in that direction by working on the next one in line - the cruiser.
Category: Cosmocraft - Military
Cost: 520 M nanomaterials
Time: 1 year 0.96 months
Chance of success: 100%
Rolls: 2d100 = 198 (Near-perfect success)

The development of new cruiser designs has been nothing short of a stellar success, as after considerable brainstorming sessions, our researchers and shipbuilders have come up with two designs - one for a light cruiser, the other for a heavy cruiser - for the Cor'av'na and the Defense Secretariat to consider. They have already approved said designs, and named them the Ranger-class and the Guardian-class, respectively.

Reward: Ranger-class light cruiser and Guardian-class heavy cruiser unlocked and available for production.


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: 1 year 17.472 months
Chance of success: 90%
Rolls: 2d100 = 186 (Brilliant success)

The data concerning advanced materials was studied and scrutinized minutely by our scientists, and it has given us valuable insights into the sorts of materials used by these aliens, and how they were made, giving us some ideas as to making our own analogues.

Reward: Future Advanced Materials projects have their chances of success increased by 15%.


Analysis - Unknown mineral samples (Hal'jerran)

Description: Our cosmonauts have gathered some unusual mineral samples from the shattered half-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: 1 year 22.08 months
Chance of success: 70%
Unlocks: New mineral resource
Rolls: 2d100 = 175 (Major success)

The mineral samples we obtained from Hal'jerran have been analysed, and much to our surprise, they have been revealed to be an isotope of Dan'xenal, with a reddish tinge. Further analysis has shown it to have moderate levels of radiation, and the ability to produce mutations in nucleic acid helices. We have noted it down, and are at a loss as to what purpose we can use it for at the moment.

Reward: Red Dan'xenal available as a resource.


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: 2 years 9.6 months
Chance of success: 75%
(Minor Breakthrough)
Rolls: 2d100 = 164 (Appreciable success)

We have thoroughly studied the prototype weaponry obtained from XA-04 and have gleaned insights from the same that will help us in development of similar armaments in the future.

Reward: Weaponry projects are 5% more likely to succeed.


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: 2 years 21.12 months
Chance of success: 75%
(Minor Breakthrough)
Rolls: 2d100 = 178 (Major success)

Our aeronauticists have gone through the aircraft designs we found with a toothcomb, and have gotten ideas for a slew of designs of our own.

Reward: Multiple Aerodyne and Helidyne designs now available for production.


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: 2 years 21.12 months
Chance of success: 75%
Unlocks: Anti-Gravity Levitation Drive - Prototype Development (Research Option)
Rolls: 2d100 = 171 (Major success)

We have studied the data regarding the "Anti-Gravity Levitation Drive" and from the looks of it, it is a device meant to allow vehicles to levitate above the ground using anti-gravity technology. The applications of this device to the vehicle industry are as plain as water, with both the civilian and military sectors standing to benefit from it.

Reward: Anti-Gravity Levitation Drive - Prototype Development (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: 2 years 21.12 months
Chance of success: 85%
Unlocks: Increases chance of success and reduces research time for the project "Analysis - Prototype Plasma Weaponry"
Rolls: 2d100 = 185 (Brilliant success)

The data for the prototype plasma weaponry has been studied thoroughly, giving us valuable insights into the intended weapons, and helping us appreciably in our own plans to design the same.

Reward: Chance of success for "Analysis - Prototype Plasma Weaponry" increased by 10%; research time for Analysis - Prototype Plasma Weaponry" reduced by 10%.


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: 4 years 0.768 months
Chance of success: 75%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.
Progress: 6.528 months / 4 years 0.768 months

We have made some progress in studying the data on gravity manipulation, but it will be a while before we can finish it.


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: 29.25 M nanomaterials
Time: 5 years 14.4 months
Chance of success: 87.5%
Status: Queued for next year

Due to the paucity of research capacity, the project has been postponed to next year.


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: 5 years 21.312 months
Chance of success: 55%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"
Status: Queued for next year

Due to the paucity of research capacity, the project has been postponed to next year.




Overview: Faith Actions
Pantheon
Intermediate Sanctification Rites

Description: We have succeeded in understanding the most basic of the rites of Sanctification. But the harsh truth is that they will not be sufficient for us in the long run. There are more advanced spells and rites available in this field. We must get down to studying them.
Time: 2 years 11.2 months
Chance of success: 80%
Rolls: 2d100 = 173 (Major success)

We started the studies of the spells and rites without expecting a lot, but as it turned out, we had been underestimating our comprehension of the intermediate-level methods. Nevertheless, they have now been mastered by us, and all that remains in this field are the most advanced spells and rites.

Reward: Intermediate Sanctification Rites (Increased resistance to middle-tier Chaos Daemons and spells)

Unlocked: Advanced Sanctification Rites (Lore of the Light / Order of the Sun)


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
Chance of success: 85%
Rolls: 2d100 = 182 (Brilliant success)

Using the preliminary rites and spells as a base, the priesthood has succeeded in deciphering the intermediate-level spells and rites of Stellar Purification, which will strengthen us further against the spawn of the Void.

Reward: Reward: Chaos Corruption spells have their efficacy reduced by 15%

Unlocked: Advanced Stellar Purification Rites (Lore of the Light / Order of the Sun)


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: 1 year 14.4 months
Chance of success: 90%
Rolls: 2d100 = 186 (Brilliant success)

Our first attempt to comprehend the rites of the Shroudbreakers has been a comprehensive success, giving us mastery over the preliminary rites and spells. While they will be of little avail against the masters of stealth, they will work well enough against basic illusions and stealth spells.

Reward: Illusions and Shrouds of Lesser Daemons of the Deceptive Machinator can be seen through.

Unlocked: Intermediate Shroudbreaker Rites (Lore of the Night / Order of the Moon)


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: 1 year 14.4 months
Chance of success: 95%
Rolls: 2d100 = 189 (Brilliant success)

All in all, it was hardly troublesome for the priesthood to relearn the initial rites and spells of Lunar Restoration. These spells will go a long way in strengthening our forces against the threats out there, even though they are but preliminary.

Reward: Battlefield casualty recovery increased by 5%; low-level Chaos corruption can be cleansed.

Unlocked: Intermediate Lunar Restoration Rites (Lore of the Night / Order of the Moon)


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: 1 year 14.4 months
Chance of success: 90%
Rolls: 2d100 = 185 (Brilliant success)

The first set of Lunar Wrath rites and spells have been relearned successfully by the priesthood and psiolytes, who now feel a little more confident to take on the foul spawn of the Void, should they come our way.

Reward: Basic level Lunar Wrath rites and spells available. Can deal 150% damage to lesser Chaos daemons, 95% damage to intermediate Chaos daemons, and 50% damage to Greater Chaos daemons.


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: 1 year 14.4 months
Chance of success: 95%
Rolls: 2d100 = 193 (Near-perfect success)

The priesthood has comprehensively succeeded in relearning and mastering the preliminary rites and spells of the Tidekeepers.

Reward: Basic Tidekeeper spells unlocked

Unlocked: Intermediate Tidekeeper Rites (Lore of Water / Order of the Waves)



Psionics
Intermediate 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: 55%
Rolls: 2d100 = 63 (Appreciable failure)

It is one thing to craft basic level Runes, but the ones at the intermediate-level are a different story altogether, as our psiolytes have discovered. It was all they could do to comprehend the Runes on a minute level. They say it will take them quite a few tries to crack them.

Status: Chance of success increased by 2%


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: 73%
Rolls: 2d100 = 104 (Borderline success)

It wasn't easy, but our psiolytes have been able to do it. They have succeeded in mastering the basic Formations of old, and have taken the first steps to becoming proper Formationists.

Reward: Low-level Formations can be crafted.

Unlocked: Intermediate Formation Crafting Methods (Anti-Daemonology Research Option)


Refine Psiolyte Power Scale

Description: With the steady discovery and recruitment of new psiolytes, there might be a need to take another look at the power scale we are currently using to quantify their psionic prowess, and see if it can be overhauled. It will be a long and arduous endeavour, however, during which no new psiolytes can be recruited.
Time: 5 years
Chance of success: 70%
(Warning: Performing this action will lock Psiolyte Training Programs until this action is completed)
Rolls: 2d100 = 83 (Failure)

The process of re-evaluating the psiolyte power has proven to be more difficult than we thought, due to the need to look for more minute differences in power levels and capabilities than before. Still, we have made some progress in this direction, but it will be some time before a new scale can be devised.

