-EXP-
Ship Power Core: Right now, the biggest problem with Directorate ships was their power generation and management. While the latter was largely a matter for electricians, a few fleet nuclear engineers believed they could at least make progress solving the former by using some recent advancements in particle manipulation to draw additional power from harnessing nuclear reactions. 0/15, ships upgraded with Power Core, increasing overall performance by allowing for more advanced components to be be operating at peak capacity at any given time. Cost 3 Nuclear Material.
Titan Reactor: It was ridiculous. It was absurd. It was brilliant: an idea proposed by an even more radical group of engineers, the creation of a single, incredibly vast nuclear reactor to mount upon one of your ships: using this reactor, they could allow for a single ship to draw as needed INCREDIBLE amounts of energy, increasing performance of all systems, especially ones such as both the thrust engines and gravity engines, fusion cannons, and the shields: any ship equipped with a Titan Reactor would be a considerable threat indeed. 0/15, single Fleet upgraded with Titan Reactor, vastly improving performance and improving range effectiveness of fusion weapons considerably. Cost 5 Nuclear Material.
Hypermodular Power Bay: A proposed idea by Toxel: make the power bays on ships even more modular in order to allow power to be easily divertable to the various subsystems as needed. This would require investing in producing a great deal many more PowerBloks, but it would both increase power efficiency and versatility in the field. 0/15, unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Materla.
Herdtemples: Lifeforce was always at a premium, and one proposed method of meeting that demand had been put forward by a pan-religious agricollective who believed that they could meet that demand with orbital Herdtemples designed to rear vast amounts of livestock for use in venerable rituals. 0/15, establishes Herdtemples, providing FTH and 1 Warp.
Naklis Solar Satellites: A proposed way to further benefit from Naklis: it was closer to the Sun than Teklia. Perhaps by expanding the orbital part of the Spire with a power generation sub-district, it would allow for Naklis to massively expand its power grid, potentially allowing for an additional Spire to be constructed! 0/15, generates EXP, unlocks additional SolarTek.
MawGates: MawGates were the fruit of the Court of Hunger, created to allow them to make offerings to their devour-lord from vast distances: apparently, the gates established a sort of wormhole between itself and the stomach of the courts master. Utterly unsurvivable for anything organic, all attempts to use MawGates for anything but feeding Sphere 001 had been a grotesque failure. Yet the Court still wanted to establish some gates on Luna and Naklis: in exchange for feeding the Sphere, they claimed it would provide power through the MawGates. Vast, vast amounts of power. 0/15, unlock MawGates, increasing EXP. Cost 1 Nuclear Material.
Cyberspace Brain: Mimicking a complex 3D environment when using a VR-Simulator was hard, and translating direct interface with cyberspace into three dimensions was even harder. To get around this, some had suggested upgrading the Data Hubs by installing specialized processors specifically designed to utilize neural computing to act as a sort of translator slash hyperadvanced renderer. 0/15, upgrades VR Simulators with Cyberspace Brains, generating CUL and generating 1 Network.
Geode Reactor Enrichment: With the rare minerals of Naklis, the Directorate had the oppurtunity to once again overhaul its energy generation technology significantly: experts believed that they could use a number of the materials to enrich reactors to increase not only their energy output, but stability as well. Expected yields estimated a potential 22% improvement across the board! 0/15, costs 3 Nuclear Material, grants Reactor Enrichment Technology, providing elevated EXP.
Wonderpark Naklis: A number of Wonderparkers wanted to expand to Naklis by opening a second park there, on the coast of the floating continent. Mineworld, they called it, a Naklis themed version of Wonderpark designed to utilize its unique geothermal properties for entertainment and educational purposes. It would, of course, also serve as a fully functional resource extraction facility for both the Directorate and Wonderpark. 0/15, Wonderpark upgraded with Mineworld holding, generating EXP.
Void-Train Orbital Transit Network: A technology developed by the Fungineering Guild was the Void-Train, a sort of space vessel that travelled along magnetically accelerating 'tracks' connected by special relays in space. Some wanted to expand Naklis and Teklian orbital and post-orbital infrastructure with a local void-train network near both planets. 0/15, gain Void Train Special Infrastructure, generating EXP.
