Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

Well now... Looks like one of my favorite quest authors is running yet another quest, though it took me a while to figure out it was you since your name is different here than it is on SB. XD

Looking forward to more ferret shenanigans!!
 
here are some options that I think are being overlooked
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.
think people are sleeping on this option here for one it pretty easy to do only ten points, gets us some nice expansion points which we are always in need of more, develops a good cool new traditions for and hey don't those machine spirits deserve some rewards ater all there hard work.
Cthonic Lifeofferings: A number of Mysteks with interests in the macabe had begun donating small amounts of Life-Force to the TekMausoleums, believing it a method to perhaps appease the spirits interred there. It was an interesting proposal, certainly: by organizing volunteers to donate, perhaps the merit of the idea could be tested. 0/10, TekMausoleums receive regular donations of lifeforce. Unknown effects. Cost 1 Warp.
okay I hear everyone going no ahhh blood magic no but hear me out. One the using life force thing is out of the bottle it already being used regularly in our society so the cat out of the bottle on that. Second these are all volunteers who are doing this so one gonna be forced into it or anything it just bunch of macabe people who are going be doing it. It also a way to strengthen our TekMausoleums which our pretty cool that I like to investigate more too. It also help us appease the spiritis there which is alwasy a good thing. This is also a great way to test the waters with how the Warp stuff on how it works with it the effects of it ect a good intro run into it.
The Assembly: Another movement, the Assembly instead believed that no true gods existed but that they could be created through donations of massive amounts of lifeforce, living metal, and prayer amplified via mind machine interface and directed via Bond-Machinas working as conductors. 0/5, promotes Assembly.
this one I am quite curious about this one not just cause I liked to poke a ball all the cool faiths options but it also increase our religous diveristy too. The main reason though is that uh I think they might be on to something?
The Assembly: donations of massive amounts of lifeforce, living metal, and prayer amplified via mind machine interface and directed via Bond-Machinas working as conductors. 0/5, promotes Assembly.
like that may outright work? I think they gotten a decent shot at it as we seen in quest prayer material does strengthen things as seen with the machine spirits, lifeforce stuff def works, living metal meh, but the prayer amplified thing will defentily increase it too so yah I am quite curious to see what will happen. I don't think us promoting them will mean they create a god though after this option I do think it will allow us to see if there method has any weight to it and unlock further methods from here. I for one am curious to see if there methods got any weight to it either way no harm done either by taking the option either.
 
Warhammer gods have a habit of being "you are what you eat". As in, How they're perceived and worshipped by their followers tends to reflect on the god and the line between lifeforce sacrifices and living sacrifices is a thin one.

The Church of the Great Calculator seems more interesting imo.
 
Remember they are giving there lifeforce willing which will likely make quite big difference metaphysically in that and the beliefs tekket have over human sacfrice bad will likely influence the god quite a bit and our goverment will def stop any living sacerfice from happening too. Reading it does not say life long sacfrice in there either. It also only the first part of it I highly doubt that 5/5 project will create a god or massive spirit or us.
 
So what are the Tekket soldiers equipped with right now? I know it's all Bloktek but are they usually packing lasguns, ferret sized bolters or what?
 
Turn 6: Hope for the Best, Prepare for the Worst
[X] Plan: Orbital

Captain Janeway said:
"Sometimes fear should be respected."


"Science Log, Stardate 3986.0114, Ensign Derry

We finally found Precursor ruins! Intact ones! They came up thanks to the new deep crust scanner subsystem: we're actually picking up a lot of points of interest, actually. For whatever reasons, most of the structure is deep underground: perhaps the result of above ground operations collapsing under the snow? Unknown. Captain wants us to go down and see what we can find: he's sending a team to drill down using a tunneling vehicle and perform a preliminary exploration of the facility. I'm going to see if I can convince Officer Tovus to let me onto the ground team: put those archeology classes I took back in the Academy to good use!"


"Science Log, Stardate 3986.0116, Ensign Derry

We've begun the breach. It's going to take several days to tunnel our way into the facility: Engineering decided to use a modified laser tank design, so it'd going to be pretty slow even if it means the thing can basically dig forever. So far, I've been helping the geology team process soil samples: most of the ground is covered in snow, but once you get below that you have a massive amounts of diamond: pretty sure according to the scanners, a good 70% of the planets crust is crystalline carbon."

"Science Log, Stardate 3986.0121, Ensign Derry

Breach complete! We're inside the facility! We've set up a security perimeter, full cordon of ShieldBloks, Security Bots, some turrets, and Engineering is modifying the Tunneller so that if anything happens we can bug out quick through the hole we made going in and fry anything behind us: this place is cold enough that there is a VERY good chance we'll find some intact Precursor Tek, and historically a lot of Precursor Tek is reaaaaaally dangerous.

Still, I was able to do a survey: I was correct that this place seems to be a mining hub of some sort: the assembly-lines and mine carts prove that. The architecture is...odd. It goes for an aesthetic style almost reminiscent of the one used by Red Priest facilities: a sort of grungy industrial look. Theres no oxygen, so theres no rust like you'd see on a lot of their Tek, but it's still uncanny."

