it should be "One small step for a Tekket, one great leap for Tekketkind." At least if you are going off the original quote.
Because everyone misremembers it in real life. It actually was "step for a man, one great...etc" because "one small step for man, one great leap for Mankind." Makes no sense. Man, used in that way means Humanity, but so does Mankind. So what you are actually saying is "One small step for Humanity, one great leap for humanity."
Well, I like it the other way better. Everyone knows what it means and it's punchier for being as short as it can be. The fact that it was a grammatical error on Armstrong's part makes not a lick of difference.
So going over it, it looks like projects of /5 or less progress grant +1 point, while /10 projects grant +2 points. As such I expect we will get +1 EXP, +1 CUL, +1 ACD, and +3 FTH.
"It isn't all over; everything has not been invented; the human adventure is just beginning," - Gene Roddenberry
The grav-engines of the Endeavor slowed the craft to a stop, slowly countering the forward motion of its primary livefire engines, bleeding off kinetic energy as the graft took up a steady motionless orbit. On the bridge, Captain Taavi grinned. Below, visible through the bridge vid-window, was Naklis! Today, history had been made: it had taken a year of travel, but the Endeavor was the first Tekket Vessel to reach another planet!
"Chief Heuristics Officer Votto, begin surface scans. Science Officer TikTik, prepare to launch probes: I want a full work up of both atmostphere content and surface conditions before we send survey teams," Taavi commanded.
"Aye-Aye,"
"Aye-Aye," Both officers responded, immediately setting to work. Meanwhile, Taavi returned to viewing the lonely planet, a roiling and bubbling molten rock, pockmarked with mountains and valleys that arose from the glowing red ocean. With Teklia, there had been the overview effect causing an intense degree of awe. Naklis meanwhile evoked similarly strong reactions from Taavi, but for somewhat different reasons: Luna had been an accomplishment. This? This was history in the making, the payoff for decades of work: millions of miles traversed in only a handful of years, and soon, once it was confirmed safe, the first Tekket boots would set down on another planet.
"Hey Captain, once the probes confirm it's safe, you mind if we collect some rock samples from the mountains? I want to get a workup sent back to the Academy: they're gonna go nuts over this data," TikTik asked as, through the viewscreen, Taavi watched as a series of orbs shot out to the planet, hurtling through the atmosphere from the hangar of the Endeavor. Raising a paw to his chin, the Captain thought the question over.
"Very well, I'll allow it. Have the probes collect them, and make sure to send me one or two chunks once they've cooled and been confirmed safe," Taavi acceded.
Perhaps there existed fancier potential souvenirs, but Taavi found that there existed charm in simplicity, and besides, his rare stone collection DID have a few open cubbies. A perfect spot to put a genuine alien space rock.
Naklis probed! The Molten Sea is comprised of a number of useful ores and minerals, and there have been small deposits of living metal located on the dry land! Unfortunately, there exist no way to exploit these resources at present.
TKK Endeavor: The pinnacle of Tekketi engineering, the Endeavor is the first real space ship constructed in the aftermath of the Destroyer War, incorporating a variety of technologies to enable it to perform its mission. A hypermodular vessel build from grey dyed ferroplastic bloks, its design consists of a wide, flat disc connected via finned spine to two large nacelles. The majority of the crew and work decks are housed in the disc structure, alongside most civilian installations, wheras the Nacelles each contain sub-engineering decks, redundant systems, and storage. Lightly armed with only fusion torpedos and comm-jammers, the Endeavor is not intended to win a stand up fight: it's purpose is purely exploratory.
[-] Survey Luna: Some light surveying had been done, revealing the best scrap harvesting locations alongside some small remnants of PrecursorTek. Also concerningly a number of high EM anomalies that your people weren't entirely sure the cause of: attempts to get a visual had been inconclusive and the EM field was distorting scanners. COOLDOWN: 1 TURNS. SCAN LEVEL: 1
[-] Survey Naklis: The planet closest to the sun, and Teklias closest neighbor. It had two major features: an ocean comprised of churning molten ore, and a handful of mountains and floating landmasses atop said ocean. A number of useful minerals had been discovered in the Molten Sea and geological surveys of the mountain indicated that it had deposits of liquid metal. COOLDOWN: 3 Turns. SCAN LEVEL: 1
[ ] Survey Tacchis: In ancient Tekketi history, Tacchis was considered a dark omen by astrologers and mystics. These days, the iceball was mostly known for the massive amount of diamonds probes had found: the planet was mostly carbon and water. While gems had no material value since the abolition of currency outside their use in industry and decoration, the survey data would still be useful.
[ ] Survey Mongus: The largest gas giant in your system, Mongus has a green atmosphere, the result of several rare-teklia gases according to probe data. You wouldn't be able to do a ground exploration of the system: the atmospheric pressure would crush your strongest vehicle like aluminum. But you could certainly do atmospheric probes and expeditions.
[ ] Survey Meeklak: The second largest gas giant, but the one with the largest ring, Meeklak was too far for casual probe use, meaning it and its ring were largely unsurveyed.
[ ] Erichtheo: Named after an old goddess from Classical Myth, Erichtheo, a moon of Mongus, is believed to be the only planet in the solar system capable of supporting life. Icy and oceanic, exploration of Erichtheo has captured the minds of science fiction authors for generations: stepping foot on it would be...well, certainly monumental.
[ ] Spraa'ng: The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.
