GODSTAR - a Science Fantasy Civilization Quest

Expedition to the Watchtower
The Dolphin-1 is the first interplanetary vessel built by the combined space program of the League and the Machine Army. It is assembled in an orbital drydock, its size rivaling that of the World-Station, although it in turn is dwarfed by the several-mile-long Watchtower. A slender cylinder, it is made up of multiple interconnected modules, each specially designed to contain manufacturing facilities, crew quarters, ritual centers, and storage holds. There is a biosphere that can produce its own food, science labs, and of course a massive engine capable of propelling the ship across interplanetary distances. This modular design inspired by the philosophies of the Hill-folk is expected to be the template for future spacecraft.

The Captain is a True Person, the First Mate is a Machine Soldier. The navigator is a Historian, the chief engineer is a Machine Soldier. The crew is similarly mixed, and while there is some friction between the two diplomatic teams meant to establish separate relations with whatever government the Watchtower possesses, they are bound together by their common mission, to relieve the station and conduct an overhaul in order to permanently expand its operational life.

The Dolphin-1 launches when the Wanderer is approaching its closest point to Paradisea, and the spacecraft uses Mnemosyne's own gravity to slingshot itself towards the closest planet to the Daystar. The precise calculations involved were conducted by the Historian-Navigator.

The Dolphin-1 then spins around and breaks, firing its engine to decelerate as it maneuvers alongside the Watchtower. A spinning hollow cylinder, the space station is several miles long, its rotational momentum creating artificial gravity which allows people to live inside it. The people of the Watchtower are strange – skin tanned by solar radiation, tall and slender with elongated facial features due to the subtly lighter gravity. They are a glum folk, quietly neurotic as they scurry around tending to the complex machinery, checking it obsessively for faults. Most of their knowledge takes the form of rote memorization, a religious consulting of old instruction manuals. They survive through hydroponics and aquaculture, and the addition of foreign crops offers a change in diet that endears you to them.

They are hesitant to allow you full access to the ship, but they do allow your engineers to survey different parts of the vessel under the guidance of their highest-ranking priest-mechanics.

The ship, you see, is alive.

Generations of people have imbued the ship with spiritual significance. It serves as their entire world and keeps them alive and protected from the vacuum of space. Their prayers fuel it, and the ship's spirit uses her magic to maintain what little she can of the fraying systems, to tell the inhabitants of fault lines and failures before they form, and to nudge the ship along in its orbit above the Wanderer. It is a symbiotic relationship; the ship keeps the inhabitants alive, and they maintain the ship.

Sometimes, the ship requires sacrifices. In the past this was done as a crude form of population control, but in the modern day it is largely decided by lot. At times, regime change meant that political enemies were sacrificed. Those selected were rounded up – mostly, they went almost voluntarily – and are vented into space. The priest-engineer assure you that ritual human sacrifice does in fact have power, and that such extreme measures were necessary to stay alive.

Your holy men commune with the ship's spirit to judge that for themselves. She takes the form of a woman with a face of cold, emotionless steel. Your holy men make it clear that continued assistance hinges on the fact that they cannot conscience human sacrifice; if she is correct that it was only a dire necessity, then their aid should supersede any further need for sacrifice.

The mind created for the Watchtower is cold and calculating, but also capable of self-preservation. Taking the long term and accepting your assistance will allow her to persist, no matter the state of her inhabitants; but also, your assistance is contingent on her maximizing their comfort and happiness.

The ship's spirit is cooperative, but there are other issues with the inhabitants. Needless to say, the Watchtower is an insular, conservative society that does not take well to change. There are riots over the belief that the outsiders are threatening the systems that maintain the ship, the engineer-priests resent the ability of your holy men to commune with the ship's spirit (a job reserved for them alone before contact), and there is culture clash between the inhabitants and the advisors. Still, the Watchtower will hopefully survive, and you will take the first step towards being an interplanetary civilization.
 
Last Transmission from Paradisea
The engineer-priests are able to dig through their data logs for you - they are corrupted and fragmentary, but they do tell a story. The Watchtower was originally a fairly large multi-purpose space station that was part of the Paradisea Colonization Project. As the project broke down in war, they received their final order from the colonial assembly: maintain the station, keep its population alive, and await the return of civilian government. They also produce what they claim to be the last transmission from Paradisea itself, before all radio frequencies went silent. Your ambassadors sit around and listen sternly as it plays, distorted with static but still able to be heard.