"Science Log, Stardate 3986.0127, Ensign Derry

It has the same appearance as a Red Priest facility because it IS a red priest facility, or at least something operated by their precursors. We uh. We found bodies. Very well preserved ones: no oxygen means no bacteria means no decomposition. Just some very, very cold dead bodies that uh. Seem to mostly consist of Servile Ones and Red Priests alongside a larger variety of organism that seems to be a much larger, physiologically cruder cousin of the Servile Ones. We've already sent the bodies back to the ship. Carbon dating indicates that the corpses are several thousand years old: older that the entire recorded history of Teklia. Precise age is unknown, but in a few days we'll know what killed them, at least."


Tacchis surveyed. Located high amounts of ice, carbon in the form of diamonds, and several intact servile and red priest corpses, alongside a third unknown variety of DestroyerKin, all of whom seem to have died via starvation.

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. Currently home to a small research base. 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. 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's crust was mostly carbon and water. It also had several subterranean ancient ruins belonging to the Destroyers servants. SCAN LEVEL: MAX

[ ] Survey Mongus:
The largest gas giant in your system, Mongus has a green atmosphere, the result of several rare-teklia gases according to probe and scan data, alongside a great deal of hydrogen, methane, and electrical storms. COOLDOWN: 2 turns, SCAN LEVEL: 1

[ ] 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 host to a number of creatures that exist primarily in its subcontinental abyssal zone, some of which seem to be able to grow several miles in diameter. It also had extremely extensive sources of potential geothermal power. SCAN LEVEL: 1.

[ ] 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.

[ ] Drydock: With the construction of the Shipyard, the Endeavor could finally come in for repairs, maintenance, and upgrades. Upgrades ships with all existing Compartments and Components.


Elsewhere, a Tekket stood at a podium. Next to him on that stage was Captain Taavi, standing at attention. "In recognition of his decades of service and in light of his approaching retirement," The spokesperson said, "The Directorate has chosen to award Captain Taavi the first honorable decoration awarded by the Fleet: the Taavi Badge for Scientific Exploration, named for its first recipient and the first Star Captain of the Directorate. May his example serve as a power inspiration going forward-"

Taavi himself wasn't paying attention: his thoughts were pre-occupied. Retirement. It loomed ahead like a grim specter. What would he do? He had a sister, near the tropics: perhaps he would go live with her for a time, re-adjust to civilian life. The concept was, admittedly, oh so very alien to the captain: he had spent his entire adult life exploring the reaches of Tekket space. The idea that he'd eventually have to do something else had certainly occurred to him academically, but to know something wasn't the same thing as fully comprehend it.

Seeing the spokesperson move, Taavi focused again, staying silent as the bureaucratic Tekket approach him, pinning a medal to his chest. "Know that your service will never be forgotten," The Spokesperson said, and Taavi was already back to thinking about his future...


Who would take his place?

[ ] Captain Penultima:
A military tekket with extensive weapons training, several academy dissertations on Destroyer tactics and combat strategies, and extremely high Wargame stats, Penultima may have never seen combat, but she is the closest your military had to an expert on the subject, having authored a report laying out exactly how badly the Directorate would fare in a second round against the Destroyers: not well, especially if their ship was intact. This Captain favors military solutions, answering problems with careful strategy: unlocks doctrinal projects to refine and hone Tekket strategic ability.

[ ] Captain Toxel:
A graduate of the Academy who specialized in engineering, Toxel has a firm understanding of Tekket technology and its limits and how best to absolutely break past those limits via creative and potentially dangerous manipulation of technology. His claim to fame, a Zero-G race where he would merge two different vehicles mid-race. This Captain favors technological solutions, meeting potential issues with creative engineering: unlocks doctrinal projects focusing on improvising with BlokTek.

[ ] Captain Xid:
Trained in espionage and trickery, Xid had nearly been expelled several times from the Academy due to their use of spyware on fellow students and instructors, though they have long since shaped up. Still, their ability to subvert and infect systems meant that they would hopefully allow the Endeavor a leg up against its foes. This Captain favors trickery to solve problems, bypassing obstacles and threats using careful subversion and manipulation: unlocks doctrinal projects focusing on espionage.

((((()))))


Elsewhere, during the same era, the first truly orbital shipyard was constructed, meant to service the growing space infrastructure of the Directorate: thousands of cubic cargoships, brick-shaped passenger lines, and polygonal directorate orbital defense vessels and more, feeding the growing lunar colony and the orbital Wonderpark with material, technology, and Tekket, a steady stream of passengers arriving to and departing from the station.

Consisting of dozens upon dozens of assembly bays consisting of dozens upon dozens of arrays of MagTek manipulators and docking pads fed with a constant stream of Bloks, worked over by a large cadre of engineers, shipwrights, and construction BlokBots, alongside a modest crew quarters, the shipyard would begin churning out smaller vessels immediately and servicing existing ones by allowing them a place to rest, refuel, and repair on their way to Luna and, in some cases, beyond. Soon, the Teklian night was lit not by stars, but by the lights of stellar industry and expansion.

Meanwhile, on the ground, scientific and military endeavor won out with the establishment of Fleet Base Knypti, named after the first science officer of the Endeavor, a deep space scanning facility that utilized vast amounts of processing power to monitor the solar system as well as search for alien life in the vastness of space. Located on the peak of the highest mountain on Teklia, the snow-covered peaks of Mt. Gargantuous, the engineers, analysts, astronomers of the Fleet worked day and night to map out the sky with quantum precision, a project that would, admittedly, take centuries of work.

And in this age of endeavor, Tekket education was expanded to meet the demands of a new, more advanced age, with primary schools across Teklia and the moon given...particle...accelerators...