((((()))))
Elsewhere, a Tekket couple and their kits unrolled a blanket in a clearing. From the back of the Rover, the father retrieved a cooler, hauling it over to the red and grey quilt and setting down the chilled chest. From the Rover's speakers played a tune, a random selection from the latest top 40's.
The kits had already begun to run off, climbing one of the parks myriad trees, watched over by the family Bond-Drone, the automata having opted to join their picnic. The treaded, boxy machine whirred as it circled the trunk of the conifer tree, ready to catch any of the kits should they fall.
All around them, their fellow park-goers enjoyed the space: some distance away an elderly pair of Tekket were playing a came of Dimension 7 cards, several marathoners were using the trails to exercise, a group meditation session was taking place, and a variety of animal watchers wandered with binoculars and data pads, carefully documenting the natural fauna of the area.
Tebben Memorial Park: it had opened for public enjoyment only a few months ago, along with a hundred other similar such areas across the planet. Some were designed purely as reserves: others instead found themselves used as zoos and nature exhibits. A few were used to engineer recreational camps for young kits.
And some, like Tebben, were turned into general use social spaces, natural commons that could be used for a variety of recreational activities. The parts that were open to the public, at least: some of the park was off-limit due to predators and potentially dangerous fauna that used the regions as nesting grounds, or because it was where the park Data Hub was located.
((()))
Not too far elsewhere, a pillar rose from the ground in the middle of the forest, reaching into the sky, comprised of a variety of bloks colored sky blue to help disguise its visage for park goers. Another initiative that had enjoined with the push for park development: Data Hubs. Those who would approach the park hub would feel an odd vibration, a hum in their bones. A subsonic frequency, intended to prevent birds from hitting the Pillar by repelling them from approaching the tower.
Inside, the hubs internals almost resembled an ecosystem in and of itself, a vast vertical maze of GPU's and CPU's and ServerBloks magbinded together, tended to by swarms of Bond-Drones and handfuls of Engineers swapping out parts and pieces throughout the hub in order to optimize its performance, a constant project considering ever shifting needs: a group of Mystek Druids wanted extra processing power for their MagTek Altar. There had been less people scheduling forest meditations this week, so they could swap out some processing power from the Synthetic Intelligence that was assigned to work as a meditation assistant. Communication traffic near the lake region had been higher as more Tekket had begun experimenting with recreational swimming. Rover use had dipped and foot traffic was up.
The product of a recent push for mass digitization, the Hub was one of several hundred constructed throughout the planet: hundreds of towers providing vast amounts of computational power across the planet in order to meet processing needs as thoroughly as energy needs had been met in the prior few decades.
Teklia: Teklia, oh Teklia. The second planet from your star, and your homeworld. A variety of mostly hospitable climates of variable comfortability, it is covered in what can only be described as space garbage: the ecosystem has largely adapted to it and millenia of exploitation has done much to clear it away, but its undeniably a very garbage covered planet. The past few decades had seen vast amounts of garbage cleared away, however, and a revitalization of the Teklian biosphere as the Autorecyclers turn ecosystem choking garbage into useable materials, freeing space for parks and forests, the material repurposed into massive overhauls into energy and processing infrastructure to service the needs of the Directorate in all industries and fields.
Available Expansion Actions:
Orbital Shipyard: Currently, you had no real orbital shipyard of note. If you wanted to construct more ships, you should probably rectify that. The current plan was for it to be five miles: small, but it would allow for small vessels, probes, and easier maintenance of the Endeavor. 0/10, unlocks additional Orbital Actions.
Nuclear Stockpiles: It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age, and they had been of limited effectiveness during the Destroyer War, but they were, at the moment, the only weapon you had that could hit hard enough to come even close to shaking their bunkers. Better to have them and not need them, you supposed. 0/1, Grants Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Nuclear Torpedos. Costs one Nuclear Material.
Deep Space Monitors: One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.
Luna Base 1: With actual survey data, some on Teklia wanted to establish the first permanent off-world research base to perform experiments deemed too dangerous to perform on Teklia itself. It would also allow for limited exploitation of Lunar Resources. 4/5, Costs 1 Nuclear Material and 1 Network, grants additional ACD points and unlocks HazardTek research projects.
High Energy Physics Lab: With more free power, some were suggesting expanding the Academy by adding a specialized high energy physics lab to help train engineers and researchers to properly take advantage of the energy now available to them. 0/10, costs 2 Nuclear Material, generates 2 Network and generates ACD.
Data SuperHubs: More processing power was always needed, even with the advent of Data Hubs. Some suggested expanding the Hubs even further, creating SuperHubs constructed using MagBinding fields to allow for larger size that could govern all hubs in a region, essentially meeting all expected processing needs for Teklia itself for the next two generations and allowing for high computational requirement programs to be made more freely available to Tekketkind. 0/10, establishes Regional SuperHubs, granting 1 Network and ACD.
High Energy Physics Lab: With more free power, some were suggesting expanding the Academy by adding a specialized high energy physics lab to help train engineers and researchers to properly take advantage of the energy now available to them. 0/10, costs 2 Nuclear Material, generates 2 Network and generates ACD.
BlokTek Arcologies: As planetary industry expanded so too did its need for housing and infrastructure: urbanification was inevitable without special measures. It wasn't immediate, but some wanted to embark on the construction of a series of low-environmental impact arcologies meant to house the vast majority of your species in order to pre-empt such a problem before it occurred. 0/20, generates EXP, pre-emptively prevents urbanification of Teklian wilderness.