Status: Chance of success increased by 3%




Overview: Military Actions
Restore and reactivate Facility XA-09

Description: After a detailed expedition and investigation of the site XA-09, 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: 4.15 B minerals, 1.245 B nanomaterials
Time: 3 years 4 months
Chance of success: 80%
Rolls: 2d100 = 174 (Major success)

We have succeeded in restoring the chemical weapons manufactory - for it can hardly be anything else - to a state of functionality. It simply awaits orders for development of chemicals.


Build orbital shipyard

Description: In order to build up our fleet, we need to build additional shipyards.
Cost: 650 M minerals, 195 M nanomaterials
Time: 1 year 3 months
Chance of success: 80%
Rolls: 2d100 = 152 (Notable success)

Rebuilding the new shipyard to the new specifications wasn't an easy job, but we have been able to do it. It, like its four predecessors, will be able to build cruisers all the same.

Reward: 1 Tier 1, Level 3 shipyard built.


Build Arsenal Manufactory Complex in the Af'torrag District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Af'torrag District. It would be prudent to complete it as soon as possible.
Cost: 750 M minerals, 225 M nanomaterials
Time: 7.3 months
Chance of success: 85%
Rolls: 2d100 = 176 (Major success)

The efforts of our engineers have paid off, resulting in the inauguration of another string of major military infrastructure projects in a while. This Arsenal Manufactory Complex in the Af'torrag District will be the beginning of the development of a cutting edge military force.

Reward: Production of military vehicles, aircraft, drones, etc increased (+2,500 per year)


Build Arsenal Manufactory Complex in the Ob'kannef District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Ob'kannef District. It would be prudent to complete it as soon as possible.
Cost: 850 M minerals, 255 M nanomaterials
Time: 8.3 months
Chance of success: 85%
Rolls: 2d100 = 182 (Brilliant success)

The efforts of our engineers have paid off, resulting in the inauguration of another string of major military infrastructure projects in a while. This Arsenal Manufactory Complex in the Ob'kannef District will be the beginning of the development of a cutting edge military force.

Reward: Production of military vehicles, aircraft, drones, etc increased (+2,500 per year)


Build Arsenal Manufactory Complex in the Sev'laarij District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Sev'laarij District. It would be prudent to complete it as soon as possible.
Cost: 950 M minerals, 285 M nanomaterials
Time: 9.3 months
Chance of success: 85%
Rolls: 2d100 = 185 (Brilliant success)

The efforts of our engineers have paid off, resulting in the inauguration of another string of major military infrastructure projects in a while. This Arsenal Manufactory Complex in the Sev'laarij District will be the beginning of the development of a cutting edge military force.

Reward: Production of military vehicles, aircraft, drones, etc increased (+2,500 per year)


Build Ordnance Manufactory Complex in the Af'torrag District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the requisite small arms for our infantry. There is a proposal to build such a complex in the Af'torrag District. It would be prudent to complete it as soon as possible.
Cost: 750 M minerals, 225 M nanomaterials
Time: 7.3 months
Chance of success: 85%
Rolls: 2d100 = 179 (Major success)

The efforts of our engineers have paid off, resulting in the inauguration of the first few major military infrastructure projects in a while. This Ordnance Manufactory Complex in the Af'torrag District will be the beginning of the development of a cutting edge military force.


Build Ordnance Manufactory Complex in the Ob'kannef District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the required small arms for our infantry. There is a proposal to build such a complex in the Ob'kannef District. It would be prudent to complete it as soon as possible.
Cost: 850 M minerals, 255 M nanomaterials
Time: 8.3 months
Chance of success: 85%
Rolls: 2d100 = 183 (Brilliant success)

The efforts of our engineers have paid off, resulting in the inauguration of the first few major military infrastructure projects in a while. This Ordnance Manufactory Complex in the Ob'kannef District will be the beginning of the development of a cutting edge military force.


Build Ordnance Manufactory Complex in the Sev'laarij District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the required small arms for our infantry. There is a proposal to build such a complex in the Sev'laarij District. It would be prudent to complete it as soon as possible.
Cost: 950 M minerals, 285 M nanomaterials
Time: 9.3 months
Chance of success: 85%
Rolls: 2d100 = 187 (Brilliant success)

The efforts of our engineers have paid off, resulting in the inauguration of the first few major military infrastructure projects in a while. This Ordnance Manufactory Complex in the Sev'laarij District will be the beginning of the development of a cutting edge military force.


Upgrade Shipyards to Tier 1, Level 3

Description: Having developed an improved design for our shipyards, we should allocate resources to ensure that they are upgraded to the newest standards.
Cost: 875 M minerals, 262.5 M nanomaterials
Time: 22 months
Chance of success: 100%
Rolls: 2d100 = 196 (Near-perfect success)

The four shipyards we had built beforehand have now been upgraded to the new designs mandated by the Cor'av'na and the Defense Secretariat.


Build orbital defense platform × 3

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: 1.35 B minerals, 405 M nanomaterials
Time: 23 months
Chance of success: 75%
Rolls: 2d100 = 169 (Appreciable success)

In the wake of the Bolt from the Heavens, the Cor'av'na has given the go-ahead for a crash program to build orbital defenses. As part of this program, named "Sky Guardian", three more orbital defense platforms, named Defense Platform-6-X, Defense Platform-7-X and Defense Platform-8-X have been built. This marks a step forward in the government and military's commitment to keeping the people and the revolution secure.


Build orbital defense outpost

Description: Now that we have working designs for an orbital defense outpost, we should build some in order to ensure the safety of the space around our homeworld.
Cost: 675 M minerals, 202.5 M nanomaterials
Time: 1 year 4 months
Chance of success: 75%
Rolls: 2d100 = 161 (Appreciable success)

In the wake of the Bolt from the Heavens, the Cor'av'na has given the go-ahead for a crash program to build orbital defenses. As part of this program, named "Sky Guardian", the first orbital defense outpost, named Defense Outpost-1-X has been built. This marks a step forward in the government and military's commitment to keeping the people and the revolution secure.


Build anti-orbital missile batteries in the Af'tellark District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Af'tellark District for the same.
Cost: 800 M minerals, 240 M nanomaterials
Time: 8.7 months
Chance of success: 85%
Rolls: 2d100 = 175 (Major success)

The construction of anti-orbital missile batteries in the Af'tellark District has been completed without any trouble whatsoever. It is hoped that they will serve as a means of defense against attacks from the cosmos.

Reward: Anti-orbital missile batteries in the Af'tellark District built to Level 3.


Build anti-orbital missile batteries in the Gek'varril District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Gek'varril District for the same.
Cost: 900 M minerals, 270 M nanomaterials
Time: 9.7 months
Chance of success: 85%
Rolls: 2d100 = 181 (Brilliant success)

The construction of anti-orbital missile batteries in the Gek'varril District has been completed without any trouble whatsoever. It is hoped that they will serve as a means of defense against attacks from the cosmos.

Reward: Anti-orbital missile batteries in the Gek'varril District built to Level 3.


Build anti-orbital missile batteries in the Bel'narrith District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Bel'narrith District for the same.
Cost: 1 B minerals, 300 M nanomaterials
Time: 10.7 months
Chance of success: 85%
Rolls: 2d100 = 186 (Brilliant success)

The construction of anti-orbital missile batteries in the Bel'narrith District has been completed without any trouble whatsoever. It is hoped that they will serve as a means of defense against attacks from the cosmos.

Reward: Anti-orbital missile batteries in the Bel'narrith District built to Level 3.

Project Nef'ar'zal
Cybernetic Implantation (Stage 1)

Description: Now that we have identified candidates for the project, we must start by strengthening them. Installing basic cybernetic implants in them would be a good start.
Cost: 2.25 B nanomaterials
Time: 4 years 12 months
Chance of success: 65%
Progress: 4 years / 4 years 12 months

The first batch of candidates has been subject to a series of basic implants, in order to test them out and see how effective they are. So far, the progress has been good, and the first stage of implantation is coming to a close.