Eh hem. And in this age of
abject insanity, Tekket society collectively and technically possessed of their rational minds somehow decided to give PRIMARY schools across the Directorate access to PARTICLE. ACCELERATORS. The occasional mild irradiating of schools was apparently a price the Tekket were willing to pay, especially since they were afforded freedom from consequence of their obsession with giving children access to dangerous, volatile, and experimental and increasingly advanced nuclear and particle manipulation technology by ShieldBloks, which became a valued tek in the field of education as they went from particle accelerators to fusion reactors to proton cannons to magneto-spheres to grav-engines and other things most other races would consider the dominion of theoretical physics laboratories or at the very least, not suitable for tinkering with by children. And yet each item all was, apparently, somehow considered child appropriate toys by the Directorate.

In the future, when meeting with other races from beyond the stars, it would not be uncommon for them to suffer mental breakdowns upon learning this fact about the otherwise rational and levelheaded seeming Tekket.


Available Planets and Special Infrastructure:


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 large amounts of space for habitation, agriculture, parks and forests, the material repurposed into massive overhauls into infrastructure, both energy, processing, orbital, and manufacturing, especially with the erection of the first Orbital Shipyard and civilian recreational space station causing a great deal of space tourism as it finally became more accessible for the average Tekket.

Luna: A trash filled wreck, unlike Teklia Luna didn't have pesky things like an atmosphere or ecology to degrade its debris, meaning it had very well preserved trash. It was also the site of a small research colony, a little more than a thousand people.

Deep Space Monitoring System: A Fleet initiative that utilizes a great deal of surplus processing power to scan the sky both to map it out as well as detect incoming threats before they arrive, giving early warning to the Directorate against hostile threats.


EXPansion Points (EXP Points): 21
Nuclear Material: 4

Construct Endeavor Class Ship:
It was time to begin assembling the second Endeavor. Much like the first, it would be a exploratory vessel first and foremost, allowing for quicker survey of the local solar system and, should the worst come to pass, another thing between you and the Destroyers if they return. 0/20, cost 1 Nuclear Material, gain an Endeavor equipped with all unlocked Compartments and Ship upgrades as well as a variable amount of Perpetunite Nuclear Weapons depending on the size of your stockpiles.

Construct Valiant Class Ship:
Another proposed idea was for a ship designed for actual combat: the Valiant. For obvious reasons, it would be larger in order to add space for redundant systems and weapon platforms, but at the size you were making it, you'd also be able to install fusion cannons as a shortrange but powerful laser weapon. 0/40, costs 2 nuclear material, gain a Valiant equipped with all non-Civilian Compartments and upgrades as well as a variable amount of nuclear weapons and powerful but short-range Fusion Cannons.

Orbital Defense Arrays:
It might not save you, but it would buy time: an array of satellites armed with fusion cannons located in geosynchronous orbit with various of strategic importance, starting with major population centers. 0/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.

Orbital HabBloks:
A number of people wanted the Orbital Shipyard expanded with habitation bloks that could serve as civilian living quarters, effectively creating a sort of city-station to serve as a midpoint between Luna and Teklia: it wasn't like there wasn't demand, and it would certainly allow for an alternative to the arcologies. 0/15, generates EXP.

Construct Pioneer Class Ship:
The Pioneer Class was intended to be used to set up small settlements on other worlds: the same size as an Endeavor class, but the internals were all things that could be reconfigured into setting up a sustainable, small settlement of a few hundred on any world. 0/20, costs 1 Nuclear Material. When constructed, select a world with at least one Scan Level: create a small settlement on that world.

Perpetunite Nuclear Stockpiles:
It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age. Further, Perpetunite nuclear weapons are even worse: while eventually the Perpetunite exhausts itself, this can last for over twenty minutes. A twenty minute long nuclear explosion. Yet it may be the only thing that even dents the paint on your foes warhachine. 0/1, Grants Perpetunite Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Perpetunite 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.

Lunar Spire:
A proposed expansion to Luna Base, the Lunar Spire is a massive transport hub intended to allow for expanded transport of goods and people to the Lunar Surface. It wouldn't make the place any more self-sufficient, but it would mean it would be easier to ship in material to make it self-sufficient. 0/10, generates EXP, establishes Lunar Spire.

Lunar Monasteries:
A number of monks and holy men wanted to establish pan-religious monasteries on the Moon, believing that the Overview Effect and lunar silence would be conducive towards theological research and meditation. There existed a few good sites, mostly in the Lunar Craters. 0/10, Construct Lunar Monasteries, generating FTH.

Lunar AutoRecycler:
There existed more than enough material on the moon to fuel several AutoRecyclers, but for now, only one was needed to fully meet the colonies native need for industrial capacity: the rest could be put towards expanding the Directorate industrial capacity. 0/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.

Lunar MegaHub:
Instead of singular individual data hubs, some suggested taking advantage of low lunar gravity to construct a titanic city sized MegaHub to both meet all current and future needs for data for the burgeoning Lunar Colony. This would be grotesquely expensive in terms of power, however. 0/40, costs 2 Nuclear Material, generates 5 Network.

Perpetunite Recyclers:
With the advent of Perpetunite, a regenerating radioactive isotope used for creating reactors that never require refueling, some had advocated for installing perpetual motion energy generators in the AutoRecyclers: the vast and infinite amounts of energy could be used to process additional nuclear material as well as increase general production. 0/20, generates 1 Nuclear Material, upgrades AutoRecyclers.