((((()))))
Elsewhere still, a number of Tekket sat together, eyes closed, bellies resting on the stone floor, clad in an assortment of jumpsuits. Some opted to keep a personal bubble of space between them and their peers. Others lined their bodies right next to each other, finding the simple act of having contact with another Tekket as they meditated soothing.
"And breathe out," The group leader said, eyes just as closed as his patients, and the Tekket engaged in the group meditation session exhaled. "Breath in again, slowly, and now I want you to empty your mind. Focus on the sound of my voice and the sensation of the air on your fur, stone on your belly, and the contact of your meditation partners: let your thoughts drift away."
A recent non-innovation: Meditation had been found to have soothing effects on the Tekket psyche, and to help manage mental and spiritual health, a number of therapists had worked to revive the practice, coordinating with spiritual and religious leaders to help repopularize the process. "Breath out," The Group leader said, twisting his elongated body and rolling. "And now, those among you who have successfully cleared your mind, I want you to roll over." And this was the big test to see if his patients were making progress: psychologically, much like the primitive felines of Teklia, Tekket had a natural aversion to exposing their belly in such a way if they weren't suitably comfortable.
If the meditation was working, his patients would be in a fine enough condition to roll over and expose their shirtcovered stomach to sky. If it wasn't, he would need to arrange additional consults. Briefly opening his eyes, he noted at least seven of the ten Tekket rolling over. Good, definitely making progress. Now, to finish this meditation session: hopefully the nature walk would help the remaining three open up.
Compulsory Education: One of the things that helped the Directorate flourish was mandatory education starting years 3 to 21. Every citizen received lessons in science, engineering, mathematics, language, history, and ethics.Provides an extra ACD Point.
War Against Extinction: A harsh lesson learned during the Destroyer War: there existed powers in the cosmos far more powerful than your species that wished you harm. It was a grim calculus, but if the day came when your soldiers and explorers had to sacrifice themselves in order to take down an enemy that would threaten your people, they would, without hesitation. Slight bonus for all forces against superior opponents, can designate forces as Extinctionist, increasing how much damage they do to foes but moderately reducing survivability.
Moneyless Society: Currency was an outdated concept when you produced enough food and material to more than meet peoples needs. Resistance to subversion increased.
Promoted Therapy: Trauma was an enemy to the health and wellbeing of many Tekket. To combat it, your society provided a variety of tools to help people seeking treatment. Increased mental resilience for all Tekket.
Meditation: The product of countless therapists and religious and spiritual leaders working to promote the practice as a method of spiritual and mental wellness maintenance, Meditation had taken off in Tekket society, both group, private, and virtual mediation. It was no replacement for actual therapy, but it served as a valuable religion agnostic tool for mental health.
Culture Points (CUL Points): 7
Wargames: An idea proposed by those among Directorate Fleet Command, designing a series of games intended to act as training sims for things such as tactics, survival skills, piloting, etc. This would also serve to help drive interest in the Fleet, increasing recruitment. 0/5, grants the Wargamer tradition, slightly increasing the general survivability of your forces and increasing recruitment.
Advanced Therapy Promotion Project: It wasn't enough, some claimed, to merely fight against the diseases of the mind. In order to achieve its best self, society must treat the study and treatment of mental illness as a major science in and of itself. They were proposing a branch of the Academy dedicated to training social workers, therapists, and clinical psychiatrists and psychiatric researchers. 0/10, upgrades Promoted Therapy, increasing mental resilience further, costs 1 Network
Hobby Bots: Manufacturing Bond-Drones required mature, strong machine spirits, but there were a variety of simpler automata that could be used for recreational purposes, such as Bot-Battles, Bot-Racing, urban exploration, etc. Encouraging them would be a good way to get people into bot-design. 2/3, grants the Hobby Bots tradition, providing a small bonus to EXP Points.
Compulsory Secondary Education: It wasn't...strictly needed, since most Tekket pursued secondary education anyways. Still, by making it mandatory and spending resources to expand the Academy, you could effectively ensure 100% of your population was considered skilled. 0/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.
Nuclear Engineering For Kits: Every so often a strange idea appears on the docket, and this was one of them: some Tekket wanted to give schools nuclear experimentation playsets for physics and engineering minded kits to play with, educating them on the finer points of nuclear physics and technology. The technology did exist to make this mostly safe, but it would be very resource intensive. 0/10, grants Nukes for Kits, increasing EXP and ACD points, costs 1 NK
Zoological Educational Facilities: A number of animal enthusiasts had proposed expanding the park system to include special open air zoos: attendees would learn about animals and get to view them safely in accurate recreations of their natural habitats via specialized heavy grav-trams and auto-rovers. It could also be used for research and helping promote endangered species. 0/10, grants Open Air Zoos tradition.
((((()))))
In the middle of the woods on a dark, moonless night, the Monks of the Leafen Circuit came to a hollow. Holding aloft their lanterns, the Mystek Order began its work, erecting a series of pole-like torches in the clearing, four by four by four until the clearing was lit, revealing a perfect circle arranged in a geometrially perfect circle inside a perfectly parallel forest, the right of trees surrounding them carved with arcane sigils.
In the dead center, at the heart of the grid of torches, was the MagTek Altar, surrounded by stone steps, the silver colored occult accelerator an almost sheer monolith, holographic Occultek Runes shifting and twisting on its surface. Rapidly, the Mysteks formed a circle inside the circle, surrounding the Altar, a pair of them carrying forward an ornate crystal-textured BlokChest, moving it up the Altar Steps and leaving it at the top, before descending to either side of the steps and lowering themselves to their knees.