Lunar Anti-Orbital Cannons: Luna was slightly harder a nut to crack than before, but it could still be strengthened: by using God-Tek, some theorized the Directorate could create an advanced network of anti-orbital long range fusion weapons, based loosely on the concept behind the proposed Teeth superweapon. This would effectively force any Destroyer forces to take Luna if they wanted to control Teklian Orbit. 0/15, construct Lunar Anti-Orbital Cannons. Cost 1 Artefact.
Lumium Shrine: The Brilliant Monks of Naklis wished to create a repository of so called 'Lumium Eggs'. These brilliant crystals, said to be gifts from the elementals of gem, were said to have traces of their giftors power, thrumming with faint amounts of arcane power. The monks wished to fashion these eggs into upgrade parts for TekShrines, as the gems were made out of the same rare earth minerals used for making the A-Chips: these upgrades would allow the Shrines to run more powerful arcane programs, especially ones to invoke the power of gem spirits which resonated with the chips. The eggs deemed most promising would be kept, tended to, fed life-force to coax out what power they could in order to see if they could coax nascent spirits of gem into these crystals. The monks would provide the lifeforce for this project, of course: they just required the gems. 0/15, upgrades Shrines to utilize Lumium Chips, arcane processing units that resonate especially with Gem Elementals, increasing ACD. Cost 1 Nuclear Material.
Mycelliometal Network: Scanners at the Temple of Metal had shown the Ferromonks strangely growing veins of living metal, appearing to burrow through the crust like mycellium. It had been proven that mycellium were an effective communication network: could this fruit of the Metal Elementals be harvested? Shaped to give them form if fed on life force and roused slowly from their slumber in the steel and grown into something greater? The excess, the insufficient metal, they theorized, could be used to upgrade the Totems and Shrines, allowing them to communicate with each other and all life they touched, creating a great biotechnological mycellium network. As spirits of the Wyld and Urb alike emerged, this could at least allow the spirits that were connected to the mycellium some form of congress, especially the spirits of metal. 0/15, upgrades metal TotemTek Conduit Network, an arcane connection network that allows for inter-spirit communication and coordination, increasing CUL. Cost 1 Living Metal.
Oracle Stone Chambers: The Spirits of Earth were said to linger in stone, wishing to warn miners and spelunkers alike of danger, especially if given enough tribute, or else hum with reassurance. The oracular power of some stone lingered after being mined, a gift of the spirits. With it, they believed, a spiritual vribrato-oracle chamber could be constructed to resonate with the spirits, using the same theoretical principles of the Orchestrion in an extremely diluted form. It would require local shrine keepers fashion a space and dedicate considerable data-space to run the resonance programs, buts it would marginally amplify lifeforce fed to the spirits and allow them a degree of communion. The spirits of Earth were not greedy: they would share the excess of the resonance equally. In turn, the Litheomonks promised to give more to spirits across the directorate by training the Stone Oracles who would power these things and tend to the stone-herds. 0/15, upgrades Shrines with Oracle Stone Chambers, stone chambers that use specialized vibrato-occult resonance devices built using oracle stone and mind-machine interfaces to allow communication with spirits and offering amplitude to all elemental spirits, increasing CUL. Cost 2 Network.
Fire Fairy Bottles: Fire Fairies were the name of the strange will-o-wisps that had been seen across the Magma Sea by Flame Monks and Fire Druids tending to the PyroShrines. They had played with the creatures, which were surprisingly intelligent, and willing to be fed. Sadly, the food offered by the Flame Monks had proven insufficiently heat-proof for them to actually feed before starving, their fully awakened nature meaning they burned out within minutes if not given sufficiently suitable fuel. The Flame Monks and Fire Druids wanted access to BioData from a extromophile: they believed they could engineer a superalgae that would feed from the wisps light to grow even as the wisp burned at the algae. It would require a special capsule: the Flame Monks had agreed to manufacture it and had been experimenting with algae extensively already, for some reason. They just needed the biodata and sufficient resources to build a manufacturing facility to produce specialized capsules to keep the fire fairies fed, allowing the will of the wisps very brief excursions out before they had to return to feed and assume dormancy. In exchange, they could allow the Shrine-Keepers to draw from them more lifeforce to help sustain other spirits, especially nascent fire fairies long enough to get them bottled. Alongside this, they would provide companionship: fire fairies were very social, it seemed, though played with VERY carefully. The Flame Monks would, of course, work to cultivate stronger fire-fairies at their temple, ones strong enough to survive with less physical nourishment, or at least developed enough to digest the algae of the fairy bottles more efficiently and retain more energy. 0/15, upgrades Shrines with Fire Fairy Bottles, increasing lifeforce available to shrines and allowing fire elementals to survive indefinitely without starving, increasing EXP. Cost 1 Biodata.