Comm-Net:
The network must be expanded to meet the needs of the growing network. A proposed solution was a series of Q-Blok and Perpetunite Reactor powered communications satellites acting in tandem. This would reduce Teklia-Orbital-Lunar latency and increase processing power to allow for further data expansion, and the best part was, it could all be made groundside! 0/10, generates 1 Network.

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. 5/20, generates EXP, pre-emptively prevents urbanification of Teklian wilderness.

((((()))))


"Welcome to Wonderpark, the happiest place in space!"
That was the Slogan of Wonderpark, a three dimensional cube shaped spacestation with complex antigravity traversal: one floors roof was another floor in and of itself, as were the walls, the exterior, the disconnected platforms reached by GravRider, and throughout it all a variety of amusements such as the Ourobouroller Coaster which spanned the entire outside of the space station and much of its insides, the Zero-G racetracks where Tekket competed for best time on their grav-riders, the virtual reality arcades, and hoverspace skating rinks, alongside hundreds of vendors, synthetic or otherwise, providing a variety of foodstuffs like genuine zero g raised puffcrabs or the inestimable fried moon stick.

Of course, the most popular attractions were the holotables, where a variety of strategy games were produced and played by Tekket enthusiasts, everything from civilization management simulators such as Total Peacecraft, holographic wargames such as BattleBlade Warriors, and precise and involved competitive military programs such as Survival Strategem: Destroyer War, all while the BlokTek serve-staff provides them with food and drink. Located on Floor 7A through floor 13D, these games would serve to bring in many tourists, both casual players wanting to game in the comfort and luxury of the park and professional competitive players looking to challenge their rivals in the mega-arenas.

That said park was largely sponsored by the fleet in order to promote tactical acumen, engineering creativity, and drive recruitment was, of course, a side benefit, but one that was certainly felt as test scores in fleet cadets began to rise, both in Ops and Engineering division: soon, this new generation of Ensigns and Officers, trained with particle accelerators and nuclear weapons and tutored by wargames and amusement part design would staff the Directorate, providing a new era of technical ability.


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, ethics, and nuclear physics and engineering. Provides an extra ACD Point

High Energy Research Labs Jr:
Your children grow up playing with particle accelerators and build it yourself protonic reactors. Many other species might consider this insane beyond belief, but your children certainly benefitted from the intellectual stimulation, even if Schools now had to be bomb-proof. Provides +2 ACD and 1 EXP point and two network. An improvement to Nuclear Engineering For Kits.

Wonderpark: A 3D Antigravity amusement park located in Teklian orbit that served as both a major tourist attraction and a proving ground for Directorate orbital engineers to test experimental designs and techniques for use in designing orbital infrastructure. +1 CUL, space station design trends towards the more experimental and avante garde.

Wargames:
Every year Directorate Fleet's science division puts out a handful of strategy games that they promote via professional leagues and events in order to encourage developing strategic management skills and, more importantly, get people to join the Fleet. Improved strategic skill and survivability for all troops and increased Fleet recruitment, increasing the size of crew complements.

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.

HobbyBots: In this modern era, BlokBots were used for more than just manual labour: they had also found a niche in the consumer entertainment market as pets, in games, as toys, and even sports and competitions, and with increased popularity came more casual robotics hobbiests. +1 EXP, BlokBots are slightly better designed.


Culture Points (CUL Points): 11+5 Bonus

Orbital Pioneer Initiative:
Space was big and had lots of space, something anyone who knew what words meant understood. A ballot had been proposed to take advantage of this and your growing orbital infrastructure: fund the development of shuttle-houses that could be used as 'orbital houseboats' by Tekket wanting to move to space, allowing for decentralized orbital communities to form with minimal investment by the government. 0/15, generates EXP.

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

VR Simulators:
With access to Mind-Machine Interface technology, Virtual Reality technology had taken off for both entertainment and educational purposes. A number of Tekket wanted to go further and develop the first hyperrealistic VR Simulator, turning cyberspace from something that only existed on a screen to something that could be touched and interacted with. 0/10, grants ACD and unlocks SimTek.

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.

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.

Lunar Salvage Cabals:
Some Tekket had taken advantage of easier lunar travel to establish archaeological digs to acquire samples of PrecursorTek. A number of Directorate Citizens wanted to formalize this organization in order to streamline the acquisition of material to reverse engineer. 0/10, unlocks Salvage Cabals, a Society that generates ACD and grants one ART.

BrainScan Storage:
Some Tekket had taken to storing complex scans of their brain in their TekCrypts out of the belief that it would enable them to continue existing in some fashion after death. They were probably incorrect, but it did mean that future historians would have a great deal of biodata to work with. 1/5, generates CUL, upgrades TekMausoleums.

Zero G Sports Teams:
With more and more Tekket moving to Luna, a number of recreational facilities had been erected, many taking advantage of the unique gravityless properties of the Colony to provide unique experiences. A fairly common proposal by many in the Directorate's cultural sphere was to bring back traditional Tekketi competitive sports lost during the Destroyer War by reinventing them to be performed in zero gravity and establishing large playing facilities. 0/10, Generates CUL, improves average physical fitness.

Frontier Explorer Compartment:
A proposed expansion to Directorate Fleets would be a civilian compartment: essentially turning every ship into a mobile city of sorts and allowing for easy establishment of colonies on various worlds visited by the Fleet as well as providing a wealth of civilian expertise for the Fleet. 0/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.