Moving towards the front, the Mysteks leader, clad in thick ceremonial robes, approached the front of the MagTek Altar, holding aloft a compendium: a prototype TekGrimoire assembled from a variety of specialized ferroplastic pieces printed with esoteric lore, programmed with the collated lore and chants of hundreds of Mysteks, Priests, and even Occulteks, turned into programs that would perform Mystek ritual calculations. Opening the BlokBook brought to life above it a holo-display, the Grimoires interface.
The Mystek Leader began chanting, the voice recognition software of the TekGrimoire activating and beginning the process, its onboard Bond-Spirit joining in the chant and synching to the TekAltar, the machine coming to life, a humming surrounding the clearing even as slowly, a pillar of green light rising high into the sky.
Machine Spirits: Discovered via ancient texts from long gone precursors, the Tekket have a healthy reverence for machine spirits, viewing them as invisible partners and allies. So long as the vessel is maintained and proper respect is given, the Tekket find the spirits of their technology extremely reliable, with a handful of rites and rituals existing in order to allow the Tekket to commune with the ghosts in the machine. Improved reliability for all technology.
Rite of Anima: A series of TekAgnostic Mystek rituals designed to help Machine Spirits achieve an awareness of self, strengthening them to the point they can be transferred into Bond-Drone vessels, where they can be used as companions, assistants, helpers, and pets. +3 EXP.
MagTek Altars: Occult Supercomputers housing mature Bond-Spirits connected to MagTek Assemblers and a variety of other additions that vary both Altar by Altar and Mystek Order by Mystek Order, these artefacts act as ritual accelerators, allowing for more efficient and power Anima Rite practices. Grants 2 ACD, improves effects of Mystek Rites.
Faith Points (FTH Points): 13
Available Faith Projects:
God-Machine Cults: Many already viewed them as divine: it would not be hard to establish a cult dedicated to the God-Machines, and it would provide a good outlet for Tekketi spirituality. Such a body would hold little temporal or legal power, of course: history proved that giving religious institutions political power was dicey. 0/5, establishes God-Machine Cult.
Folk Religion Revival: There were also a variety of older religions that had seen a resurgence in membership since the God Machines were awoken, and unlike the God-Machines, they didn't necessarily tie their loyalty to ultimately capricious demiurges. 0/5, Re-establishes various folk religions in Tekketi Civilization.
Nuclear Ritual Engines: Mag-Tek Altars had proven an effective way of amplifying the effects of Mystek Rites. Some theorized that they could be improved further via nuclear reactor bloks, providing the Altar spirit with additional surges of power to channel into occult motion: to that end, they wanted to apply Mystek principles to nuclear design. 0/20, Mag-Tek Altars upgraded with Nuclear Ritual Engines, unknown effects, costs 2 Nuclear Material.
Rite of Soul: You can make the spirits more awake. Could you increase the shine of their soul?Costs 1 ART.
TekShrines: Some of your engineers had taken to leaving machine spirits offerings, constructing simple shrines in the bowels of your facilities where they would leave bits of metal, plastic, food, scraps of paper scrawled with prayers. This had shown a mild strengthening effect on Machine Spirits in the area: perhaps something to be formalized. 0/10, develop TekShrine Tradition, increasing EXP.
Bond-Machina: Older machine spirits were more powerful machine spirits. Eventually, they reach a point where their vessel is no longer suitable: that is why Bond-Drones exist. However, some believed that with the advent of modern computing, standard Bond-Drones would also eventually become insufficient. Their proposal: house them in a powerful quantum supercomputer. This would limit them in terms of shell, but would provide them with enough room to achieve full intelligence. 0/15, Develop Bond-Machina, a form of supercomputer housing a fully mature and self aware machine spirit. Other effects unknown.
TekMausoleums: There existed no formalized way to deal with the loss of a loved one: some incinerated their remains and had the ashes scattered at places they considered significant, some inter their dead underground, others still ritually immolate themselves when they feel death is near. Several more morbid citizens had an idea for how to ensure the dead are properly respected and remembered: erect a massive Data Hub to serve as a digital mausoleum, storing images of the deceased, records of their existence, and summaries of who they were written by friends and family. In this way, no one would ever be forgotten. 0/10, develop TekMausoleum rites, increasing CUL, creating a digital record of the dead. Costs 1 Network. Unlocks TekMortuary Rites.
TekGrimoire: The benevolent spirits of the machine were not the only ones that existed. There also existed darker spirits: the Gremlins, daemons of the circuit that wreaked havok using possessed shells. The Antianima, the Dark Spirits of Nightmares. Some religions held too that lighter ones also existed: the guardian souls of those passed on. The spirits of machines that transcended their physical form. Divine beings sent from on high. And all the ones in the middle of the morality spectrum. And others beyond. The priests and holy men of your society wished to assemble an authoritative compendium of these spirits and known ways to invoke, mollify, ward against, and banish them. 5/15, Develop TekGrimoire Artifact, increasing FTH. Unlocks TekDaemonism, TekOccultism, and TekAnimism Rites.
Delve into the Tomb: The complex where the God-Machines were located was, according to the expedition that found the God-Machines, impossibly vast. A select number of Monks wished to establish a temple atop it. It's purpose? To plumb the depths and obtain ancient technology. 0/10, Establish Tombdelver Order, a Society which generates Artifacts (ART).