Resources
Minerals
  • Previous stockpile: 5.0511 B
  • Previous production (Total): 28.3995 B
  • New production (Total): 28.3995 B + 1.26 B + 3.75 B + 3.55 B + 1.1 B + 450 M + 120 M = 38.6295 B
  • Previous upkeep: 2.752 B
  • New upkeep: 2.752 B + 2.35 B - 470 M = 4.632 B
  • Previous production (Actual): 25.6745 B
  • New production (Actual): 38.6295 B - 4.632 B = 33.9975 B
  • Expenditure: 29.6023 B
  • Calculated stockpile: 5.0511 B - 29.6023 B + 25.6745 B + 745.5 M + 1.1094 B + 917.083 M + 559.167 M + 16.875 M + 3 × (4.4 M + 3.8 M + 3.2 M + 2.6 M + 2.0 M + 1.4 M + 0.8 M + 0.2 M) + 470 M - 2.35 B = 2.6465 B

Exotic gasses
  • Previous stockpile: 725.28 M
  • Previous production (Total): 43.5 M
  • New production (Total): 43.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 29.5 M
  • New production (Actual): 29.5 M
  • Expenditure: Nil
  • Calculated stockpile: 725.28 M + 29.5 M = 754.78 M

Radioactive materials
  • Previous stockpile: 18.142 M
  • Previous production (Total): 1.05 M
  • New production (Total): 1.05 M
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 700,000
  • New production (Actual): 700,000
  • Expenditure: Nil
  • Calculated stockpile: 18.142 M + 700,000 = 18.842 M

Nanomaterials
  • Previous stockpile: 10.0828 B
  • Previous production (Total): 16.8023 B
  • New production (Total): 16.8023 B + 1.65 B + 1.75 B + 1.85 B + 335 M + 150 M = 22.5373 B
  • Previous upkeep: 1.177 B
  • New upkeep: 1.177 B + 710 M - 142 M = 1.745 B
  • Previous production (Actual): 15.6253 B
  • New production (Actual): 22.5373 B - 1.745 B = 20.7923 B
  • Expenditure: 10.7358 B
  • Calculated stockpile: 10.0828 B - 10.7358 B + 15.6253 B + 1.6087 B + 1.0062 B + 231.25 M + 170.292 M + 5.625 M + 142 M - 710 M = 17.4264 B

Green Dan'xenal
  • Previous stockpile: 35.924 M
  • Previous production (Total): 25.7 M
  • New production (Total): 25.7 M + 3.8 M + 9.38 M + 0.025 M = 38.905 M
  • Previous upkeep: 400,000
  • New upkeep: 400,000 + 0 = 400,000
  • Previous production (Actual): 25.3 M
  • New production (Actual): 38.905 M - 400,000 = 38.505 M
  • Expenditure: Nil
  • Calculated stockpile: 35.924 M + 25.3 M + 3.293 M + 3.166 M + 4,250 + 3,500 + 2,750 + 2,000 + 1,250 = 67.697 M

Blue Dan'xenal
  • Previous stockpile: 4.7536 M
  • Previous production (Total): 9.89 M
  • New production (Total): 9.89 M + 7.7 M + 5.13 M + 6,250 = 22.726 M
  • Previous upkeep: 0
  • New upkeep: 0
  • Previous production (Actual): 9.89 M
  • New production (Actual): 22.726 M
  • Expenditure: Nil
  • Calculated stockpile: 4.7536 M + 9.89 M + 0.898 M + 1.731 M + 1062.5 + 875 + 687.5 + 500 + 312.5 = 17.276 M





A/N: All right, this is getting tighter and tighter.

Better tighten your belts, everyone, and prepare for turn 15.
 
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A round of applause for our almost all our departments are in order
...and a small,morale raising applause for the Bumfinders,hoping they'll do better next time
 
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Quest Roadmap New
While you all wait for Turn 17, here is a brief roadmap of the Quest.

Prologue: To the Stars
  • Current progress: Turn 16
  • Completion requisite: Must have developed a means of FTL travel.

Act I: (Locked: Must finish Prologue to unlock)

Act II: (Locked: Must finish Act I to unlock)

Act III: (Locked: Must finish Act II to unlock)

Act IV: (Locked: Must finish Act III to unlock)

Act V: (Locked: Must finish Act IV to unlock)
 
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While you all wait for Turn 15, here is a brief roadmap of the Quest.

Prologue: To the Stars
  • Current progress: Turn 14
  • Completion requisite: Must have developed a means of FTL travel.

Act I: (Locked: Must finish Prologue to unlock)

Act II: (Locked: Must finish Act I to unlock)

Act III: (Locked: Must finish Act II to unlock)

Act IV: (Locked: Must finish Act III to unlock)

Act V: (Locked: Must finish Act IV to unlock)
Let's brew some tea in the meantime because we have about 50 turns before we are barely capable of finishing the prologue
 
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Building on my previous post,I think we should be able to do these before finding a way of FTL:
-Make sure that our homeworld and any other planet we can settle is like,quadruple runed and warded against The Enemy
-Every soldier we have in our forces is clad in hopefully runed and warded power armour with power weapons and high powered direct energy weapons being the standard arms
-Colossus-class ships being the mainstays that we build our fleets around
-And of course,finely tuned resource extraction and logistical distribution systems that can make all of these happen
It is my proposal for what we can strive for.I would like to hear your thoughts on this and wheter there are conditions you want to add or change
Please and thank you for coming to my TEDTalk.
 
A good proposal.

1. That is doable, but will take time.

2. With consistent advances in technology and quality, this is doable, but will be damn expensive.

3. I would suggest you stick to capital ships for now (Colossi are supercapital ships, and thus, frighteningly expensive).
 
A good proposal.

1. That is doable, but will take time.

2. With consistent advances in technology and quality, this is doable, but will be damn expensive.

3. I would suggest you stick to capital ships for now (Colossi are supercapital ships, and thus, frighteningly expensive).
Like I said,we have a lot to do before even thinking about finishing the prologue,methinks
Like Turn 50,at least
 
A little heads up for you all.

I am nearly done with Turn 15, and should be able to drop it by tomorrow.
 
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Turn 15: Peace and Dissension New
"Peace is a journey of a thousand miles and it must be taken one step at a time." - Lyndon Baines Johnson

It is the year UY 764, per our calendar.

The fifteenth year of our ascension to space opens with plenty of promise, as well as some tensions coming to the front.

The civilian populace has more or less moved on from the fears of the Bolt from the Heavens, and has returned to every life as it was prior to this incident. While they are still keeping an eye on the skies, they are no longer paranoid about it.

However, there is a slight problem. The ambitious plan to militarize the Dae'laan has been a bit too expensive for the short term, necessitating the extension of rationing arrangements, as well a potential vote on the matter in the Parliament of the People. One faction believes that a short hiatus will do, but another is pushing for a longer one.

It feels as if we are finally returning to a moment of peace.

Current Stability: 100%
Current Population: 1.437 billion




Xel'karros Nav'krin, Kel'taor….


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

Val'sharr Ironfist was not a proud person by nature. No, if anything, he was the very personification of humility.

But when you are one among the many chosen to form an extraplanetary colony, the first one of your civilization, on your satellite / moon no less? In such a case, even the most humble of individuals will not be able to avoid the slightest amount of pride.

And such was the state of mind of Val'sharr as he looked around him.

Even a few years ago, this particular part of Kel'taor had been nothing but barren, desolate and empty. Like a desert, except even deserts have some signs of life. This was what could be charitably called a dead land, with xal'rans¹ upon xal'rans of empty rock all around.

That all seemed set to change when the newly formed Bureau for External Colonization announced a grand plan to colonise the satellite, with an intent to have it and the other celestial bodies in the system be productive colonies in 10 years.

An ambitious plan, to be sure, and one that would have the full backing of the civilian government and the military establishment, though for differing reasons. The civilian government saw additional living space in the colonies, the military establishment saw them as a means to project and enhance power.

Thus, the Purveyor would be built, and outfitted for the formation of a small colony - the Drak'xarim were nothing if not cautious, and wished to take it carefully while setting up the colony.

Having set up a basic cosmoport to receive additional supplies, the colonists then got down to preparing the chosen site for construction. Once that was done, they began to build, round the clock, in organized shifts.

It was a completely new experience for them all, to build in cosmosuits, on the surface of the moon, but they soon got accustomed to the novelty as the foundations of the arcologies were set up.

The months rolled by, as the buildings began to take up, thanks to the unrelenting efforts of the colonists, who were determined to celebrate the Krel'norran (not the upcoming one, as there was still some work left) in their new homes in the colony.

And as the new year came on, there was but only 7 more months of work left for the colonists to go through, and then they would have proper settlements.