Blood for Art:
A number of TekArtists had begun sacrificing quantities of their lifeforce to strengthen their art, believing that it enables them to awaken with the spirit of the piece. It does certainly result in more striking pieces, and the machine spirits of TekArt did typically grow faster than other machine spirits. Some Mystek factions wanted to provide these artists with more support, developing tools so that the artists can find easily find volunteers to help them strengthen their TekArt. 0/10, significantly increases CUL, costs 1 Warp

(((((())))))


Meanwhile, during that same decade, the TekMausoleums grew, each of them installing at the behest of the various religions and mystics of the Directorate a series of crypts meant to hold the perserved remains of those passed on: the past twenty years had been ones of religious revival, with renewed interest in what happens to a being after they pass on. To many of these religions, in order to ensure an efficient interring and transmission to whatever afterlife they believed in that the body must also be interred: a digital memorial was not sufficient.

Eerie silver winding catacomb complex navigatable only by holomap, frigid and icy, these crypts would be used to store thousands and thousands of bodies in cryopods, vast cthonic vaults serving as a morbid memorial of the past for both historians, future family, and morturary cultists, dark mysteks who performed rites meant to keep the spirits of the mausoleum at peace who would patrol alongside specialized bond-drones in order to keep the peace of the departed and the sacred silence of the grave.



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.

TekMasoleum:
Massive crypts interred with vast amounts of cryopreserved Tekket remains in vast Crypt-Complexes and large amounts of data on the deceased in order to act as a grim digital epitaph for the dead so that they would never be forgotten. +2 CUL.

TekGrimoires:
Occult aids consisting of HoloTek BlokBooks containing a variety of occultek lore and esoterica collated from various traditions combined with automated program-rituals designed to perform complex mathematical rites and calculations at speeds and precisions the organic brain cannot. +1 FTH

Rite of Lifeblood:
Not so much a rite as a plug and play modular rite component, this technique had been provided by Sphere 001 as a method to empower rituals and occultek ceremonies by donating lifeforce. It had proven...frightfully effective, making the Rite of Anima and other rituals far more effective, even if technically it was a form of blood magic. +3 FTH, gain 1 Warp, 1 Artefact

Faith Points (FTH Points): 18
ART: 1
Warp (WP): 1


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. 3/5, 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. 3/5, Re-establishes various folk religions in Tekketi Civilization.

Church of the Great Calculator:
A relatively new religious movement, the Church of the Great Calculator was a synthesis of several new age and neo-pagan faiths that believed that what gods existed lacked sufficient processing power to manifest: they were dedicated to assembling as many quantum computers with Ritual-Machina as possible alongside Mind-Machine Interfaces installed in the clothes of all their members in order to provide network capacity and processing power intended to run massive megarituals in the hopes that the technological singularity could be utilized to achieve a theological singularity. There were a number of mysteks, even nominally agnostic ones, who wanted to see if these ideas had any merit. 0/5, promotes Great Calculator Church.

The Assembly:
Another movement, the Assembly instead believed that no true gods existed but that they could be created through donations of massive amounts of lifeforce, living metal, and prayer amplified via mind machine interface and directed via Bond-Machinas working as conductors. 0/5, promotes Assembly.

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? A heady proposition: some believed that by experimenting with God-Machine technology, more advanced versions of the Rite of Anima could be developed. No one was entirely sure what the results of this would be, however. 0/20, unlocks Rite of Soul, increasing EXP and FTH, Costs 1 ART.

Rite of Communion:
Others had suggested an idea: the Rite of Anima required a form of Communion between a Bond-Spirit and a lesser machine spirit. Could the same rite be adapted to let this dance take place between Tekket and Bond-Spirit instead? Such a thing would be monumental, certainly. 0/20, unlocks Rite of Communion, increasing FTH and CUL, 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.

Gremlin.EXE:
Gremlins. Lesser spirits of mischief that cropped up from time to time from the darkest corners of the Network or Teklia's shadowy underbelly, they would possess machine spirits, infecting them like a virus. Some times, this relationship was beneficial: the machine spirit would grow stronger or be given strange powers, adding the Gremlins power to their own in exchange for giving the Gremlin an occasional vessel. Most of the time, this turned out terribly, as the Gremlin provoked the machine spirit to malfunction and glitch, taking delight as havok was created, forcing a Teksorcist to perform long, time consuming rituals that left the unfortunate machine with long lasting damage. With the development of the TekGrimoires, some OcculTeks sought to imprison the minor troublemakers in order to prevent this, forcing them into empty DroneTek bodies layered inside and out with occultek binding. 0/20, develop Gremlin-Drones, created by taming mischievous data-spirits.

Familiars:
Many naturalists theorized about natural spirits of the wilderness. Some druids and neo-pagans had experimented, finding that certain beasts and plants did in fact have some spiritual presence. Some Mysteks wished to explore the possibility of transfering the spirit to a Drone-Class vessel: after all, if you can do it to a toaster, why shouldn't it work on an equally old tree or turtle? 0/20, develop Wyld-Drones, Drone class automata formed not from ascended machine spirits but the souls of beasts and plants of sufficient soul strength.

Bond-Technomata:
No Bond-Spirit was nearly mature enough to achieve a third metamorphosis yet, but potentially this process could be accelerated with sufficient amounts of Life-Force, and many Mysteks were salivating over the possibility: Bond-Machina had the ability to generate energy far in excess of their power systems and the ability to use that energy to strengthen and manipulate machinery. Who knows what powers their evolution would have? 0/40, create Bond-Technomata, advanced psyker machine spirits. Cost 1 Warp.