It is spoken in an older dialect, the constructed language that was the common tongue of the Paradisea Colonization Project and ancestor of all native languages spoken on Paradisea or the Watchtower, including that of the True People. It describes a war that shattered society, one that eventually turned into a self-consuming conflict that broke whatever structures existed to maintain the Project itself. Populations stripped to be thrown into the meat grinder, the economy hollowed out to feed the war machine, a biosphere wrecked by rampant use of WMDs. It described the final blow, not by the mysterious Crimson Pyramids, but by the people of the Project itself. A widespread revolt, mutinies by the forerunners of the Machine Soldiers. The broadcast describes it as a form of societal suicide.

The Paradisea Colonization Project was ultimately rejected by its own people. Some elites were able to maintain high-tech redoubts, carefully hoarding technology and controlling their servants and bodyguards in order to become the ancestors of the Tech Barons, but they were the exceptions. The broadcast explains that between the war and the revolt, the complex technology that was used to maintain their society was no longer viable, nor could it easily be rebuilt. Indeed, perhaps it was this misuse of technology that opened the door to such destruction, and that, for a time, humanity would need to develop spiritual, rather than technologically, before civilization could be rebuilt. The person speaking in the broadcast seems to be wandering off into philosophy at this point.

They conclude by announcing that the advanced technology used to engineer people like breeds of cattle would be used one final time: the mass rejection of the Project would be capped off by the voluntary alteration of its people into a new form, one capable of surviving at a hunter-gatherer level until they could develop socially. Within a few short generations, the designer genelines created by the Project would vanish, and the people of Paradisea would be able to regain their humanity.

The transmission ends.
 
Huh, so it sounds like the True People are this society of genetic castes attempt at remaking "normal" humans. Still leaves out the true nature of the Pyramids.

On a different note, I wonder when we start really doing interstellar travel if we'll meet any societies which are fervently anti-magic like the Coalition States from Rifts.
 
I'm a little sad for not being the sea peoples but I'll take "triumphant epilogue of a dystopian YA novel."

Though it makes me even more curious about how the legacy of the colonization project shook out in our neighboring systems.
 
In a sense, alchemy applies on an atomic level, altering the chemical composition of different substances to, for example, transform lead into gold simply by removing some of its electrons. Typically, when electron bonds are broken, they release energy in the form of heat – this is how nuclear fission works.
Just blitzed through this, thought I should mention that electron bonds are chemical, atomics is all about protons.
That aside, I wonder how effective Dense Plasma Focus would be. We've probably discovered enough about magnetism and physics to theorize plasma filaments and the constructive interference producing a stable plasmoid resembling a vast array of stellar phenomena works with both our leylines and astrological sympathy.
 
Just blitzed through this, thought I should mention that electron bonds are chemical, atomics is all about protons.
yeah, I didn't catch it while reading but removing electrons will just keep the same element but make it more positively charged. gotta change the atomic number which is all about protons. (the first sentence would work If you just changed electrons to protons).
 
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I have caught up with the quest and I was impressed the whole time.

Kinda sad that we didn't end up writing-less culture of mentats or permanent social debt economy, just because I personally adore non-standard techlines and blue-and-orange intellects. The quest still satisfies those, even if it seems that we're transitioning from 'magic supported by tech' into 'tech supported by magic', which I'm not against, just emotionally prefering the former. I also adore the writing style, worldbuilding and quite an honest attemp at utopia.

Speaking about more current events... seems like one of the fundamental questions was answered: "Where do we come from?". Can't wait to participate... after I slog through my exam session *worried chuckle*
 
Turn 12
Turn 12

The New Great League

Federal representative consensus democracy

Classes

Intellectuals – the Historians, magicians, alchemists, and academics who provide mental labor for the League, who experiment and develop new magic and technology, and who are bound together by their education.
Workers – the laboring classes of the League, comprised of great masses of urban workers as well as miners and foresters, bound together by folkways which revolve around their labor practices
Mechanicals – skilled professional craftsmen who produce the everyday things and trade goods the League needs

The new revolutionary society is taking shape. The League is full of new optimism, a sense that society itself is being transmuted into a purer form. This "social alchemy" is leading to new forms of organizing and new ways of living, but as domestic policies are successfully implemented by the revolutionary government, people begin to look beyond the borders of the League. There are those who wish to unite with their brothers and sisters in the Home Isles to create a unified worker's state, and there are those who wish to guide the Machine Army towards democracy and collectivization.