But that would merely be the beginning of their journey. There were mines to build (for Kel'taor was quite rich in minerals), infrastructure to build (both on the surface and the cosmos). Their work would only start paying off in the future.

Such thoughts, instead of demoralising them, burnt a fire within them, as they sowed the seeds of what would hopefully become a powerful entity in the future.



Naval Actions
Three years have passed since the Bolt from the Heavens, which has caused a change in the outlook of the All-Union Center for Cosmological Studies. They are now more preoccupied with the formation and development of extraplanetary colonies, even as there is talk of revisiting the Bel'xarok file sometime in the future.

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

Vessels available
Civilian
Resolution
  • Status: In orbit above Xan'qarras, assisting with research


Curiosity
  • Status: In orbit above Xan'qarras, assisting with research


Farsight
  • Status: In orbit above Xan'qarras, assisting with research


Steadfast
  • Status: In orbit above Xan'qarras, assisting with research


Military
Currently available:

Corvettes:
Hunter-1 (CC-1) to Hunter-38 (CC-38)
  • Status: Currently patrolling the space around Xan'qarras


Destroyers:
Raider-1 (DD-1) to Raider-10 (DD-10)
  • 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
(Currently suspended by the AUCCS)


Shipbuilding
Currently, our shipyards can build a maximum of 9 corvettes, 5 destroyers and 3 cruisers 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 85 ships at a time, from the five 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


Purveyor-class planetary colony ship

Description: A ship based considerably expanded Resolution-class hull, the Purveyor-class is designed with the purpose of carrying colonists to a designated colonization site, with all the necessary supplies needed for the same.
Cost: 375 M minerals, 112.5 M nanomaterials
Build time: 12 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: 80.75 M minerals, 24.225 M nanomaterials
Build time: 7.65 months
Shakedown cruise duration: 1 month


Raider-class destroyer

Description: An evolved design based on the Hunter-class corvette, the Raider-class is a rather uncomplicated vessel with small caliber guns, laser cannons, missiles and torpedoes, and provision for a small drone bay.
Cost: 165.75 M minerals, 49.725 M nanomaterials
Build time: 11.9 months
Shakedown cruise duration: 1 month


Ranger-class light cruiser

Description: A warship based on the recovered data from XA-05, the Ranger-class is an uncomplicated design, armed with cruiser-caliber Accelerator Cannons, opticothermal / laser cannons, missiles and torpedoes, with provision for a small drone bay.
Cost: 425 M minerals, 127.5 M nanomaterials
Build time: 14 months
Shakedown cruise duration: 1 month


Guardian-class heavy cruiser

Description: A warship based on the recovered data from XA-05, the Guardian-class is an uncomplicated design, armed with cruiser-caliber Accelerator Cannons, opticothermal / laser cannons, missiles and torpedoes, with provision for a small drone bay.
Cost: 650 M minerals, 195 M nanomaterials
Build time: 19 months
Shakedown cruise duration: 1 month


Colonization
Now that we have built our first planetary colonization ship, we might want to think seriously about putting it to use and forming a permanent settlement on one of the celestial bodies in our star system.

The AUCCS has a few candidates in mind regarding the same.

Kel'taor

Description: The satellite or moon of our homeworld and the inspiration for many poets and artists, Kel'taor has seen a fair amount of activity from our people prior to this mission. It was 39 years ago that the first Drak'xarim landed on its surface. Since then, the satellite has been surveyed in its entirety, including the dark side, and it has been found to be quite resource-rich. It might not be such a bad idea to form a colony here, as a test of concept, and to work the rich veins and deposits here.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 1 year 6 months
Chance of success: 85%
Progress: 23 months / 1 year 6 months


Aiuran

Description: The fourth planet from our star, Aiuran seems to have been capable of supporting life sometime in the past, as has been deduced from the images sent by our probes, which show what appear to be the remains of a river system. Surveys have shown the planet to be inhabited once in the past by the same aliens that built the XA-category sites on our homeworld. We could consider setting set up a colony here, to test some concepts of "geoforming".
Cost: 1.15 B minerals, 345 M nanomaterials
Time: 1 year 4 months
Chance of success: 85%


Raz'karrik

Description: The first of Aiuran's satellites, surveys of it have thrown up the possibility that this little ball of rock could potentially support life. Maybe we could form a small colony here.
Cost: 850 M minerals, 255 M nanomaterials
Time: 20 months
Chance of success: 80%


Noba'ntor

Description: The second of Aiuran's satellites, surveys of it have been less promising in terms of the possibility of life support, but the fact that it is mineral rich is forcing us to think about forming a settlement here.
Cost: 1 B minerals, 300 M nanomaterials
Time: 22 months
Chance of success: 80%




The Halls of the People, Central Gubernatorial Suburb, Var'kalas


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

The tension in the air inside the Central Hall was quite palpable - so much so that one could cut it with a knife. And as the Representors sat down for the session of Parliament, it felt like the calm before the storm.

The events of the last three years had effectively driven a rift between the hitherto unified representatives of the people. While initially they all had stood behind the imposition of a state of emergency across the Dae'laan, further investigations revealed that the perceived threat might not be as great as imagined. Still, the Cor'av'na, with its allies in the civilian government, the People's Secretariat for Defense and the People's Secretariat for Internal Security, were able to push forward an ambitious plan for building up the military capabilities of the DPCR. It had been approved by the Representors on the principle "Better safe than sorry", even though there had been underlying murmurs about the short-term economic disruption the plan could cause.

As it turned out, there was merit to both arguments. The infrastructure built as part of the recent One-Year Plans did indeed provide a long-term boost to the Dae'laan's economy, but they came perilously close to breaking the reserves, something the People's Secretariat for Economic Affairs was not happy about. As it was, their arguments had fallen on deaf ears, and now they had the unenviable task of steering the ship through exceedingly turbulent waters.

For the first two years, they kept mum hoping that the Militarists would see sense and step on the brakes, but they would be dashed as another expensive One-Year Plan was authorised.

With a sour taste in their mouths, they let it be executed, but were determined to stall the next one, when the next session of Parliament would be held.

And that put the focus on the present session, where two camps of Representors - the Militarists, who were for a steady, uninterrupted development of the military power of the Union, and the Rationalists, who were not against the development of military capabilities, but not at the cost of causing the economic and social collapse of the Dae'laan - were debating the course of action for the Union's foreseeable future.

"It goes without saying that everyone in this chamber is in support of the idea to suspend any and all major infrastructure projects for this year. The point in contention, though, is in a different place. There are some who are asking for construction to resume after a one-year hiatus, feeling that the economy will be sufficiently restored by that time. I, for one, feel that this is the course that we should follow. We can supply our projects on the fly with the proceeds of what we are building. And as the Bolt from the Heavens has shown us, we are quite vulnerable to an attack by an entity with a developed navy and territories." Hal'xeda Firewalker, one of the more hardline Representors when it came to the security of the Dae'laan, said, her sentences crisp and short, intending to leave little room for argument. Even though it was not possible on this issue.

"That is indeed so, and the strategy would be appreciable, if not for the fact that it places too much faith in the current capabilities of the productive forces. We are not in a position to spend as we wish, without making considerations for the future. The economy suffered a crippling blow due to the first One-Year Plan after UY 760, and the succeeding plans have merely served to extend this situation. It needs time to recover from the blow, but in the wave of alarmism that swept us in the aftermath, we neglected to consider it. It would be folly to ignore it for any longer. Thus, like some of my comrades here, I propose that there be a hiatus of at least two years on any and all major infrastructure projects, civilian or military, for now." Sel'kraath Drakeslayer, part of the Rationalist grouping in the All-Union Congregation of Councils, said, with a firm voice and stern stare directed at the Militarist Representors.

"You ask for a little too much there, Comrade Sel'kraath. The economy has received boosts in the arm after the recent One-Year Plans. It can sustain itself well enough while we build our way to strengthening it and our defensive capabilities." Hal'xeda said, a deep frown on her face.

"With all due respect, Comrade Hal'xeda, this is the least that can be demanded. The economy might look strong to you, but the constant building of infrastructure has put a strain on it that you are unable to see. All it needs is a couple of years to work it off and then, it will be operating smoothly, like a well-oiled machine." Sel'kraath retorted, his own eyebrows knitted together.

"That is well and good, but what if a second Bolt from the Heavens occurs in the meantime?"