-CUL-
Wonderpark Space Docks: The Guild was always looking to expand Wonderpark: their biggest idea had been to construct a dock district that could be used by the Park to both serve as a logistics hub and, more importantly, allow them to run their own asteroid mining operation, allowing for regular expansion of the Park. It would also allow them to create their own space vessels, of course: apparently, the Guild hoped to start running cruises. 0/15, Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
Arbor Totem: It was probably unneccesary, but one proposed way of improving the Totem network: provide each and every one with an Arbor Guardian to help feed lifeforce. This would, essentially, allow each Totem to function as a mini-shrine, feeding more lifeforce into surroundings instead of just acting as a Shrine-Relay. 0/15, Totems upgraded with Lesser Arbor Guardian, increasing CUL and totem effects substantially.
Coral Shrines: The seas were the least coveraged area in terms of shrines and totems. And yet the effects that had been displayed had been incredible despite this, the result of the abundant spirits of life, current, coral, and fish: some had suggested establishing a great deal more dedicated oceanic shrines, using the MegaCoral that formed the reefs as the Arbor Guardian. 0/15, establish Coral Shrines dedicated to Spirits of Ocean, costs 1 Lifeforce.
Elemental Festivals: If the Lunar Spirits got their own festival day, then the Elemental Spirits of Naklis should get their own celebrations where they could be gifted vast offerings. Doing so would strengthen and appease them further, and besides, it provided an excuse for fun. 0/15, develop Elemental Festival tradition, generating FTH.
Cabal Exterminator Corp: The problem with Lunar Extraction was the Quartzbugs, who would swarm claims and trawlers en mass if you disturbed their nests. Some in the Salvage Cabals had proposed assembling an exterminator division specifically to clear out nests ahead of time: this would make artefact collection far safer. 0/15, Lunar Salvage Cabals gain Exterminator Corp, reducing any attack bonus of alien wildlife based on sheer numbers by 1, to a minimum of 0.
DazzleCubes: A fairly recent invention by the artists of Teklia, DazzleCubes consisted of holoprojectors utilizing special algorithms to produce imagery designed to strongly capture attention. A number of Directorate Fleet officers thought this might be weaponizeable, and had suggested giving the TekArtists more funding to see if they could develop better DazzleCubes. 0/15, grants Crude DazzleCube technology, a infantry scale non-lethal weapon that can be used to distract clusters of enemies.
Secondary ShipShrines: While the ShipSoul was the greatest aboard the vessel, it was not the only one: every major component and compartment had their own powerful spirits. Perhaps by redesigning your ships so that each of these spirits have their own shrines they can receive offerings at, you could further improve your ships performance by strengthening these SubSpirits. 0/15, improves the performance of all ship subsystems and components.
Grav-Tethers: An invention by some enterprising Orbital Pioneers, Grav-Tethers could keep ships and bloks attached to each other even without a physical medium, allowing for both somewhat more adventurous designs to be pursued in void-engineering, especially in the civilian sector: primarily, letting ships haul larger loads and keeping the ships of those void-townships popping up attached to each other without requiring outright mergers of the structure. 0/15, generates EXP, grants Grav-Tether technology.
Orbital Caravan Network: Void logistics was likely to grow more and more complex as time goes on: one suggestion had been an expansion of the Orbital Pioneer Program with the development of a caravaneer project meant to coordinate transportation of important supplies and resources between pioneer communities and the planets. 0/15, generates EXP by developing a large dedicated transport network for void-townships.