And then there are those who look to the stars, who imagine new worlds to settle and terraform, new peoples to bring into the embrace of the League. Perhaps this is the start of a new era, when the League will straddle the very stars...


Diplomacy Actions
You have a certain number of influence points to spend with every nation.

Home Isles
You have 2 points of influence to spend.

[] One Big Party
The Worker's Party of the League and the Worker's Party of the Home Isles share an ideology and a vision of the future. There are some who advocate for a worker's state that spans all of Paradisea, and "One Big Party" to govern it. The first step, creation of an International Worker's Party that could guide policy in both nations would be incredibly powerful and would go a long way towards integrating their nation directly.

[] Project: War in Heaven
The afterlife of the Islander Folk was heavily biased in favor of the aristocracy. Those who were buried with immense wealth continued to rule even in the afterlife. Furthermore, each of the great merchant families had a patron spirit of wealth, grown fat on offerings gleaned from the workers. Though the rituals to sustain this system have stopped and they are weakened, the revolutionaries seek to make things above as they are below. With the help of your mystics, they plot to storm their Heaven and overthrow the nobility for a second time.

[] International Institutions
The People's Republic of the Home Isles is the third wheel when compared to the Great League and the Machine Army. However, they could be welcomed into your shared international institutions – your joint space program, your world health program, and your academic and diplomatic agreements. In this way, they could be brought closer, perhaps even laying the groundwork for the further creation of a global society.

Machine Army of All-Under-Heaven
You have 4 points of influence to spend.

[] Trade
The Machine Army operates on a command economy, but they could produce a surplus in exchange for luxury goods, and both of your nations produce specialized goods and materials that it may be necessary to trade for.

[] Support Reformists
There are those within the Machine Army who question the system as it exists. Some radical groups seek to demilitarize their society and usher in democratic ideas, and with your help they could grow more powerful. Advisors, training, and better equipment could strengthen their influence in the Machine Army. Hostile Action.

[] Steal Technology
While the Machine Army has made some of their unique technological package available to you through research, there is certainly more they are hiding from you. You have an effective espionage network that could discover this technology, allowing you to copy it for yourself. Hostile Action.

[] Project: Ecological Restoration
The steppe heartland of the Machine Army has been damaged ecologically and spiritually. The Machine Army is aware of your extensive knowledge of nature spirits, and has considered allowing you to assist in a project to restore the steppe. You could restore and protect local ecosystems and teach the Machine Army how to maintain them by communing with their own nature spirits.

The New World
You have 1 point of influence to spend.

[] Integrate Tech Monasteries
The Tech Monasteries scattered across the New World have a wealth of hoarded knowledge. Your scholars could get them to compare notes, compiling lost information about the time before the Age of Unreason, perhaps even unveiling lost technology. Furthermore, your holy men wish to associate their spirits of knowledge more closely with Mnemosyne in order to integrate their religious traditions.

[] Desert Greening
The New World is an arid continent, much of its landmass being taken up by vast deserts. But as you have explored the continent, and as you have made contact with the locals, you have begun to understand these deserts as a thriving ecosystem. You can subtly alter them, encouraging more moisture to fall, cultivating plants that stabilize the drifting sand dunes and provide shelter and food for animals. You can make the desert bloom.

The Watchtower
You have 1 point of influence to spend.

[] Systems Overhaul
Your mechanics and engineers could comb over every inch of the ship, performing a complete overhaul of the systems. If possible, systems can be upgraded, replaced, or redesigned with an eye for ruggedization and longevity.

[] Biodome
The Watchtower makes use of an extensive system of hydroponics to produce their food supply. When you arrive on the Dolphin-1, you brought an entire biodome full of plants from Paradisea to provide food, and even animal specimens. The creation of a biodome on the Watchtower itself could radically change how the inhabitants there live.