((((()))))
Elsewhere, at the Academy, a teacher was giving a lesson to several dozen students, aspiring Fleet engineers. Standing on a giant Mag-Assembler, the Teacher waved her Omni-Wrench the same way a wizard from classical fairy tales might, directing a shifting and flowing tide of flying bloks and bricks, assembling and reassembling them into a variety of implausible shapes, a sign behind them displaying when it was the Assembler holding the structures together or merely the MagTek Binding Field. "Alright, as you can see, with MagTek, you can build some pretty far out structures," The Teacher said, lowering their goggles before giving a wave of her Wrench: in truth, most of what the assembler was doing was pre-programmed, but hey, students were more likely to pay attention if you gave em a little magic in their lectures.
Quickly, more blocks flew in, forming a machine, a multicolored BlokTank holding a massive laser cannon. Across from it, a squat building shaped collection of ShieldBloks which quickly powered on, causing it to be surrounded by almost translucent blue field. The cannon slowly powered up, barrel beginning to glow a bright red, before shooting out a powerful lance of focused light...
Which was completely absorbed by the ShieldBloks. "And with ShieldBloks, you can make sure those structures have maximal defense against laser weaponry."
Waving again, the teacher turned to the Camera, grinning as the bloks behind her began disassembling. "In this course, we're going to focus on using both these technologies in the field both to upgrade and modify vehicles and create pop-up fortifications and bunkers."
Directorate Academy: The Directorate required a vast number of skilled professionals to operate, even in this era of increasing automation. To meet this need, the Directorate Academy was established, growing steadily until its reach encompassed the globe. The Academy effectively WAS the place to get an advanced education. Thankfully, it provided online courses for free, though there were a number of lucky students who received invitations to attend directly: those were the ones who would get drafted into the Academies own personal labs. Provides 5 ACD Points.
Bond-Drone Technology: Some machine spirits are particularly lively and strong, given power through generations of veneration, extreme age, or, in rare cases, through the love and care of their owner. These awoken machine spirits are typically given new vessels to inhabit, thus birthing Bond-Drones, ensouled, somewhat intelligent automata that serve as warrior, protector, and even family. Provides 1 EXP Point.
BlokTek: Hypermodular tek designed to be plug and play, BlokTek was the basis of most TekketTek. Every component could be, if you knew the schematic, used for a different machine. The same components that would be used to make a blaster could also be used to build a microwave: the battery as the power source, the optical lens to irradiate the thing, all you needed was a few bloks to make a box. Provides ultimate lego technology: all parts interchangeable and universal. Provides 2 EXP Points.
Living Metal: GodTek, or something derived from it: the Destroyers had managed to occasionally lightly injure the God-Machines, leaving small samples of an advanced proto-metal around. Researching it produced a room temperature regenerative semi-conductor. Another cornerstone of your tek: it meant that components could essentially be infinitely reused. Maintenance costs reduced to zero.
ShieldBloks: A countermeasure developed to reduce the effectiveness of Destroyer Laser Weapons, ShieldTek generators could power energy barriers around fortifications, hardening positions against lasfire. Recent advances had managed to produce ShieldBloks, which applies BlokTek principles to the technology, creating a modular barrier generator that could be freely installed in vehicles, satellites, and inside buildings. Vehicles and fortifications effectiveness against LasFire increased.
Golem Class BlokBots: BotTek had advanced to the point a variety of simple menial tasks and labours can be automated. Golem Class BlokBots come in a variety of forms with a variety of peripherals, from childcare assistant nannybots to industrial digbots to food-crate hauling cargobots. Increase EXP by 1.
MagTek Assemblers: Specialized MagTek pads that, when paired with a computer or tablet to act as a design station, could be used to instantly snap together bloks to assemble whole machines and devices once a suitable schematic was chosen, simplying the process to just a push of a button. Increase EXP by 1.
MagTek Binding Fields: Electromagnetic fields that help hold together Bloks, increasing whole machines ability to resist kinetic force, improving their overall structural durability, and increasing the conditions your machines could operate under. BlokTek is more damage resistant.
Academy Points (ACD Points): 12 +5 Bonus Points
Living Metal: 1
Network: 3
Warp Drive: Destroyer Tek. The remains of the engine they had used to cross the stars. Specifically spared from destruction by the God Machines along with several other pieces of the ship. To serve as a trophy, of sorts, according to MOTHER when asked. She had agreed to let you study it in order to develop a warp drive of your own. 0/10, Unlocks Crude Warp Drive technology, allowing for the exploration of other systems.
Advanced NukeTek: Fusion nukes were the closest you have come to really rattling the Destroyers, but they hadn't been sufficient to turn the tide, and who knows how well they'd fare against Destroyer space vessels. A number of Science Division Officers in the Fleet wanted to develop more advanced fusion tek, focusing on overall energy output. 0/10, Unlocks NukeTek Missile Technology, allowing for the creation of more powerful Fusion Nukes and stronger Fusion Weapons in general. Costs One Nuclear Material.
NukeTek Miniaturization: Another group inside the Academy wanted instead for NukeTek to be scaled down, creating smaller fusion engines that could be used for PowerBloks or to make weapons with. 0/5, unlocks PowerBlok technology, increasing EXP Points and allowing for deployment of Fusion Rockets on vehicles. Costs One Nuclear Material.