"Can that be ascertained with certainty? If so, I am willing to support a more extensive militarisation plan."

This would lead to a loud chorus breaking out in the chamber, as both the groups began to argue loudly back and forth, only to be firmly rebuked by the Speaker.

"Order, order! This is the Parliament of the People. Such behavior does not behove you, the representatives of the populace of the Dae'laan." Fer'zorra Steelbreaker, the Speaker of the All-Union Congregation of Councils, said in annoyance, banging hard on the gavel with her hammer.

After a moment of awkward silence, she sighed and said, "Let us put this matter to a vote."



Infrastructure Actions
Three years have passed since the Bolt from the Heavens, and the populace has effectively returned to a semblance of normalcy. The People's Secretariat for Transportation and the People's Secretariat for Industrial Development have been quite busy last year, overseeing the completion of several civilian infrastructure projects, which will considerably strengthen our economy in the future, especially after the recent construction plan almost broke it down. While such a collapse was avoided, the heavily expensive One-Year Plans in succession have caused the People's Secretariat for Economic Affairs to put its foot down and refuse to release resources for any projects for the near future.

You have 11 action slots (6 major, 5 minor) available for this section.

Available major projects
Build mining facilities in the Northern Sak'zaalith Plateau (Phase 1)

Description: The Sak'zaalith 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: 1.65 B minerals, 495 M nanomaterials
Time: 18.7 months
Chance of success: 80%


Build mining facilities in the Southern Sak'zaalith Plateau (Phase 1)

Description: The Sak'zaalith 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: 1.75 B minerals, 525 M nanomaterials
Time: 19.8 months
Chance of success: 80%


Build mining facilities in the Or'laabos Hills

Description: A group of very old, weather-worn hills, the Or'laabos are, according to geological surveys, sitting on a sizably rich vein of minerals. Tapping into them would be a good idea, considering the plans the Cor'av'na has for the SDF and the Cosmonaval Fleet.
Cost: 1.65 B minerals, 495 M nanomaterials
Time: 16.8 months
Chance of success: 80%


Build Blue Dan'xenal mining facilities in the Sak'zaalith Plateau

Description: The Sak'zaalith 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, which include Dan'xenal veins as well. Unlike the mineral veins, it will not take as much time and effort to tap into the Blue Dan'xenal veins here.
Cost: 1.45 B minerals, 435 M nanomaterials
Time: 14.6 months
Chance of success: 75%


Build Green Dan'xenal mining facilities in the Sak'zaalith Plateau

Description: The Sak'zaalith 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, which include Dan'xenal veins as well. Unlike the mineral veins, it will not take as much time and effort to tap into the Green Dan'xenal veins here.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 12.7 months
Chance of success: 75%


Build Green and Blue Dan'xenal mining facilities in the Er'kaanos Depression

Description: Recent geological surveys have stumbled upon appreciable veins of Green Dan'xenal and Blue Dan'xenal in the Er'kaanos Depression. It would be a good idea to set up mining facilities there, especially considering the newfound uses of the minerals.
Cost: 1.85 B minerals, 555 M nanomaterials
Time: 18.4 months
Chance of success: 80%


Build nanomaterial manufactory complex in the Zen'thaaros District

Description: The Zen'thaaros 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: 950 M minerals, 285 M nanomaterials
Time: 9.6 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Ar'zeelad District

Description: The Ar'zeelad 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: 1.05 B minerals, 315 M nanomaterials
Time: 10.8 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Caf'begar District

Description: The Caf'begar 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: 1.15 B minerals, 345 M nanomaterials
Time: 11.6 months
Chance of success: 85%


Build arcologies near the Drel'tokkar Seaboard

Description: The Drel'tokkar Seaboard is where the continent of Dek'manak meets the Fal'terrin Sea to the west, forming a long coastline that is in the proximity of several natural resources. It would be a good idea to build some arcologies here.
Cost: 1.55 B minerals, 465 M nanomaterials
Time: 15.7 months
Chance of success: 80%


Build arcologies in the Moy'karrin Valley

Description: Named after the expansive river that flows through it, the Moy'karrin Valley is one of the most naturally blessed regions on Xan'qarras. Mineral resources, agricultural potential, industrial potential….you name it, this valley has it. It goes without saying that we should build some arcologies here.
Cost: 1.35 B minerals, 405 M nanomaterials
Time: 13.7 months
Chance of success: 80%


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 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%


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 Green Dan'xenal processing facilities

Description: The discovery of Green 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 Green Dan'xenal production per year


Build Blue Dan'xenal processing facilities

Description: The discovery of Blue 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: +1.25K Blue Dan'xenal production per year




Site XA-11, Ler'kaas Desert…


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

The team of Lorefinders stepped into the expansive first section of the site with an air of awe.

"Every time I think I have seen all that these aliens were capable of, we explore a new site and that notion is turned on its head." Col'qran, one of the team, said as he looked around him, at the cutting edge equipment all around.

"You have a point there. We haven't looked at this place in detail, and I can already say that XA-06 pales in comparison to this. Like, this is on a completely different scale. It is as if superwarriors are created here from scratch." Dep'vana said, as she busied herself in accessing one of the computer terminals.

"What do you mean they are created from scratch?" Mab'zarr, the Cor'av'na liaison on this expedition, asked, eyebrows raised.

"As in, the bodies are created from scratch, with a lot of genetic engineering going into the process. Then they are subject to cybernetic implantation, and then, training - both physical and mental. At least, that is what the non-classified summaries in the computers here are saying." Wen'tarris said as she finished accessing a computer terminal on her side.

"Whoa, whoa, whoa…you mean they basically grew their superwarriors in..vats, so to speak?"

"That is a blunt way of putting it, but yes, that is exactly what it amounts to. The superwarriors produced here are apparently the real deal, compared to XA-06, which apparently was meant for producing lower-level, enhanced soldiers."

This announcement brought on a moment of awkward silence.

"Well, it doesn't harm anything. We only have to shift Project Nef'ar'zal here, and work on a different project in XA-06."

"That is for the Cor'av'na and DefSec to decide. For our part, we should focus on exploring this place in detail."



Archaeology Actions
The recent directives from the Cor'av'na and the Defense Secretariat has seen the All-Union Archaeological Survey redirect its focus to the remaining XA-category sites, with the XB-category sites being put on hold for now. A couple of vital breakthroughs have been made, at the XA-11 and XA-13 sites, which have been revealed to be of considerable value, one way or the other. This has restored the flagging morale of the Lorefinders, some of whom are again willing to work the sites to the end.

You have 9 action slots available for this section.

Available projects
Analysis - Unknown alien language XB-L-01

Description: The characters found at the site XB-01 have been collected and brought to the attention of our linguistic experts, to analyze it, and offer some insights, if possible.
Time: 1 year
Chance of success: 0.00001%
(Project put on hold indefinitely)


Explore unknown alien ruins XA-11 (Section 1)

Cost: 3.2 M minerals, 960K nanomaterials
Time: 1 year 20 months
Chance of success: 65%


Explore unknown alien ruins XA-11 (Section 2)

Cost: 3.3 M minerals, 990K nanomaterials
Time: 1 year 22 months
Chance of success: 65%


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 58%


Explore unknown alien ruins XA-13 (Section 1)

Cost: 3.5 M minerals, 1.05 M nanomaterials
Time: 1 year 21 months
Chance of success: 70%


Explore unknown alien ruins XA-13 (Section 2)

Cost: 3.95 M minerals, 1.185 M nanomaterials
Time: 2 years 2 months
Chance of success: 70%



Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 58%


Explore unknown alien ruins XA-15

Cost: 2.2 M minerals, 660K nanomaterials
Time: 1 year 5 months
Chance of success: 52%


Explore unknown alien ruins XA-16

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year 8 months
Chance of success: 52%


Explore unknown alien ruins XA-17

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year 11 months
Chance of success: 86%


Explore unknown alien ruins XB-01

Cost: 900K minerals, 270K nanomaterials
Time: 16 months
Chance of success: 55%
(Project put on hold indefinitely)


Explore unknown alien ruins XB-02

Cost: 900K minerals, 270K nanomaterials
Time: 1 year
Chance of success: 55%
(Project put on hold indefinitely)


Explore unknown alien ruins XB-03

Cost: 1.1 M minerals, 330K nanomaterials
Time: 19 months
Chance of success: 50%
(Project put on hold indefinitely)


Explore unknown alien ruins XB-04

Cost: 1.1 M minerals, 330K nanomaterials
Time: 20 months
Chance of success: 50%
(Project put on hold indefinitely)


Explore unknown alien ruins XB-05

Cost: 1.4 M minerals, 420K nanomaterials
Time: 22 months
Chance of success: 45%
(Project put on hold indefinitely)





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



Research Actions
The crash of an alien vessel on our homeworld has the People's Secretariat for Scientific Research and Development
somewhat paranoid and concerned, as they are now consistently staring at the skies while working on their projects. The recent development of quantum and optical supercomputers will be of great aid to them while working on future projects. On the sidelines, the labbers have noted suspicious behavior on the part of some of the researchers, and are preparing to keep an eye on the concerned individuals.