[] Democratic Reforms
The Watchtower is governed by a draconian and hidebound caste of priest-engineers. Through rote memorization of the necessary systems, they have managed to maintain life aboard the vessel. However, they have made sacrifices – literal ones – to stay in place, and there are some back on Paradisea who feel they are no longer necessary. Contact with pro-democracy elements on the station could lead to regime change, and the openness of the station.

[] Colonize the Wanderer
The Watchtower orbits the first planet of the Daystar system, a barren, tidally-locked world called the Wanderer, because from the position of Paradisea it seems to drift across the sky throughout the year. Heavily associated with travel and commerce, the Wanderer occupies an important place in your culture as the birth-star of Mato the Trader, founder of the League. The planet itself has no atmosphere, and one hemisphere is exposed to the Daystar while the other is shrouded in eternal night. However, the twilight zone between the two could be amenable to Human life, and there is water locked away in ice caps on the night side that could be harvested.

Expeditions
Pick one.

[] Expedition to Mnemosyne
Paradisea's only moon has fascinated the planet below for centuries. Closely associated with magical resonances regarding knowledge and understanding, it is also the closest celestial body to Paradisea. With technology making it increasingly possible for humans to live permanently in space, the League now feels it is possible to send a mission to explore and colonize Mnemosyne.

[] Expedition to the Warstar
The Warstar is the third planet in the Daystar system. Associated with war, observations indicate it is a small planet with a very thin atmosphere, with high potential for ice deposits at the poles. No polity in the Daystar system has yet set foot on another planet, let alone tried to live on one, but as your closest neighbor it is certainly a good candidate.

[] Expedition to the Blue Giant
The Blue Giant is the fourth planet in the Daystar system, the first gas giant, and the last planet visible with the naked eye from Paradisea. Associated with women's mysteries, the Blue Giant is orbited by two moons and is girdled by rings of ice and rock. Curiously, one of the two moons does not appear on pre-Age of Unreason astronomical charts, suggesting that it appeared in recent history. Theories abound, but only traveling to the Blue Giant and investigating will truly resolve the mystery.

[] Expedition to the Pale Giant
The Pale Giant is the last planet in the Daystar system. A milky-white gas giant, your scientists believe that its thick atmosphere could be harvested for complex gases, useful in various space industries.

[] Expedition to the Belt
The Daystar system is surrounded by a vast outer ring of asteroids, some being so large as to be classified as dwarf planets. Radio transmissions have been detected from this belt, indicating some kind of humanity present in deep space. Perhaps contact could be made with them, bringing them into the interplanetary community.

Material Science
You have 6 research points to spend.

[] Food Trucks (0/2)
Among the captured devices are great vats of cultured meat and tanks of algae, which the Machine Armies used to feed their troops on the go. Your culture already has rich foodways, but perhaps you can exploit these food sources as well, once they are properly understood and the infrastructure is expanded for widespread use.

[] Star Wars (0/3)
The possibility of war in space looms as the result of the Cold War and the space race. However, your engineers and military planners have proposed some potential weapon systems that could be put in orbit, including platforms from which missiles could be launched, kinetic weapons, and explosive devices which would fill Paradisea's orbit with high-velocity shrapnel. Naturally, this would be seen as a serious escalation of the Cold War, and even using these weapons could be disastrous for your space efforts…

[] Spaceplanes (0/1)
Rockets are certainly one way to get people into space, especially if one needs to deliver a large payload, but they are not very maneuverable. Your engineers could be set to work designing a next-generation spacecraft, capable of operating in both atmosphere and the void, able to carry a single passenger and with fighter capabilities.

[] Power Armor (0/2)
With the samples obtained from the Tech Barons, the various schematics and designs gleaned from their libraries, and the help of certain collaborators, you now have a complete understanding of the power armor used by the Tech Barons and can replicate it yourself.

[] Genetic Engineering (0/3)
Another technology gained from the Tech Barons is genetic engineering. Artificially manipulating the genetic code of plants, animals, even people is now possible, and while it has a great many beneficial applications, there are some who fear what it could do to your humanity if left unchecked.

[] Robotics (0/3)
The Machine Army has made rapid advances in the field of practical mechanics; one needs only look at their advanced prosthetics and the way they integrate machines and metal, or their advanced automated industrial facilities. By combining these mechanical devices with computing power, you can create machines capable of carrying out complex tasks. Who knows what kinds of new advances this will bring?