OmniWrench Manipulator: With recent advancements in MagTek, some had proposed improving the standard issue OmniWrench with MagTek, allowing them to magnetically lift and control Bloks, something that would allow for quick field construction of basic structures such as bridges, walls, etc. 0/10, unlocks Manipulator OmniWrench, increasing EXP.
Repair Protocol: Living metal is definitely a form of smart matter. If a way could be discovered to control it's growth, you could upgrade your blocks from merely regenerating to replicating if fed with sufficient energy. In essence, bloks that can create more bloks, allowing for your machinery to literally heal from injuries. 0/20, unlock Crude Repair Protocol, giving your machinery the ability to regenerate from light damage. Costs one living metal.
Regenerative Nuclear Material: Living metal was metal. Uranium was metal. Was it possible to create a version of uranium with the regenerative properties of the former substance? Enterprising scientists wanted to know. 0/10, Develop Perpetunite technology, increases Nuclear Materials by 5. Costs 1 Living Metal.
Quantum Calculators: A proposed project by the Academy, they wanted to work on improving the cost efficiency of pocket quantum computing technology such that they could make it a daily part of peoples lives: better home computers, better synthetic intelligence assistants, more advanced sims, and smarter Bond-Drones. 0/5, Develop Q-Blok Processors, increasing ACD and CUL Points. Costs 1 Network.
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. 0/20, develop Gestalt-Drones, advanced automata created from a multitude of fused together synthetic souls instead of singular awoken machine spirits.
Security Bots: Some in Directorate Fleet wanted to supplement your Tekket forces with custom designed combat bots designed to help guard vessels and installations against hostile forces as well as supplement security on fleet expeditions. For obvious reasons, no lethal weapons on anything less advanced than a Security Bond-Drone: no one sane thought giving an immature machine spirit a gun was a good idea. 0/5, develop Security Bot Technology, providing cheap expendable infantry security BlokBots and more advanced combat Bond-Drones to your ground forces.
MagTek Reassembly Protocol: An alternate proposed idea to Blok Repair Protocols was MagTek: a number of engineers proposed a sort of reassembly protocol that would caused damaged structures to attempt to replace lost bloks by snapping loose ones to themselves. You would only be able to repair structural damage, not replicate any complicated machinery in the structure, but that would still be invaluable for defensive purposes. 0/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
Mammoth BlokBlots: Of course, there still existed a variety of large machines that could stand to be automated, especially since said machines usually have enough space to cram in a lot of processing power. The same faction that had advocated for BlokBots wanted to go bigger. 0/10, develop Mammoth Class BlokBots, heavy machines that generate EXP.
Deep Crust Scanner: The data collected by the Endeavors scanner was fascinating, but a number of students at the Academy believed that the real importance of the data would be improving the systems used to acquire it: they wanted to develop a novel next generation form of shipboard scanner that could map the deep crust of a planet and locate useful minerals and anomalies. 2/10, gain Deep Crust Scanner technology, revealing more resources and anomalies when surveying worlds, costs 1 Network.
Academy Fleet Compartment: The Academy and the Fleet were considered separate organizations under the Directorate umbrella. Still, by necessity, both organizations have a fair deal of institutional overlap: the Fleet requires all Ensigns and Officers attend mandatory training in special academy courses, and many among the Academy have attempted to jockey for spots in Fleet Labs. This was the brainchild of both groups: work together to design an expansion that could easily be added to vessels in order to serve as a ship-based laboratory and Academy campus. 0/5, Fleets upgraded with Academy Compartment, increasing overall crew education and access to advanced analysis and research to solve problems with, and increasing ACD. Requires Orbital Shipyard and turn in dock to take effect for existing ships. Costs 2 Network.
Quantum Calculators: A proposed project by the Academy, they wanted to work on improving the cost efficiency of pocket quantum computing technology such that they could make it a daily part of peoples lives: better home computers, better synthetic intelligence assistants, more advanced sims, and smarter Bond-Drones. 0/5, Develop Q-Blok Processors, increasing ACD and CUL Points. Costs 1 Network.
This seems useful to grab since CUL points are lagging behind a bit and more ACD point would not be amiss, and can get the scanner done as well.
I really want to explore Erichtheo just to expand past our homeworld, finish up Luna Base 1 and start Data SuperHubs and BlokTek Arcologies (before the problem becomes bigger), finish Hobby Bots and start Nuclear Engineering For Kits to finish next turn, complete TekMausoleums because I think they're pretty neat, and finish both the Deep Crust Scanner to improve our surveying capabilities and Quantum Calculators for more Culture points.
It would be better to finish the data superhubs and just put 5 on the arcologies so that we get the benefits of data superhub next turn, partial work does not get us anything.
It would be better to finish the data superhubs and just put 5 on the arcologies so that we get the benefits of data superhub next turn, partial work does not get us anything.
Right I think it's time we start investing in our military, namely we ~need~ to build Orbital Shipyards. This is still 40K and the OS are just the beginning of our ability to properly defend ourselves and make use of the resources of our home system.
END: Continuing our slow outward sweep of the solar system.
EXP: We'll need those SuperHubs providing more Network because we have a lot of demand for it, complete the Luna Base, and start on preventing any hiveworld messes. We can wrap the arcologies up next turn. Or the orbital shipyards, alternatively.
CUL: Completing HobbyBots, and more therapy ahead.
FTH: We really have a dearth of Culture points, so this helps fix that. Continuing to push along on the TekGrimoire as well, slowly.