You have 16 action slots available for this section.

Available projects
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: 5 years 4.416 months
Chance of success: 65%
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: 6 years 21.792 months
Chance of success: 60%
Unlocks: Megascale Orbital Engineering Methods (Research Option)


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: 4 years 3.533 months
Chance of success: 85%
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: 17 years 6.72 months
Chance of success: 50%
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: 5 years 18.24 months
Chance of success: 75%
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: 10 years 8.832 months
Chance of success: 60%
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: 4 years 0.768 months
Chance of success: 75%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.
Progress: 6.528 months / 4 years 0.768 months


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: 29.25 M nanomaterials
Time: 5 years 14.4 months
Chance of success: 87.5%
Status: Due for execution this year


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: 5 years 21.312 months
Chance of success: 60%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"
Status: Due for execution this year


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: 8 years 15.36 months
Chance of success: 55%
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: 5 years 6.08 months
Chance of success: 65%
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: 4 years 14.08 months
Chance of success: 90%
Unlocks: Basic Electric Weaponry (Research Option)


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: 206.25 M nanomaterials
Time: 3 years 11.328 months
Chance of success: 95%
Unlocks: Basic Power Armor designs available


Analysis - Mysterious piece of technology

Description: We have recovered a strange piece of technology from the wreckage of the alien cruiser. It is like nothing we have seen before, and for some reason, the investigators are demanding a detailed analysis of it. Well, we have no choice but to oblige them (and to be honest, there is no small amount of curiosity in the Sci-Res-Dev Secretariat regarding it).
Category: Alien Technology
Cost: 1.75 B nanomaterials
Time: 6 years 9.6 months
Chance of success: 45%


Anti-Gravity Levitation Drive - Prototyping

Description: Now that we have a better idea of the theory behind the Anti-Gravity Levitation Drive, we can take our own steps towards developing it ourselves - by starting with making some functional prototypes.
Category: Locomotion
Cost: 1.25 B minerals
Time: 3 years 18 months
Chance of success: 65%


Design Standardization - Light Cruisers

Description: By streamlining the design schematics for our light cruisers, we can speed up their building process, as well as cut down on their building costs.
Category: Cosmocraft - Military
Cost: 575 M nanomaterials
Time: 22 months
Chance of success: 90%


Improved Maintenance Subroutines - Light Cruisers

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 light cruisers.
Category: Cosmocraft - Military
Cost: 695 M nanomaterials
Time: 23 months
Chance of success: 85%


Design Standardization - Heavy Cruisers

Description: By streamlining the design schematics for our heavy cruisers, we can speed up their building process, as well as cut down on their building costs.
Category: Cosmocraft - Military
Cost: 985 M nanomaterials
Time: 1 year 8 months
Chance of success: 90%


Improved Maintenance Subroutines - Heavy Cruisers

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 heavy cruisers.
Category: Cosmocraft - Military
Cost: 1.05 B nanomaterials
Time: 1 year 10 months
Chance of success: 85%


Orbital Shipyard Advancement (Tier 2)

Description: In the aftermath of the Bolt from the Heavens, the Cor'av'na has embarked on an ambitious plan to expand the Revolutionary Defense Forces. Crucial to the plan is the Cosmonaval Fleet, which is hardly capable of standing up to a regular adversary as of now, in simulated wargames. We will need capital vessels to strengthen the fleet, but our current shipyard design is incapable of building them, let alone accommodating them. A major overhaul and expansion of the design from the bottom-up will be necessary, to be able to build anything larger than a cruiser.
Category: Cosmic Facilities
Cost: 2.75 B nanomaterials
Time: 9 years 14.4 months
Chance of success: 80%
Unlocks: Orbital Shipyard (Tier 2, Level 1) (Military Infrastructure Option)




The 4th Federal Research Center for Psionics, Al'tezzor Nol'rios Suburb, Zol'narroj


View: https://youtu.be/6TwV-11hzkk?si=qKoiKuJkLGFcg9M6

All things considered, the past year had been a welcome reprieve for Zal'drak and his fellow Acolytes, especially if the strain of UY 761, UY 762 and UY 763 are considered.

The populace, now all but convinced that the Bolt from the Heavens, while unfortunate, was a one-off incident, were now far more confident and optimistic than they were before, and had cut down on their frequent visits to the temples. Everyday life had all but returned to the normalcy that was the norm prior to UY 760.

This left the priesthood, the psiolytes and the People's Secretariat for Religious and Psionic Affairs to focus more keenly on the matters at hand, namely, the ongoing studies of the various rites dedicated to the deities of the Pantheon, as well as the investigation into the reports of "suspicious activity", in tandem with the People's Secretariat for Internal Security.

As regards the former, the progress had been steady and consistent, if a bit slow by some. With the progress made in studying the rites of the Lore of the Light, there was a feeling that it could be completed in the next 7-8 years if all resources were diverted to that particular field.

The Lore of the Night had also seen a moderate amount of progress, with all the basic rites now mastered, and the intermediate-level rites now beckoning. Also, the Lore of Water had seen its first breakthrough in the field so far, with the preliminary rites of the Tidekeepers now mastered.

On the sidelines, the informal study groups formed by the Acolytes and Initiates were busy carrying out their own studies into the various rites of the Lores, and had been able to make quite a few advances in their own right.

(Basic Shadeslayer Rites: Time reduced by 20%; chance of success increased by 7.5%)
(Basic Death Warden Rites: Time reduced by 20%; chance of success increased by 7.5%)
(Basic Thanatomantic Rites: Time reduced by 15%; chance of success increased by 5%)
(Basic Imbuement Rites: Time reduced by 15%; chance of success increased by 5%)
(Basic Aegismaker Rites: Time reduced by 15%; chance of success increased by 5%)
(Basic Metalweaver Rites: Time reduced by 15%; chance of success increased by 5%)
(Intermediate Divination Rites: Time reduced by 15%; chance of success increased by 5%)

While there was nothing but success on the academic front, the investigation was, however, running into what seemed to be dead ends. The individuals in question proved to be more stealthy than expected, and quite adept at clearing up their tracks. If anything was obtained at all, it was too obscure to make any sense of. All that could be done was to maintain the vigil, as the feeling of uneasiness did not leave the priesthood and the psiolytes.



Faith Actions
The fears of the populace regarding the Bolt from the Heavens have effectively disappeared, thanks to the intensive counseling efforts on the part of the priesthood. The People's Secretariat for Religious and Psionic Affairs and the People's Secretariat for Internal Security have conducted an investigation into the reports of suspicious activities, but have come up empty-handed so far.

You have 12 action slots available for the Pantheon subcategory.

You have 9 action slots
available for the Psionics subcategory.