[] Hydroponics (0/1)
In order to stay alive, the Watchtower has been using a complex system of hydroponic farming to provide food. This intensive, energy-efficient method of food production allows for farming to take place indoors, in space, or on planets without an atmosphere.

Social Science
You have 6 research points to spend.

[] Mental Health (0/2)
In the past, those with mental health problems could seek support from their families. As family becomes less important in modern True People society, some find themselves without these natural support networks. Thankfully, your improved knowledge of medicine means that you can form a better understanding of how mental illnesses form and how to treat them.

[] Child Liberation (0/2)
Even as the family is on the decline, some are questioning the institution itself. To be sure, familial pressures can be restrictive, even if they are a tradeoff for improved social stability. Indeed, some argue that families have far too much influence over their children, and argue that children have a right to greater autonomy.

[] Joint Stock Companies (0/2)
The adoption of currency has opened up new ways of organizing economically. You could, for example, adopt the model of the joint-stock company you have observed in Sanctuary and the Islands. By all accounts it is a very efficient means of collecting investment capital and sharing profits. Then again, you have seen how such a path worked out for the Islander Folk...

[] Banking (0/2)
You also require a system of regulating your currency, and managing it on large scales. For example, the bank, which can store currency, exchange it, loan it out, and regulate its printing.

[] Military Democracy (0/3)
Theorists from the Home Isles, the Machine Army, and the League have long discussed the possibility of democratizing the military, creating a system whereby officers are elected and wars are managed by elected councils of generals, rather than the stricter hierarchies of the past. In this new age of innovation and revolution, all ideas seem possible.

[] Voucher System (0/1)
Money is seeing decreased usage across the League. Your Historians think they have developed a better, more efficient system. All citizens of the League, instead of money, will be issued with non-transferable vouchers to reward them for their labor. These vouchers can be redeemed at distribution centers for goods, but all basic needs – food, housing, medicine, power – will be guaranteed for and provided by the state. Any additional needs that cannot be gained through the voucher system can be obtained through the gift economy.

[] International Community (0/1)
Paradisea is close to hosting its first global civilization. All humans on the planet will soon be connected economically, socially, and politically. It has become necessary to unite the world in diplomacy, with the formation of a single shared forum where representatives of the League, the Home Isles, and the Machine Army can meet to discuss common issues and guide the course of world events towards a common good.

[] Computer Literacy (0/3)
You have universal education, and children in the League are now guaranteed a basic grasp of magic and literacy before the graduate. However, as computers become more important to the managing of the economy and to science, many now predict that it will become necessary for everyone to learn how to operate a computer. This can easily be taught, if the materials and resources are made available to students.

[] Internet of Things (0/1)
With the spread of computers, there are those who are beginning to try and connect them, the better to share information. If a vast series of linked computers can be created, spanning the League and beyond, then the whole world's educational, government, even military systems could be connected, along with the civilian computers which are rapidly proliferating. This is vital to the creation of a truly global civilization on Paradisea.

Exotic Science
You have 8 research points to spend.

[] Suspended Mercury Engine (0/3)
Another intriguing device from the notes of Ishak the Inventor is the Suspended Mercury Engine. Another alchemical power generator, this one utilizes the inherent magical potential of mercury to produce energy. Suspended within a gyroscope, the mercury is converted into a propulsion thrust.

[] Mass Immortality (0/4)
With advances in alchemy and chemical synthesis, it is theoretically possible to expand production of philosopher's stones to the point that they could be available on large scales. This would allow large numbers of people to have access to panaceas and elixirs of immortality. However, there are lingering concerns about the unequal distribution of immortality. Will we be able to provide everyone with them, or only a select few?

[] Awaken the Ocean (0/3)
The ocean is full of its own suite of spirits, the most important of which (according to the Islander Folk) are the Crab and the Whale, who feature prominently in their culture. Your familiarity with the river-spirits of your home and your general magical knowledge could serve you well in studying and forming a relationship with these entities.