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).

Cthonic Lifeofferings:
A number of Mysteks with interests in the macabe had begun donating small amounts of Life-Force to the TekMausoleums, believing it a method to perhaps appease the spirits interred there. It was an interesting proposal, certainly: by organizing volunteers to donate, perhaps the merit of the idea could be tested. 0/10, TekMausoleums receive regular donations of lifeforce. Unknown effects. Cost 1 Warp.

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, costs 1 ART.

Mystek Ritual Compartments:
A number of Mysteks wanted to explore the stars, and your ships would certainly benefit from having onboard spiritual support. Thus, some suggested adding an expansion to your fleet: a modular compartment providing a space for Mysteks to live, conduct rituals, and perform rites as well as house a Bond-Machina. 0/20, Fleets upgraded with Mystek Compartment, increasing overall crew mystic competency and resistance and providing your ship with access to Mystek Division, and increasing FTH. Requires Orbital Shipyard and turn in dock to take effect for existing ships.

((((()))))


And at the Academy, a new era of military technology was developed. Security Bots, BlokBot Automata optimized for combat: assembled from a variety of high performance robotics and armed with a variety of electro-stunner weaponry, these synthetic intelligences would become a common site at Directorate Secure Areas and on ships, resembling a variety of cubic blokbeasts such as spiders or simians. While not particularly dangerous on their own, they could be produced en mass with a MagTek assembler, creating a form of cheap and disposable combatant that would, when the Destroyers inevitably returned, serve to slow down their forces long enough for Directorate military to develop countermeasures and strategems, as well as soak fire away from more valuable fighters.

At the same time, the nuclear engineers of the Directorate worked tirelessly to miniaturize nuclear reactor technology, creating advanced powerbloks containing perpetunite reactors used for vehicle power generation and, more pertinently, weaponry: Fusion Rockets would be far too large for infantry use, but could easily be mounted as both artillery and on vehicles to finally provide an armament capable of harming Destroyers and their war engines, the weapons using the Perpetunite in its nuclear core to create a chain reaction releasing, over the course of five minutes, vast quantities of energy.

Meanwhile, new, more advanced scanning technology was developed to utilize the vast amounts of power available to the Tekket: more powerful, precise, and quick, the Deep Crust Scanner module would provide a great wealth of information and survey data, enabling more detailed exploration and expansion of known space.

It was the hope of research analysts that, should the destroyers return, that these technologies would be sufficient enough to ensure Tekket survival, but until they were tested in combat, their exact effectiveness was unknown.


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.

Bond-Machina:
Advanced psychoactive Bond Machine-Spirits who through ritual and sufficient processing power have evolved into more advanced, powerful forms, capable of generating energy as if from nowhere and using it to influence and empower other machinery as well as provide power to rituals. They served as guardian, guide, and friend. Provides 1 EXP Point and 1 FTH Point.

Mind-Machine Interface:
A implantless technology that allows for wireless interface between Tekket mind and machine mind, allowing for easier control of technology and communication with machine spirits. +1 FTH Point and +1 ACD 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.

Q-Blok Processors:
Small mass produced Quantum Computers, Q-Bloks are generally a few feet in size, containing complex tek that allows for processing power formerly reserved for rare government held supercomputers to be used for every day use both in religious practices, entertainment, Sythetic Intelligence useage, and industrial tasks. +1 CUL and +1 ACD

OmniWrench Manipulator:
MagTek installed on specialized OmniWrenches to allow for magnetic lifting and movement of Bloks in order to allow for easier on site building of simple structures and vehicles: all an engineer has to do is wave their wrench to get things done. +1 EXP

Deep Crust Scanner:
A new-model Ship Scanner that gives more detailed and precise readings far quicker than older models at the cost of requiring a great deal of processing power to utilize. It should allow your ships to locate deep crust anomalies and oddities and bypass simple forms of jamming. Gain 2 Scan Levels when scanning planets.

PowerBlok:
Miniaturized nuclear reactors, PowerBloks are intended for use in vehicles and weaponry, allowing them to utilize increased amounts of power in order to allow for both larger size, more space for other components, or more powerful components that previously required larger vehicle reactors to run. They were also a component of Fusion Weaponry, typically used as artillery or on vehicles. Increased Vehicle performance. Can deploy Perpetunite Fusion Rockets and Fusion Cannons as vehicle and artillery scale weapons.

Academy Points (ACD Points): 17
Living Metal: 0
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 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. 0/25, heavy infantry benefits from PowerBlok technology, costs 2 Nuclear Material

Perpetual Engines:
Next generation engines that use Perpetunite reactors to generate thrust, these Engines would allow for far quicker and efficient traversal in system, permitting more involved research as your ships would be able to quickly return for re-supply and cover more ground quicker, as well as letting your ships change course in a crisis with more efficiency. 0/25, increases the Scan Level of worlds you visit by an additional +1, allows for quicker course corrections in combat and crisis by ships, cost 1 Nuclear Material

Q-Band Compression:
A novel form of quantum technology that should allow for more efficient transfer of data and higher levels of compression, freeing up network and reducing overall latency over long distances, something that would be useful both in the civilian sector and for managing the Fleet's communication. 0/25, +1 Network, +CUL, unlock Q-Band Compression.