Available actions: Pantheon
Lore of the Light / Order of the Sun
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%


Advanced Sanctification Rites

Description: We have succeeded in understanding the most basic of the rites of Sanctification. But the harsh truth is that they will not be sufficient for us in the long run. There are more advanced spells and rites available in this field. We must get down to studying them.
Time: 5 years 12 months
Chance of success: 50%


Advanced 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: 5 years 14 months
Chance of success: 50%


Intermediate Exorcism Rites

Description: The relearning of the basic rites of Exorcism has given us some tools to use against the horrors of the Void. But they will not suffice against the more powerful Daemons. There are mentions of more powerful spells and rites in the ancient texts. They must be scrutinized in order to be better prepared for what might come ahead.
Time: 2 years 19.2 months
Chance of success: 75%


Intermediate 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. While we have relearned some of the preliminary rites in this particular field, they will not suffice in the long run. We must study the more advanced rites and spells in order to improve our advantage.
Time: 2 years 19.2 months
Chance of success: 75%


Intermediate 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. The basic rites and spells in this field have been mastered successfully, but we should look ahead to the stronger, more advanced rites and spells in this field, in order to improve our position.
Time: 3 years
Chance of success: 70%


Lore of the Night / Order of the Moon
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%


Intermediate Lunar Purification Rites

Description: Having relearned the basic rites of Lunar Purification has put us on the path to restoring the Nightkeepers. The endeavor is easier said than done, however, and will require the mastery of all the spells and rites in this field. For now, the next level of spells and rites should suffice as a target.
Time: 2 years 14.4 months
Chance of success: 80%


Intermediate 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: 3 years 22 months
Chance of success: 70%


Intermediate 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: 3 years 18 months
Chance of success: 75%


Intermediate 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: 3 years 16 months
Chance of success: 70%


Lore of Water / Order of the Waves
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%


Intermediate 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: 3 years 16 months
Chance of success: 70%


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: 1 year 14.4 months
Chance of su
ccess: 90%


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: 75%


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: 80%


Intermediate 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 have succeeded in mastering the basic ones. Now, it is time to move on and study some more advanced rites in this field.
Time: 3 years 21 months
Chance of success: 70%


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%


Intermediate 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. For now, we have relearned some of the basic rites. But in order to grasp this field better, we will need to get a grip of the more advanced rites.
Time: 4 years 6 months
Chance of success: 60%


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: 2 years 9.6 months
Chance of success: 82.5%


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: 90%


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: 85%



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: 75%


Intermediate Purificator Rites

Description: Having relearned some of the rites of Purification is a step in the right direction. But it is unfortunately not enough. There are more advanced rites in this field, with more potency. They must be the focus of our efforts of rediscovery.
Time: 3 years 6 months
Chance of success: 80%


Intermediate Restorator Rites

Description: We have made some progress by relearning the basic rites of Restoration, but it will not suffice, sadly enough. There exist more powerful spells and rites in this field, and it would serve us well to make further progress in this direction.
Time: 3 years 4 months
Chance of success: 80%


Lore of Death
Build Temples of the Dead (Repeatable)

Description: Just as a living being is born and granted the gift of life, so too must it have to depart the realm of the living when it's time has come. Thus begins its journey to the Eternal Fields, the realm of the dead. To which region of the Fields shall they go is to be decided by the Goddess of Death, Sen'kiral. By building temples dedicated to her, we can ensure that not only the journey goes on smoothly, but also appease her and her cold, impartial wardens.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Sen'kiranni Codex (Repeatable)

Description: The Sen'kiranni Codex is a comprehensive repertoire of myths and legends of the Goddess of Death, Sen'kiral. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Intermediate Soulkeeper Rites

Description: When a person dies and their soul leaves the physical body, it is in a very vulnerable state. Not knowing immediately where to go or what to do, it is a prime target for the malevolent forces. In order to prevent this, special rites are conducted by the Soulkeepers in order to commune with them and ensure their safe passage to the Eternal Fields. The rites we are practicing now are merely basic ones. There are more complex ones recorded in the ancient texts, which must be rediscovered.
Time: 4 years
Chance of success: 70%


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: 2 years 9.6 months
Chance of success: 87.5%


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: 2 years 13.2 months
Chance of success: 85%


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: 75%


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: 90%


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%


Intermediate 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. We have been able to rediscover the preliminary rites and spells, and the results of their application have proven to be promising. This leads us to think how much more effective the advanced rites will be.
Time: 4 years 12 months
Chance of success: 60%


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: 3 years 9.6 months
Chance of success: 75%


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: 2 years 13.2 months
Chance of success: 80%


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: 3 years 9.6 months
Chance of success: 75%


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: 90%


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: 90%


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: 90%


Intermediate Thunderdancer Rites

Description: We have taken the first steps in rediscovering the arts of the Thunderdancers. But considering what dangers might be awaiting us out there, they are not going to be enough. This field has more advanced spells and rites, which should be learned post-haste.
Time: 3 years 12 months
Chance of success: 75%


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: 85%


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: 3 years 9.6 months
Chance of success: 78%


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: 75%

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: 66%
Progress: 3 years / 3 years 18 months


Intermediate 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. We have been able to learn the most basic of their works. There are far more powerful ones that await to be studied.
Time: 2 years
Chance of success: 57%


Intermediate 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: 3 years 18 months
Chance of success: 58%


Form Order

Description: As our prowess in the psionic arts improves with time, along with the numbers of our psiolytes, it would be worth the consideration to form orders out of the practitioners of the various disciplines of the psionic fields.
Time: 1 year
Chance of success: 100%


Refine Psiolyte Power Scale

Description: With the steady discovery and recruitment of new psiolytes, there might be a need to take another look at the power scale we are currently using to quantify their psionic prowess, and see if it can be overhauled. It will be a long and arduous endeavour, however, during which no new psiolytes can be recruited.
Time: 5 years
Chance of success: 73%
(Warning: Performing this action will lock Psiolyte Training Programs until this action is completed)




The Qal'ea'rk, Central Gubernatorial Suburb, Var'kalas…..


View: https://youtu.be/aSKjyo6b6FM?si=FuqqLFKtUkrxVMJe

The Qal'ea'rk was not merely the headquarters of the Cor'av'na, as one would assume by looking at it from the outside. It was a symbol of the revolutionary government's commitment to preserving the revolution and the populace from any and all sorts of threats, as well as a living museum to the struggles wrought during the Revolutionary Wars.

Of late, though, within the halls of this august complex, the mood had been tense and worried. The higher-ups had been deeply alarmed when the Bolt from the Heavens had occurred, and assuming the worst (an unfortunate, but acquired habit due to the viciousness of the fauna and flora on Xan'qarras, which had instilled a habit of assuming and preparing for the worst in the Drak'xarim), acted in tandem with the People's Secretariat for Defense and People's Secretariat for Internal Security to impose a state of emergency across the Dae'laan.

The populace had initially been cooperative….to an extent, but once the investigation reports were released into the public domain, the underlying tensions began to come to the surface. The impression that there was no imminent threat to the Dae'laan had been formed amongst the people, as well as much of the civilian government, and there was little that could be said or done to convince them otherwise. The state of emergency, thus, would be lifted, but the labor armies raised and deployed in the aftermath of the alien cruiser's crash would not be disbanded. Rather, they would remain active, for the Cor'av'na had an expansive plan in mind to strengthen the Dae'laan against any such event in the future, something which the civilian government and the Central Executive Committee agreed wholeheartedly to.

As part of said plan (codenamed Operation Xel'danar), a lot of infrastructure, both civilian and military, would be built, along with restoring all the XA-category sites of military and strategic value, as well as working on Project Nef'ar'zal, to develop superwarriors and advanced weapons, armor, vehicles and aircraft. All potentially habitable celestial bodies in the Lac'rinsor system would be colonised and assiduously developed, along with the development of considerable cosmic infrastructure and a Cosmonaval Fleet to match.

An expensive plan that had a pay-off time measurable in years, the proposal still passed unanimously in the Parliament of the People, considering that everyone wanted to be safe rather than sorry. Three One-Year Plans would be executed as the first steps to realising it, but in the process, a rift would slowly open up between the military establishment and the civilian government over the state of the economy.

While both sides acknowledged that it was undergoing a period of strain, the difference was that the former believed that it would be taken care of as they continued building after a one-year break. The latter, however, was of the opinion that a longer hiatus was needed to let it recover - at least 2 years - before any major infrastructure project could be worked on.

Needless to say, the matter had been put to the vote, and everyone, including the Cor'av'na, were anxious as to the results.



Military Actions
The progress on Operation Xel'danar is going well enough, but the costs of the initial stages are putting severe pressure on the economy. The Cor'av'na and the People's Secretariat for Defense are contemplating to restart work after a one-year break, but are not sure which way the vote regarding the matter will go in the All-Union Congregation of Councils.

You have 12 action slots available for this category.