[] Volcano Magic (0/3)
The Home Isles have a well-developed system of magic you are already beginning to learn. One aspect of this is their ability to control volcanism. Not only can they make volcanoes erupt, they can also restrain active volcanoes, draw magical power from them, and connect them to leyline systems. Obviously, testing will have to be done far from population centers.

[] Magic Crystals (0/3)
The Machine Army has developed a system of magic based entirely around crystal focuses. Healing crystals, crystal focuses for spells, these are intuitive. But your magical researchers actually believe there are deeper mysteries to be unlocked, that there could be "thinking crystals" that the human mind can interface with.

Vote will open in 24 hours. Vote by plan.
 
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Plan: Perpetual Revolution

Diplomacy Actions

Home Isles

[] One Big Party
[] International Institutions

Machine Army of All-Under-Heaven
[] Trade
[] Support Reformists
[] Steal Technology
[] Project: Ecological Restoration

The New World
[] Integrate Tech Monasteries

The Watchtower
[] Systems Overhaul

Expeditions
[] Expedition to Mnemosyne

Material Science
[] Spaceplanes (1/1)
[] Power Armor (2/2)
[] Robotics (3/3)

Social Science
[] Child Liberation (2/2)
[] Voucher System (1/1)
[] Computer Literacy (3/3)

Exotic Science
[] Suspended Mercury Engine (3/3)
[] Awaken the Ocean (3/3)
[] Volcano Magic (2/3)
 
Home Isles
[] One Big Party
[] International Institutions

(Make them happy)

Machine Army of All-Under-Heaven
[] Trade
[] Support Reformists
[] Steal Technology
[] Project: Ecological Restoration

(Might as well do all of them)

The New World
[] Integrate Tech Monasteries

(More tech is always good)

The Watchtower
[] Systems Overhaul

(Better living, better chances of integrating)

Expeditions
[] Expedition to Mnemosyne

(Moon landing baby)

Material Science
[] Genetic Engineering (3/3)
[] Robotics (3/3)

(Genetic engineering to see how it impacts society, Robotics to improve our manufacturing)

Social Science
[] Mental Health (2/2)
[] Child Liberation (2/2)
[] Banking (2/2)

(Mental health is important, children need to find their own way in life and banks are needed to regulate currency(

Exotic Science
[] Awaken the Ocean (3/3)
[] Volcano Magic (3/3)
[] Magic Crystals (2/3)

(Ocean magic is cool, Volcano magic is awesome and Magic crystals could be interesting)
 
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Well, this turn looks interesting. I'm thinking Mental Health, Computer Literacy, and International Community for social actions. Not really a fan of the voucher system. Currency is rather useful for trade after all. Also, we know how to deal with an economic crisis when currency exists, not so much when it's a voucher system. Plus, I don't really see the need now that the Merchants no longer exist as an organized class. I don't see them coming back anytime soon, not so long as we don't do Joint Stock Companies.
 
[] Plan: A Truly Global Society
-[] One Big Party
-[] International Institutions
I think that by uniting the two worker's parties, and integrating the home isles into the international institutions we're building, it'll synergize greatly with our other actions this turn. And it should also make the revolutionaries even stronger for their eventual War in Heaven.

-[] Trade
-[] Support Reformists
-[] Support Reformists x2?
-[] Project: Ecological Restoration
I'm not sure if we can double down on these options, but we basically have enough influence here to do all of them, and I don't think stealing technology from the Machine Army while also supporting Reformists is a good idea.

-[] Integrate Tech Monasteries
Integrating the Tech Monasteries synergizes with the other actions in this plan more than undertaking another terraforming project.

-[] Systems Overhaul
While I would like to get into contact with Democratic elements on the Watchtower, we're already viewed with intense suspicion, so we need to earn/buy some goodwill first. The tech we're researching should help here as well.

-[] Expedition to Mnemosyne
It's either this or the Belt for me. The moon makes sense as a good first step, and a testing ground for our space technology, but there's also confirmed people living in the Belt. So I could honestly go either way on this category.

-[] Spaceplanes (1/1)
-[] Food Trucks (2/2)
-[] Power Armor (2/2)
-[] Hydroponics (1/1)
In this section I basically focus on the stuff that would be the most helpful for our space projects. While most of them should be obvious, Power Armor is included in the hopes that it can assist with creating viable spacesuits.