The Teeth:
A number of military scientists believed that by using GodTek 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 long range fusion cannon that will automatically upgrade to incorporate newly developed technology. Costs 1 Artefact.

Revelation Class Scanner:
Another proposed use of GodTek would be reverse engineering its sensory components to try and improve existing scanner technology. Eager young scientists believe that they should be able to potentially double if not triple the effective range, allowing your Deep Space Monitoring facilities to detect potential threats earlier AND allowing your ships to scan vast swathes of space quickly, effectively revolutionizing your ability to explore. 0/20, cost 1 Artefact, unlocks Revelation Class Scanner component, improving the effects of Deep Space Monitoring and upgrading your ship scanners to grant adjacent planets to the one visited +1 Scan Level. If taken with Perpetunite Engines, reach next Scan Tier (System).

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.

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. 0/15, develop Gestalt-Drones, advanced automata created from a multitude of fused together synthetic souls instead of singular awoken machine spirits.

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.

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.

Lunar Survey:
Luna was still largely unexplored. Some had suggested a round of Academy led surveys and expeditions in order to increase Directorate knowledge and resource extraction from the moon. 0/5, repeatable, increases Scan level of Luna by 1.

ShipShieldTek:
With the advent of Perpetunite technology, some in the Academy wanted to work on upscaling the technology such that it could be installed on both your space stations and on ships. This would fortify your space assets and forces against laser and radiation based weaponry, making you all that much harder to hurt. 0/20, upgrades ShieldTek to apply to space fortifications and ships.

DestroyerKin Physiology:
Servile Ones and Red Priests were different casts of the same species, one that seemed related to the DestroyerKin: an engineered labour caste? Destroyer Young? You didn't know what connection they had and you probably wouldn't until you met the Destroyers on the field of war again. But now you had access to several DestroyerKin corpses, incredibly well preserved, including a potential third species of DestroyerKin: your scientists were immediately demanding a full autopsy to take place. 0/10, unlocks DestroyerKin Physiology, providing you insight into their biological makeup.

(((((())))))


And as the final year ended, all across Teklia, sleepers dreamed of dark and hungry things as above them the scar in the sky they had known as the Malket configuration twitched, its azure laceration pulsing, edges expanding and retracting, writhing in a glorious death-dance in the stars as it found itself cut off from the malign influences that had borne it, finally begining to shrink, its edges folding in on itself like a surgeon stitching together a lesion, radiating pulse after pulse of corruptive warp-energy, like a sponge being squeezed of its moisture, the malign radiation tore its way through the lessening and lessening warp storm, until at last, there was stillness and shadow, causing for a brief moment the terror gripping billions of Tekket hearts to fade...

"THE WAY FORWARD IS OPEN. BOLDLY GO FORTH AND WALK IT: DO NOT HESITATE OR TARRY, FOR THE PRICE OF CAUTION WILL BE EXTINCTION."

A second broadcast, gripping all technology. Over as soon as it started. A warning from the Tomb.

((((()))))

Two hour moratorium.
 
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[ ] Captain Toxel: A graduate of the Academy who specialized in engineering, Toxel has a firm understanding of Tekket technology and its limits and how best to absolutely break past those limits via creative and potentially dangerous manipulation of technology. His claim to fame, a Zero-G race where he would merge two different vehicles mid-race. This Captain favors technological solutions, meeting potential issues with creative engineering: unlocks doctrinal projects focusing on improvising with BlokTek.

Toxel, you glorious bastard. You are exactly what I was hoping for.
 
And in this age of endeavor, Tekket education was expanded to meet the demands of a new, more advanced age, with primary schools across Teklia and the moon given...particle...accelerators...

Eh hem. And in this age of
abject insanity, Tekket society collectively and technically possessed of their rational minds somehow decided to give PRIMARY schools across the Directorate access to PARTICLE. ACCELERATORS.
Why shouldn't we give primary schools access to high level research technology? The kits are the ones that don't know enough enough about the universe yet to know something's impossible, so they'll try it anyway and find out if it actually isn't.
 
Those high energy labs will bring both great innovation and great heart attacks to parents in equal measure. Maybe leaning more in one direction but hard to say.
 
Making a new ship and getting as many upgrades as we can is key this turn; getting Academy Fleet Compartment and starting ShipShieldTek are the most important of these, and Zero G Sports Teams will make a lot of Tekkets used to space and be a bit more fit. BrainScan Storage help the TekMausoleums, and if we're really going to sponsor religions I'd rather do all of them so no single one has more government support than others. And then I've also started Mystek Ritual Compartments and Frontier Explorer Compartments to just aim for every ship upgrade possible.

Fleets: 1/1
Expansions: 21/21
Culture: 16/11(16)
Faith: 18/18
Academy: 17/17

[] Plan: Ready the Fleet
-[] Captain Toxel
-[] Fleet Actions
--[] Survey Luna
---[] TKK Endeavor
-[] Expansion Projects
--[] Construct Endeavor Class Ship (0/20 --> 20/20) -1 Nuclear
--[] BlokTek Arcologies (5/20 --> 6/20)
-[] Culture Projects
--[] BrainScan Storage (1/5 --> 5/5)
--[] Zero G Sports Teams (0/10 --> 10/10)
--[] Frontier Explorer Compartment (0/20 --> 2/20)
-[] Faith Projects
--[] God-Machine Cults (3/5 --> 5/5)
--[] Folk Religion Revival (3/5 --> 5/5)
--[] Church of the Great Calculator (0/5 --> 5/5)
--[] The Assembly (0/5 --> 5/5)
--[] Mystek Ritual Compartments (0/20 --> 4/20)
-[] Academy Actions
--[] Academy Fleet Compartment (0/5 --> 5/5) -2 Network
--[] ShipShieldTek (0/20 --> 12/20)

Nuclear Material: 4 --> 3
Living Metal: 0
Network: 3 --> 1
Art: 1
Warp: 1
 
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I think getting the lunar spire and recycler might be better. It gives us extra points to work with.