Available projects
Restore and reactivate Facility XA-08

Description: After a detailed expedition and investigation of the site XA-08, 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: 4.65 B minerals, 1.395 B nanomaterials
Time: 3 years 20 months
Chance of success: 75%


Restore and reactivate Facility XA-10

Description: After a detailed expedition and investigation of the site XA-08, 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: 5.85 B minerals, 1.755 B nanomaterials
Time: 4 years 12 months
Chance of success: 80%


Build Arsenal Manufactory Complex in the Zen'thaaros District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Zen'thaaros District. It would be prudent to complete it as soon as possible.
Cost: 750 M minerals, 225 M nanomaterials
Time: 7.3 months
Chance of success: 85%


Build Arsenal Manufactory Complex in the Ar'zeelad District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Ar'zeelad District. It would be prudent to complete it as soon as possible.
Cost: 850 M minerals, 255 M nanomaterials
Time: 8.3 months
Chance of success: 85%


Build Arsenal Manufactory Complex in the Caf'begar District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce vehicles, aircraft, drones, along with weapons and sensors for the same. There is a proposal to build such a complex in the Caf'begar District. It would be prudent to complete it as soon as possible.
Cost: 950 M minerals, 285 M nanomaterials
Time: 9.3 months
Chance of success: 85%


Build Ordnance Manufactory Complex in the Zen'thaaros District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the requisite small arms for our infantry. There is a proposal to build such a complex in the Zen'thaaros District. It would be prudent to complete it as soon as possible.
Cost: 750 M minerals, 225 M nanomaterials
Time: 7.3 months
Chance of success: 85%


Build Ordnance Manufactory Complex in the Ar'zeelad District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the required small arms for our infantry. There is a proposal to build such a complex in the Ar'zeelad District. It would be prudent to complete it as soon as possible.
Cost: 850 M minerals, 255 M nanomaterials
Time: 8.3 months
Chance of success: 85%


Build Ordnance Manufactory Complex in the Caf'begar District

Description: In light of what has happened recently, the Defense Secretariat has proposed a plan to expand the Dae'laan's armed forces. As a step in that direction, we will be building large manufactory complexes to produce all the necessary munitions for our armed forces, along with all the required small arms for our infantry. There is a proposal to build such a complex in the Caf'begar District. It would be prudent to complete it as soon as possible.
Cost: 950 M minerals, 285 M nanomaterials
Time: 9.3 months
Chance of success: 85%


Build orbital shipyard

Description: In order to build up our fleet, we need to build additional shipyards.
Cost: 650 M minerals, 195 M nanomaterials
Time: 1 year 3 months
Chance of success: 80%


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 orbital defense outpost

Description: Now that we have working designs for an orbital defense outpost, we should build some in order to ensure the safety of the space around our homeworld.
Cost: 675 M minerals, 202.5 M nanomaterials
Time: 1 year 4 months
Chance of success: 75%


Build anti-orbital missile batteries in the Qaol'marik District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Qaol'marik District for the same.
Cost: 800 M minerals, 240 M nanomaterials
Time: 8.7 months
Chance of success: 85%


Build anti-orbital missile batteries in the Wen'thaaram District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Wen'thaaram District for the same.
Cost: 900 M minerals, 270 M nanomaterials
Time: 9.7 months
Chance of success: 85%


Build anti-orbital missile batteries in the Yev'zilgan District

Description: The crash landing of the unknown cosmocraft has laid bare the grossly deficient state of our defensive measures. In order to mitigate and prevent the worst of such a scenario, the AUMCC has ordered the construction of anti-orbital missile batteries across the Dae'laan. A few suitable sites have been identified in the Yev'zilgan District for the same.
Cost: 1 B minerals, 300 M nanomaterials
Time: 10.7 months
Chance of success: 85%


Project Nef'ar'zal
Having restored the facility XA-06 (now named the 1st Federal Center for Advanced Military Research), the Cor'av'na has staffed it with a small army of researchers and military personnel, whose task is to oversee the development of superwarriors for the Dae'laan. The project, named after the most eminent Archon of the Goddess of War, will be divided into six separate divisions.

You have 4 slots for this project (at the moment), and depending on the situation, the Cor'av'na and the Defense Secretariat will provide more resources and personnel to the project if they feel it to be necessary.

Progress
Overall progress: 0/100

Genetic engineering: 0/100

Cybernetics: 0/100

Power Armor: 0/100

Weaponry: 0/100

Vehicles: 0/100

Aircraft: 0/100


Project Development
Identify candidates for the project

Description: We must conduct an extensive search amidst the populace to find suitable candidates for Project Nef'ar'zal.
Time: 1 year


Genetic Enhancement (Stage 1)

Description: Now that we have identified candidates for the project, we must start by strengthening them. Conducting preliminary genetic enhancements on them would be a good start.

(Locked: Requires Identify candidates for the project and several biotechnology projects (2 minimum) to be completed for access)


Cybernetic Implantation (Stage 1)

Description: Now that we have identified candidates for the project, we must start by strengthening them. Installing basic cybernetic implants in them would be a good start.
Cost: 2.25 B nanomaterials
Time: 4 years 12 months
Chance of success: 65%
Progress: 4 years/4 years 12 months


Advanced Power Armor Development

Description: Our superwarriors will be in need of equipment befitting their needs and requirements. We must develop cutting edge Power Armor for them, that will allow them to take on foes that are many times stronger than them.

(Locked: Requires Analysis - Advanced Power Armor Prototypes to be completed and development of superwarriors to understand the exact requirements for such Power Armor)


Advanced Weapons Development

Description: Our superwarriors will be in need of equipment befitting their needs and requirements. We must develop cutting edge weaponry for them, that will allow them to take on foes that are many times stronger than them.

(Locked: Required multiple weaponry research projects (minimum of 4) to be completed and development of superwarriors to understand the exact requirements for such weapons)


Advanced Combat Vehicles Development

Description: Our superwarriors will be in need of equipment befitting their needs and requirements. We must develop cutting edge combat vehicles for them, that will allow them to take on foes that are many times stronger than them, and provide vital armored support in the battlefield.

(Locked: Requires development of superwarriors to understand the exact requirements for such vehicles)


Advanced Combat Aircraft Development

Description: Our superwarriors will be in need of equipment befitting their needs and requirements. We must develop cutting edge combat aircraft for them, that will allow them to take on foes that are many times stronger than them, and provide vital aerial support
in the battlefield.

(Locked: Required Unknown Alien Aircraft to be completed and development of superwarriors to understand the exact requirements for such aircraft)




Resources
Minerals
  • Stockpile: 2.6465 B
  • Production (Total): 38.6295 B
  • Upkeep: 4.632 B
  • Production (Actual): 33.9975 B

Exotic gasses
  • Stockpile: 754.78 M
  • Production (Total): 43.5 M
  • Upkeep: 14 M
  • Production (Actual): 29.5 M

Radioactive materials
  • Stockpile: 18.842 M
  • Production (Total): 1.05 M
  • Upkeep: 350,000
  • Production (Actual): 700,000

Nanomaterials
  • Stockpile: 17.4264 B
  • Production (Total): 22.5373 B
  • Upkeep: 1.745 B
  • Production (Actual): 20.7923 B

Green Dan'xenal
  • Stockpile: 67.697 M
  • Production (Total): 38.905 M
  • Upkeep: 400,000
  • Production (Actual): 38.505 M

Blue Dan'xenal
  • Stockpile: 17.276 M
  • Production (Total): 22.726 M
  • Upkeep: 0
  • Production (Actual): 22.726 M




1. A unit of length, akin to the Terran kilometre. 1 xal'ran = 1.5 km.




A/N: Well, there we go.

24 hour moratorium, as usual.
 
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Development policy vote initiated New
With the recent, strained economic situation of the Dae'laan, matters have come to a head in the Parliament of the People, as the Representors have split into two groups.

The Militarists are those who believe that the Dae'laan must be prepared to fight a war of self-defense….or offense, as quickly as possible. They are willing to push aside most obstacles in their way to do so, while remaining within the framework of the Principles of Harmonism. They are proposing a one-year hiatus to the infrastructure projects under Operation Xel'danar, rooted in their belief that as the successive One-Year Plans are executed, the economic problems will automatically resolve themselves.

The Rationalists on the other hand, agree wholeheartedly on the matter of strengthening the Dae'laan militarily, but not at the cost of wrecking its civilian economy and life. They will engage the populace the most while making and taking their decisions. They are proposing a two-year hiatus to the infrastructure projects under Operation Xel'danar, in order to allow the short-term problems to work themselves out, before restarting work on them in earnest.


Vote for 1 option:

  • The Militarists (Vote weightage: 0.75)
  • The Rationalists (Vote weightage: 1.00)



A/N: Ok, fellas, this is your first time voting on something else than a turn plan.

You have 72 hours.
 
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