-[] Mental Health (1/2)
-[] Child Liberation (1/2)
-[] Military Democracy (1/3)
-[] Voucher System (1/1)
-[] International Community (1/1)
-[] Internet of Things (1/1)
This was honestly the toughest of all of the categories. Voucher System, International Community, and Internet of Things all work towards making a united global society viable. And I think Military Democracy will be important for supporting the Reformists in the Machine Army, as well as eventually integrating them in the future. But I worry about leaving things like Mental Health and Child Liberation at the wayside for much longer. So I bit the bullet and put one point of influence in each of them and hope that it'll be enough to get the ball rolling.

-[] Suspended Mercury Engine (3/3)
-[] Awaken the Ocean (3/3)
-[] Magic Crystals (2/3)
The Mercury Engine will be essential for our Space technology going forward, and Awakening the Ocean is important for making sure our global society doesn't exclude the magical/spiritual/mystical side of things. That just leaves 2 points, which I put in magic crystals to help further integrate the Machine Army's magic systems with our own.
 
Machine Army of All-Under-Heaven
[] Trade
[] Support Reformists
[] Steal Technology
[] Project: Ecological Restoration

Do we really want to do the Hostile actions here?

[] Voucher System (1/1)

I am, unsurprisingly for people who caught earlier arguments, not a big fan of the voucher system as presented. I suspect many others are but I'm registering my objection here. I could do a whole spiel, but just read a few pages back and you'll get most of it...no need to reiterate.

I do think we need better social safety nets, I just don't think removing money entirely is the best way to achieve that.
 
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[] Plan: The United Federation of Peoples
-[] Home Isles
--[] Project: War in Heaven
--[] International Institutions

We help the Isles get their Afterlife back, and we strengthen their position on the international level. I think we're definitely angling to integrate with them at some point, and in the spirit of anti-imperialism I want to reduce the power imbalance between us first.

-[] Machine Army of All-Under-Heaven
--[] Trade
--[] Project: Ecological Restoration

I'm leaving two options on the table here because they're hostile actions and I've been really enjoying vibing with the MAAUH in a chill detente.
Trade improves our ties with them, and Ecological Restoration ties into our long term goal of awakening the planet.
Tripling down on trade because lol, no other options. I guess we're going to do a little economic soft power, as a treat.
I've been informed that's not allowed in the mechanics.

[] The United Federation of Peoples
-[] The New World
--[] Integrate Tech Monasteries

The tech monasteries might have neat MatSci options! Also greening the desert sound like something that would benefit from us researching hydroponics and/or food trucks first to act s nutrient pumps.

-[] The Watchtower
--[] Systems Overhaul

Gotta improve their material conditions so they have the spare time and energy for improving their SocSci.

-[] Expeditions
--[] Expedition to Mnemosyne

Moon Landing!

-[] Material Science
--[] Hydroponics (1/1)
--[] Spaceplanes (1/1)
--[] Power Armor (1/2)
--[] Robotics (3/3)

Hydroponics to help with our space exploration and colonization. I'd also like to get Food Trucks, but I've been convinced to delay that a bit to reduce the disruption to our foodways.
Spaceplanes to make space logistics easier.
Power armor for better space suits and industrial applications.
Robotics because I want those sweet, sweet Horizon Zero Dawn machine beats!

-[] Social Science
--[] Child Liberation (2/2)
--[] Computer Literacy (3/3)
--[] Voucher System (1/1)

Child Liberation has been ignored too long.
Military Democracy is a neat way to appeal to teh reformists in the MAAUH without a exercising a hostile diplomatic option.
I have been convinced to go with Computer Literacy instead to undercut the power of the Intelectuals, I figure Innternation Community is enough for now to making friends with the MAAUH.
Voucher system is one step closer to Moneyless Society.
International Community because I want to unify the planet peacefully.

Exotic Science
--[] Suspended Mercury Engine (3/3)
--[] Awaken the Ocean (2/3)
--[] Magic Crystals (3/3)

Suspended Mercury Engine to further our space exploration and to make those flying nomad cities.
Awakening the Oceans and Volcano Magic both synergize with Ecological Restoration and the eventual Awaken Planet project.
Decided to swap from Volcano Magic to crystals for psychic brain-computer interfaces.
 
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