For research either Physiology or magblok reassembly. Possibly the mammoth bot option as well. All of them would be useful.
 
A second ship to survey quicker with would help a lot though. 2 Cul increases in Cul as we could use more points there seems solid. A bit more ACD points and work on developing shields? Then follow up with The Teeth the following turn for offensive power.
 
[ ] Plan For Destroyer
-[ ] Captain Toxel
-[] Fleet Actions
--[] Survey Meeklak
---[] TKK Endeavor
-[] Expansion Projects
--[] BlokTek Arcologies (5/20 --> 20/20)
--[ ] Comm-Net 6/10
-[] Culture Projects
--[] BrainScan Storage (1/5 --> 5/5)
--[] Zero G Sports Teams (0/10 --> 10/10)
--[ ] Compulsory Secondary Education 2/10
-[] Faith Projects
--[] God-Machine Cults (3/5 --> 5/5)
--[] Folk Religion Revival (3/5 --> 5/5)
--[] Church of the Great Calculator (0/5 --> 5/5)
--[] The Assembly (0/5 --> 5/5)
--[] Mystek Ritual Compartments (0/20 --> 4/20)
-[] Academy Actions
--[ ] DestroyerKin Physiology 10/10
--[ ] ShipShieldTek 7/20
 
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[ ] Plan For Destroyer
-[ ] Captain Toxel
-[] Fleet Actions
--[] Drydock
---[] TKK Endeavor
-[] Expansion Projects
--[] BlokTek Arcologies (5/20 --> 20/20)
--[ ] Comm-Net 6/10
-[] Faith Projects
--[] God-Machine Cults (3/5 --> 5/5)
--[] Folk Religion Revival (3/5 --> 5/5)
--[] Church of the Great Calculator (0/5 --> 5/5)
--[] The Assembly (0/5 --> 5/5)
--[] Mystek Ritual Compartments (0/20 --> 4/20)
-[] Academy Actions
--[ ] DestroyerKin Physiology 10/10
--[ ] ShipShieldTek 7/20
This plan doesn't finish any upgrades for our ships; you wouldn't need to put the TKK Endeavor in Drydock. It's also missing all the Culture Projects for the turn.
 
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[ ] Plan: No Holds Barred
-[ ] Survey Luna
--[ ] TKK Endeavor
-[ ] Captain Toxel
-[ ] EXP (21)
--[ ] Construct Valiant Class Ship +20 (20/40)
--[ ] BlokTek Arcologies +1 (6/20)
-[ ] CUL (11+5)
--[ ] Advanced Therapy Promotion Project +10 (10/10) -1 Network
--[ ] BrainScan Storage +4 (5/5)
--[ ] Zero G Sports Teams +2 (2/10)
-[ ] FTH (18)
--[ ] God-Machine Cults +2 (5/5)
--[ ] Folk Religion Revival +2 (5/5)
--[ ] Church of the Great Calculator +5 (5/5)
--[ ] The Assembly +5 (5/5)
--[ ] Mystek Ritual Compartments +4 (4/20)
-[ ] ACD (17)
--[ ] Advanced NukeTek +10 (10/10) -1 NM
--[ ] Academy Fleet Compartment +5 (5/5) -2 Network
--[ ] Warp Drive +2 (2/10)

Nuclear Material 4-1=3
Network 3-1-2=0

Another plan focused on building a new ship, this plan decides that the Tekket aren't going to compromise when it comes to the possibility of a second Destroyer War, and so dumps those 20 points into the full warship instead while making our terrifying nukes even more so in preparation for equipping it with some when it completes.
 
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Right. We need Warp Engine. But we also need to enhance mental resilience if we want to go out into the galaxy. Not only is the Warp the danger, but the sheer unrelenting hostility of the galaxy will wear at the Tekket.

[] Plan Preparations for the Fleet
-[] Captain Toxel
-[] Fleet Actions
--[] Survey Luna
---[] TKK Endeavor
-[] Expansion Projects
--[] Lunar Spire (10/10)
--[] Lunar Autocycler (5/10)
--[] BlokTek Arcologies (11/20)
-[] Culture Projects
--[] BrainScan Storage (5/5)
--[] Zero G Sports Teams (10/10)
--[] Advanced Therapy Promotion Project (2/10)
-[] Faith Projects
--[] TekShrines (10/10)
--[] Mystek Ritual Compartments (8/20)
-[] Academy Actions
--[] Academy Fleet Compartment (5/5)
--[] Advanced NukeTek (10/10)
--[] ShipShieldTek (2/20)

This plan focuses on squeezing out some EXP so that we can start building ships next turn while finishing up the Lunar Autocycler and the Bloktek Arcologies.

If we want to build warp-drive ships I think Mystek Ritual Compartments will be very much essential. Warp is the biggest danger starting out right now.
 
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