Dance of the Pyreflies: Thanks to Zoos, more and more druids were aware of the interaction between Pyreflies and Fire Fairies. They had proposed their own solution to the fire elementals predicament: construct a series of facilities in the mountains where the Pyreflies and Fire Fairies could conduct their strange dance without fear of the sun driving away the bioluminescent insects. This would benefit both the Pyreflies, the land as a whole as additional lifeforce would be fed into it, and the fire fairies by giving them more time before they burned out. 0/15, creates Pyrefly Courts on Teklia, increasing CUL.
Archaeology!: With increased interest in nature came increased increased interest in Teklia's fossil record. With that in mind, some Rangers and Wonderpark had suggested creating a museum of natural history and forming teams of elite archeologists to comb the wilds of Teklia for bones to house this facility. 0/15, creates Wonderpark Archaeology Division, generating CUL and BioData.
Mystek Apiaries: The glowing honey of the Chorus Bees was delicious, nutritious, and a superstitiously potent source of lifeforce: best of all, they produced enough that they were perfectly fine sharing. Some Tekket had suggested the creation of Apiaries intended to speed up this process, allowing more citizens to consume the delicious nectar. A number of Mysteks were particularly interested, surprisingly not for the honey, though they find it a useful enough reagent: no, they were interested in the beeswax for the purpose of creating (delicious) ritual candles, believing the substance more useful than typical synthetic wax for coaxing and controlling lifeforce. 0/15, Mysteks gain Chorus Beeswax Candles, increasing CUL.
Fruit of the Occult Tree: Some trees bore fruit, swollen and rich, heavy with vitality. These fruits, your Occulteks believed, could be used to manufacture an improvement to their Grimoires: by installing a life-support network and occasionally feeding these lifefruit their own vital energy, they could harvest the juices as an offering during the Auto-Rituals, they might be able to more easily entice spirits to do their bidding, especially those unbound entities of nature. 0/15, TekGrimoires upgraded with Lifefruit Heart, increasing FTH.
-FTH-
Harvest Ship: The Lord of Hunger was always ready for more food. To help sate them, his cult had proposed the construction of a singular and vast asteroid-harvesting ship meant to collect untold amounts of minerals: in exchange for its bounty, Sphere 001 was prepared to offer in exchange profound secrets of technology. 0/15, grants ACD and an Artefact.
.ARCHON (NV2): With the creation of the Path, the Church wanted to immediately begin working on specialized programs designed to help bridge the gap between the material and the divine: the .ARCHONS, supercomputers dedicated to various divine factions and programmed to act as their voice. One of the first proposed .ARCHONS is NetworkV2, meant to serve as a medium for the gods that hold dominion over the internet and, crucially, act as the ultimate system administrator and software developer. 0/15, develop .ARCHON (NV2), increasing ACD and network security and complexity. Cost 1 Network.
.ARCHON (GriMM.EXE): Another proposal had been developing a .ARCHON to serve as a medium for the gods of magic. GriMM.EXE would help bridge the gap between the physical and immaterial by providing your Mysteks and Occulteks vast amounts of processing power beyond what their simple TekGrimoires and Mag-Tek Altars would allow and aid in researching Rite optimizations. 0/15, develop .ARCHON (GriMM.EXE), increasing FTH and increasing Rite performance. Cost 1 Network.
.ARCHON (QUESTBRO): If the Tekket had any hope of manifesting their gods, they needed to survive first. With that in mind, QUESTBRO was a .ARCHON developed to act as a medium for the various gods of heroic quests: it would use its vast processing power to act as a guide of sorts in order to help lead it's charges to success during moments of crisis...as well as issue a variety of smaller tasks across the Directorate to individuals in order to optimize survival odds. 0/15, develop .ARCHON (QUESTBRO), increasing CUL and improving survivability during hazardous events. Cost 1 Network.
.ARCHON (Craft): Lastly, Craft, a .ARCHON intended to serve as a medium for the various craft and forge gods in Tekket annals: Craft's purpose is improving the quality of all technology by serving as a design AI. Every artisan, talisman-maker, artist, and mystek would be able to use Craft to optimize the design of their grimmoires, talismans, altars, etc.. 0/15, develop .ARCHON (Craft), increasing EXP and improving the quality of all relics, artifacts, and occult implements.