ACD: The Quantum Calculators will be very useful, and since there's living metal just discovered I think we should go ahead and spend the one we have right now on ensuring we have a greater supply of Nuclear Material - a lot of demand there too after all. The Deep Crust Scanner can go slower, since it'll still take a few turns before the previously studied locations are available for other goes.
[ ] Plan: Slow and Steady Wins The Race -[X] Survey Tacchis: In ancient Tekketi history, Tacchis was considered a dark omen by astrologers and mystics. These days, the iceball was mostly known for the massive amount of diamonds probes had found: the planet was mostly carbon and water. While gems had no material value since the abolition of currency outside their use in industry and decoration, the survey data would still be useful. --[X]TKK Endeavor:
Just keep ticking planets off the list, get us some cool survey data, see if there anything to it being a dark omen in our mythogly which it might very well be with with the warp being real and all -[X] Luna Base 1: [5/5]
this is nearly done so get it over the finish lines -[X] Orbital Shipyard: 10/10
This is so we can unlock more orbital actions for us to do stuff in space, upgrade our current space ship, easier maintenance of it, easier extraction of resources on other worlds, more probes, smaller vessel to for example bring stuff between the moon colony and our homeworld easier. -[X] BlokTek Arcologies 4/20
Start chipping away at this since is a good project, help save the enviroment, stops unhealthy civilization habits also gets us more points when completed. -[X] Hobby Bots: 3/3
push it over the finish line to completion. -[X] 6/10 Zoological Educational Facilities:
I just think these are quite cool the concept of it is just very novel. It also would help our our research in general and help protect the environment as a whole. -[X] TekGrimoire: 15/15
get this to the finish line in order to get more faith points, unlock more potenital pathways and just unlocks a lot cool stuff for us in general -[X] God-Machine Cults 3/5
start to chip away at this, get the cults going so we can have more interaction with the ctan, make sure the Mystek don't gain dominance over our society keep diversity within our society in faith related aspects -[X] Regenerative Nuclear Material: 10/10
we are running out of nuclear materials we need more of it and this is the best way to get a but-load off more of it. -[X] Quantum Calculators: 5/5
A simple quick easy way to get us some more points in 2 categories while also allowing everyone quantum computing in there daily lives -[X] Deep Crust Scanner: 3/10
start getting this done
-[X] God-Machine Cults 3/5
start to chip away at this, get the cults going so we can have more interaction with the ctan, make sure the Mystek don't gain dominance over our society keep diversity within our society in faith related aspects
Historically this did not end well for the Necrontyr. Honestly I think we should just let things play out as they will without interference. And honestly worshiping anything in general but in 40k especially seems like a sure fire way to hell.
Historically this did not end well for the Necrontyr. Honestly I think we should just let things play out as they will without interference. And honestly worshiping anything in general but in 40k especially seems like a sure fire way to hell.
I don't see an issue with it, so long as it is balanced. As in, we take the folk religions as well. Maintaining societal change through an in-universe religious renaissance. If you get what I mean, and we did take the C'tan option, it would honestly be a shame narratively and gameplay wise to not use it more.
That being said. I would like to get started onto repair protocol soon. That is an important part of the tech tree, it's like the big thing. Next turn would probably be nice.
I think we should consider shipyards, the lunar base, and two monitors for exp. We just escaped an extinction war, we need to be at least keeping a look out, and begin building ship factories.
High Energy Physics Lab: With more free power, some were suggesting expanding the Academy by adding a specialized high energy physics lab to help train engineers and researchers to properly take advantage of the energy now available to them. 0/10, costs 2 Nuclear Material, generates 2 Network and generates ACD.
Data SuperHubs: More processing power was always needed, even with the advent of Data Hubs. Some suggested expanding the Hubs even further, creating SuperHubs constructed using MagBinding fields to allow for larger size that could govern all hubs in a region, essentially meeting all expected processing needs for Teklia itself for the next two generations and allowing for high computational requirement programs to be made more freely available to Tekketkind. 0/10, establishes Regional SuperHubs, granting 1 Network and ACD.
High Energy Physics Lab: With more free power, some were suggesting expanding the Academy by adding a specialized high energy physics lab to help train engineers and researchers to properly take advantage of the energy now available to them. 0/10, costs 2 Nuclear Material, generates 2 Network and generates ACD.
Historically this did not end well for the Necrontyr. Honestly I think we should just let things play out as they will without interference. And honestly worshiping anything in general but in 40k especially seems like a sure fire way to hell.
this is the only option I think we should really really take not only cause I think this would logically take place, it a good aveune for it since they saved our fricking lives, does not stop us from doing the other options, worshiping them would provide us good faith stuff they are still around so they can prevent it from getting out of whack, can provivde advice gueidnace, can hopefully by worshiping them liking us more, the people need faith yestraday too we need to get something our right now for them. We should really take it
we have to choose a something to fill our spirtual hole no matter what we need to fill the spirutally hole left in our people and the god machine our the quickest and one of the best options to do that. It have to be way way way more than one careless moment the imperium did not form from one careless moments it took so much so much much more than that. The imperium from the outset was made with bad intetions. Honestly the god machines are quite benvolnt I think they be good gods for us to worship and remeber we can take the other options too so we have diveristy in faith too. We our not limited from taking any of the other options by taking this one. We can take all the other ones in later turns and I wan too! having a diverse faith enviroment is good
I don't think we are on a necron tomb world or anything. I think it just a vault full of ctan it just means greater interaction with them and the ctan here are quite belvont. They will of course take great risk in going beneath but since they are monks who worship them, know a lot about them I think it great risk for them but not great risk for our civlization as a whole.
they saved our entire civlization until they show any actionable other actions that show otherwise I am gonna go by what they have actully done for us which is massive belvonce. We should not go stir crazy cause of what other ctan did in the far far far distant past and that act radically different to these ones. TLDR let not deterime our course of action by stuff outside the quest but by there actions within the quest
this is the same as @chellewalker plan except I swap out tomb diving for god machine worship for reason outlined here
also taking both of these on the same turn is a good idea so we don't get a domiant faith or anything we mantain a good multi diverse faith enviroment.