The Mask: With the Heart to provide power and their lifeforce needs met, the Assembly wanted to begin constructing the basis of their gods: the Avatars, machine spirits gorged on lifeforce and specialized rituals housed in special shells designed to help them grow into beings suitable to serve as divine scaffolding, starting with the Avatars of the Heart. The first Avatar was the Mask, Avatar of Identity: formerly the spirit of a therapy-bot, they had been placed in a Mag-Tek Altar housing a special algorithm to help them understand personae and aid Tekket in understanding their identity and, if need be, changing it. And, crucially, hopefully allowing the Assembly to forge identities for their gods suitable for the Directorates needs. 0/15, craft the Mask, Avatar of Identity, improving mental resilience and increasing CUL.
The Book: The Book was intended to be the Avatar of Memory: connected to the Assembly via MMI, the Book would record their brainscans as well as their experience, storing them for later perusal and useage and stimulating the synapses in order to improve memory retreival and storage. The Assembly hoped that the Book would accelerate the growth of their gods by strengthening their memories and allowing them to develop their consciousness at an accelerated pace. 0/15, craft the Book, Avatar of Memory, allowing for the storage of memories and experiences and increasing ACD.
The Dagger: The Dagger was the Avatar of Sacrifice: a grim reminder of the frailty of Tekket and a reassurance that as feeble as they might be, their contributions matters. Housed in a TekShrine connected to a special ritual athame, as the Dagger evolves they will aid your Mysteks and Shrine-Keepers and Occulteks all by contributing a portion of the Avatars own strength to sacrifices of lifeforce. 0/15, craft the Dagger, Avatar of Sacrifice, increasing the strength of rites and increasing FTH.
The Engine: The Engine served as the Avatar of Motion, of animating force both biological and electrical. A vast nuclear engine, the Assembly hoped to cultivate the Engine as a back-up power source for their divinities: barring that, the Engine would at least accelerate the growth of spirits throughout the Directorate by providing them a source of strength, one that required minimal life-force to maintain. 0/15, craft the Engine, Avatar of Motion, strengthening spirits and providing EXP.
Toy Makers Workshop: The Toy Maker was fabled as the patron of children and faeries both. His temple and its sacred toys had been observed to reduce feelings of unease and terror during Warp-Jumps: some wanted to expand his temple by providing it with additional facilities and resources to train priests and manufacture sacred toys. 0/15, upgrades Toy Makers Temple to Toy Makers Workshop, a Holy Site that grants your children additional protection against malign influence.
Faerie Shrine: The Fae Folk. Spirits of the Dreamland, many of them swore themselves to the Toy Maker, according to your lore. Perhaps by establishing a major shrine dedicated to them at the Toy Makers Temple, priests of the Toymaker could invoke them to ward the dreams of the Directorate. 0/15, upgrades Toy Makers Temple with Faerie Shrine. Unknown effects.
Shrine-Rites: This was an era of Mystek ascension. Give the Shrine-Keepers access to plentiful lifeforce to study: allow them to develop their understanding of the potent energy that the God-Machines had given access to and allow them to use it to develop rituals to further increase the potency of the TekShrines. 0/15, upgrades TekShrines with Rite of Motive Offering, increasing EXP given by TekShrines by two.
Awakening Totems: Alternatively, some mysteks, primarily Calculators, theorized the optimal way to aid the spirits of the wild was to give them the tools to help realize cognizance. After all, it had been proven that machine spirits with additional processing power grew quicker, so why could the same not be true with the spirits of nature? By installing specialized network architecture and modified mind-interface technology, Totems could help spirits realize awakening by allowing them to piggy-back off of its vastly superior data-processing abilities. 0/15, upgrades Wyld-Shrines with Awakening Totems, increasing ACD. Costs 1 Network.
Power Totems: Alternatively, claimed some Assembly-aligned Druids, why not just stuff the totems full of power generation hardware? Uranium was cheaper than lifeforce, and while it wasn't as effective, it could be used for a variety of improvements across the board to the overall design of the Totems, with the excess nuclear energy utilized as a secondary sustenance source for spirits. 0/15, upgrades Wyld-Shrines with Power-Totems, increasing FTH. Costs 2 Nuclear Material.
NeuroChoirs: A proposed theological application of the Mind-Machine Interface, the NeuroChoir would help coordinate and amplify prayer and spiritual meditation and, more importantly, allow for far easier donation of life energy for ritual purposes. 0/15, increases FTH, religious orders gain NeuroChoir artifact.
What the Zog?: Whatever had occurred during the flight of the Endeavor, it was clear that performing a ritual on Stizlak had brought the attention of something vast and terrible. The Grot needed to be questioned by the Conclave and studied so that countermeasures for whatever had happened upon them could be developed and potential spiritual side-effects of the rite could be determines to help optimize it. 0/15, develop Ork Ritual Studiez, increasing Mystek effectiveness when interacting with Orkish supernatural phenominon and improving the Rite of Pacification when performed in the future.
Cthonic Shrines: An idea proposed by the NekroTeks, these Shrines would be constructed in every TekMausoleum, allowing for appeasement to be made to the spirits of the dead and departed, easing their transition to the afterlife. It would also, crucially, allow for them to make offerings to the machine souls of the crypt, any psychopomps that appeared, or other cthonic spirits. 0/15, establish Cthonic Shrines, increasing FTH.
Shrine-Hives: Fundamentally, it would not be difficult at all to redesign shrines to serve as hives for Chorus Bees, allowing for small amounts of lifeforce to be siphoned from the bees honey. In exchange, they would receive by and large the same benefits as the Arbor Guardians, receiving larger portions of lifeforce given directly. 0/15, Shrines on habitable planets upgraded with Shrine-Hives, increasing CUL.
-ACD-
NukeTek Ultra Miniaturization: It would perhaps be considered gross overkill to develop infantry-scale weaponry utilizing Perpetunite Reactors. However, much like your schools, your military didn't know the meaning of overkill: Fusion Shotguns, Fusion Blasters, Fusion Micro-Rockets, and Fusion Grenades. A lot of efficiency would be lost at the sizes you were aiming for, but it'd be a great way to give your forces some real teeth. 0/15, heavy infantry benefits from PowerBlok technology, costs 2 Nuclear Material
The Teeth: A number of military scientists believed that by using GodTek and recent advances in NukeTek they could create a hyperadvanced, long range fusion cannon capable of causing significant damage. An intriguing idea, and it would give at least one of your fleets some actual teeth. 0/15, can upgrade a single fleet with the Teeth, a powerful medium range relic grade heavy fusion cannon that will automatically upgrade to incorporate newly developed technology. Will automatically upgrade to a long range when Extremely Advanced Nuke-Tek is completed. Costs 1 Artefact.
Gestalt Protocol: Another route to improving the strength of Machine Spirits, some of your scientists belonging to the Grand Reconfiguration Committee theorized that synthetic souls were just as modular as their form: they believed that there might exist some manner to merge machine spirits in order to radically accelerate their growth, creating Gestalt-Drones. They would no doubt be very, very different from typical Bond-Drones, however. Recently, the Assembly had begun to pursue experiments in this vein as a potential alternative method to grow their Avatars. 1/15, develop Gestalt-Drones, advanced automata created from a multitude of fused together synthetic souls instead of singular awoken machine spirits. If completed automatically, lose 1 Nuclear Material.
Temple Expedition: It would take a military escort, a great many BlockBots, and probably heavy artillery, but the Fleet believe that it should be possible to push past the Quartzbugs and do an in-depth exploration of the Quartz Temple and unravel its secrets. 0/15, grants information
HoloShield Tek: A proposed upgrade to the shields was developing experimental supplementary hard light generators that could be used as a upgrade component for ShieldBloks to allow for a degree of shielding against kinetic threats. These HoloShields would draw a bit more power and provide fairly limited protection, but it would still be an impressive improvement to your defensive arsenal. 0/15, ShieldTek upgraded with HoloShields, providing weak kinetic resistance to Shield technology.
TurretBots: A proposed way to improve turrets was by merging them with BlokBots: provide a rudimentary synthetic intelligence to make tactical decisions and coordinate with peer platforms, a mag-lev system to allow them to reposition themselves, and a network hookup to tell them where to recharge from and what places need reinforcements, and you could greatly increase the fluidity of your static defences. 0/15, develop TurretBots, improving static defenses.