I think it impormant to remember to that the god machine ws one of the first very options of this quest. It would be bad gming if any options associated meant doom for us
oh no they are def c'tan related but I am extremely leery of using information outside the quest in order to decide our actions since that lies the route of starting to ignore in quest material in in lieu of outside quest material. I think we should form our opinions on the god machines from what we have seen within the quest. The god machines are radically different than those in the lore since if they were lore ones they have taken control of all us, tried to eat our souls, formed a empire yada yada, instead they have done none of that. The vast majority the vast majority of them just went back into there vaults to keep on sleeping or whatever. Only 3 stayed on the surface on of those they don't really interact with us much other than helping us out in there own mysterious ways. Heck one of them litteraly treat us as with maternal affection I really doubt a mother gonna kill what they considered there kids, eat our souls ect
In conclusion in quest we have seen that they could have easily deigned to take control of us straight away, start eating our souls, formed a cult all around them, ect. They have done known of that instead they saved out entire species from extinction, then most of them went back into the vault to chill, those that stayed above didn't take control of us and went off to do our own things. That they are repeatedlyg shown by inquest material and word of god comments(qm) that they have a great affection for our species, and show great benevolence for us. Of all the groups to worship, interact with, be allies with in 40k or heck in regular fantasy worlds they are pretty darn great imo.
No the qm said on discord these are ctan and they show no signs of malfunctioning too.
edit:
tbc the later part of the statment is my own opionon on it as we have seen inquest no signs of it. The first part of it is the qm statment the later part of the setnece is my own beleif
yah not sure how to drop a link but it a public one @The Bird or someone else can drop a link too it
Also not everyone gonna be worshiping them we aren't founding a state relgion here there will still be much religious diveristy and pluraism ect espically since we will be taking the other faith options too. TBH we choose to vote for god machines it would suck if we suddenly decide to never interact with them just cause we found out there ctan. Also I mean they saved our entire civilization it only make sense cults would form cause of them
hmmm yah I sympathize/understand the sentiment that we shouldn't take them as out first faith option personally I am a sucker for syncretism/pluralism options so I want to take a whole bunch of faith/religious options including the god machine cults. I also think those are the route for further interactions with the god machines so it another reason I want to take them
the void dragon is under mars so it be kind of hard for it to be here in a vault and considering the void dragon usual behavior...
for the second part I don't think there a massive risk of that it takes a lot of steps for a group to become fanatical and just having a religion form around them doesn't mean it gonna happen anymore likely than folk regions or tekshrines. We also don't want them to become fanatical with folk relgions, or with tek shrine so I think the best bet is to have diveristy in it god machine cults, folk relgions revial, tek shrines ect
tbc I realized my stament was misleading I edited my post to clarify to say this
tbc the later part of the statment is my own opionon on it as we have seen inquest no signs of the god machines malfunction or anything. They seem in perfect working order and we recivie in quest warning if they were malfucntion in some manner. The first part of it is the qm statment the later part of the setnece is my own beleif. TBC the qm said they are ctan.
Now that there is some surplus of Faith points, we could start allocating some of them to the tomb complex exploration project: the sooner the Tekket start learning about what the God-Machines are and where they come from, the better.
Investigating the tombs seems to be the only existing lead for the moment, and possibly the only one that will appear for quite a while.
Besides, it could also be a source of advanced Necron technology (like blackstone devices) that would otherwise be unavailable, unless the C'Tan decided to bestow them upon the Tekket.
Now that there is some surplus of Faith points, we could start allocating some of them to the tomb complex exploration project: the sooner the Tekket start learning about what the God-Machines are and where they come from, the better.
I am pretty leery of taking the tomb complex thing without taking the god machine cults first cause imo that a way to interact with them more, understand there behavior better, how to interact with them better ect so that when we enter the tombs we can have the best foot forward we can and not fuck anything up in the vaults which is where a boatload of more god machines are sleeping too don't want to accidentally have things go awry down there
Historically this did not end well for the Necrontyr. Honestly I think we should just let things play out as they will without interference. And honestly worshiping anything in general but in 40k especially seems like a sure fire way to hell.
well its 40k and the only example of worshipping nothing is the emperor and it did not end well for him so its a damned if you do damed if you don't kind of deal.
I broadly agree with you, but I would also point out that that'a rather unfair.
The Emperor had the brilliant idea of not worshipping anything, and where did it get the Imperium in a universe with objectively potent daemons?
Meanwhile, of the factions existent in the 41st Millenia, one of the most daemon-vulnerable factions, the Craftworks Eldar, seem to be both religious and relatively alright on that front, while the only truly secular societies we witness as major factions I think would be the Tau and maybe the Necrons- both of whom natively either very rarely encounter or can overpower daemons.
The point is… many theological roads in Warhammer can lead to hell, or away from it, depending on circumstance.