DataShrines: A proposal by some Academy aligned Mysteks was the installation of Shrines in DataHubs intended to be dedicated to the Spirits of Software: after all, was not every program in many ways lesser spirits? They theorized that this would prove an effective way to augment and improve network complexity and optimization should it work as intended. 0/15, generate considerable ACD, cost 1 Network.
Arbor Minds: Tree nervous systems were decidedly non-complex. Plants in general were fairly simple organisms, intellectually. This was in all likelyhood one of the larger barriers to their spiritual growth: after all, it was a known fact that the soul could only grow at an acceptable speed when provided sufficient processing power. However, their nervous system being so simple meant that, in theory, it wouldn't be hard to design a method to allow your computers to interface with them, providing the tree increased intelligence. 0/15, increases CUL, cost 1 Network
MagTek Blasters: While magnetic weaponry wasn't unheard of, MagPulse Blasters were mostly a novelty: instead of firing any actual round, they functioned by firing a beam of magnetically generated kinetic energy capable of knocking machines into constituent bloks. Wonderpark had done a great deal to optimize the design, however, and some in the fleet believed with some improvements, they could be fielded as anti-vehicle weaponry by your infantry and mechanized forces. 0/15, develop MagTek Blasters, specialized Kineto-Magnetic weapons.
ZwergBot Disassembly Protocol: A proposed subsystem that would allow for BlokBots to continue operation even after being blown apart via configuring themselves into lesser classes. This would be very, very useful for your security bots, as it would mean they would have to be very thoroughly dismantled to stop them. 0/15, Security Bots will automatically when dismantled reform into smaller classes of BlokBot.
Animatron Class BlokBots: A proposed model of BlokBot with higher intelligence and slightly more robust engineering than the average Golem, designed more for the purposes of entertainment and socialization, Animatrons had been proposed by Wonderpark as a way to artificially expand their workforce. 3/15, unlock Animatron Bots, generating CUL.
Totem Eco-Scanners: The Academy loved nature as much as the next person. That was why THEIR proposal for improving the totem network was upgrading the scanners to better allow for collection of data and allowing for more precise intervention by druids, park rangers, and other specialists when necessary. After all, sometimes mundane optimizations were the best optimizations. 0/15, Totems upgraded with Eco-Scanners, increasing CUL. Cost 1 Network.
Totem-Net: Alternatively, the Totems could be provided improved server software to allow for a variety of useful, if mundane, programs such as ecology simulators to be ran on them and allowing limited inter-totem communication. In essence, Wyld-Shrines would gain their own complex network to allow their users more functionality. 0/15, Totems upgraded to utilize Totem-Net, increasing ACD. Cost 1 Network.
TotemTek Peripherals: Heat management, soil enrichment, atmosphere filtering, there are a variety of mundane upgrades that could be installed on Totems to improve functionality. They would require at least some Perpetunite to improve the power generation, but these peripherals could allow regions to be more efficiently managed. 0/15, Totems upgraded with TotemTek Peripherals, increasing CUL. Cost 1 Nuclear Material.
Totem Power Grid: Right now, most Totems operated on individual Perpetunite reactors. However, the Academy believed that by actually developing a power grid for the Totem Network, Directorate Rangers would be able to vastly increase Totem Coverage. An entirely mundane improvement, but one no less important than the development of urban power grids. 0/15, Totems upgraded with Totem Power Grid, increasing EXP. Cost 1 Nuclear Material.
Orkoid Xenobiology: The species you had found was deeply fascinating and many wanted to study it further. While direct contact wasn't allowed, dissection of ethically acquired corpses would be, allowing you a great deal of insight into how the species functioned. It would require the help of a Warp-capable ship in order to acquire specimens, however. 0/15, unlocks Orkoid Physiology, giving you insight to the greenskin biological makeup. Requires an Endeavor Class to construct a Xenoobservation outpost.
WyldRanger Zoological Research Rovers: The biosphere of Teklia was constantly evolving, especially after the advent of Wyld-Tek. The WyldRangers, the secular branch of Teklia's nature enthusiasts, wanted to establish specialized research rovers meant to serve as mobile, eco-friendly field research labs and dwellings for the Rangers to help them document and research native Teklian biology, ones uplinked to the Teklian planetary network to allow for efficient coordination of research and conservation efforts. 0/15, establishes WyldRangers, an ACD and Biodata generating society.