yah that another reason I want to do it I also suspect it will unlock further stuff in the astreoid belts itself not related to mining itself permeant outpostm research, civvilian stuff, defences ect just like how going on the moon unlocked further stuff. There also the fact that by doing those it will then likely unlock further stuff to go farther out into the system too further to the other planets
yah that another reason I want to do it I also suspect it will unlock further stuff in the astreoid belts itself not related to mining itself permeant outpostm research, civvilian stuff, defences ect just like how going on the moon unlocked further stuff. There also the fact that by doing those it will then likely unlock further stuff to go farther out into the system too further to the other planets
I despise the Booug. These stupid, infernal machine wreckers have forced my engineers and security team to work around the clock to keep them from breaking anything important: every time we perform a warp jump, the halls begin to flood with more and more of the antianima, just...mindlessly rampaging and wrecking our systems. They aren't doing it in any coordinated manner or precision, nor does there seem to be any way to reason with them: they do seem to have some sort of language and ability to communicate amongst themselves, but for whatever reason, our translators are parsing it as pure gibberish, and the things are durable enough that the firepower required to bring them down rather has made it difficult to capture any alive for questioning.
Every time we make a jump, the more of these awful creatures manifest. The longer we stay under, the worse they get. More concerningly, I suspect these aren't the only form of Warp-Space hazard: several crew members have reported minor mutations and severe nightmares in the wake of each Warp Jump, even if the Booug have so far proved a more concerning issue thanks to their rampant machine destruction. Medical is going through its stock of anti-anxiety and anti-paranoia medications with rather alarming speed, to say nothing of general anesthetic for the surgeries required to cure said mutations: when we return to Teklia, I'm going to have put in a request for an expanded pharmaceuticals bay.
Still, the general hassle has mostly been worth it: we've been calling the region west of Tekket space the Barren Expanse, and it has been extremely fascinating. A large number of systems we've catalogued so far on this expedition have consisted of red giants: astronomers theorize that the stars of this galactic region are particularly old, as are likely the planets and most bodies in this system. We've even found a few black holes here and there, though they seem to wreak merry havok with our warp drive when we get in observation range. For obvious reasons, we've made sure to do so at a very healthy range where we don't have to worry about getting dragged in and the shields can handle the radiation at low power: no matter how scientifically fascinating an up close scan of a black hole might be, no one is foolish enough to crawl near to the hungry beasts maw. Hopefully, this data might lead to some interesting advances in the field of gravitics!
Part of the Galactic West explored! Discovered Barren Expanse, a cluster of systems consisting of red giants, barren planets, and black holes!
...Also Naklis has been further scanned, revealing Geode Canyon, a massive crevasse near the poles filled with geodes containing various rare teklian minerals.
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, thick disc connected via finned spine to two large nacelles. The majority of the crew and work decks, alongside the main Ship-Shrine, 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, though recent developments in shield technology have somewhat hardened it against radiation and laser weaponry. It also comes equipped with an experimental Warp Drive, allowing it to enter, at great risk, a dimension that allows for faster than light transportation. In order to offset the risks of the Warp Drive, the Endeavor has recently been expanded, upgraded with both an Academy attachment providing a great deal of technical support and scientific expertise alongside a Mystek Deck where the ships occultists performed protective rituals and strengthening rites alongside esoteric lore to be used at the Captain's behest. Light structural damage.
TKK Accomplishment: The second pride of the fleet, the Accomplishment was designed around much of the same principles as the Endeavor, for much of the same purpose. In many ways, it was essentially a second Endeavor in its entirety, though that was still an accomplishment in and of itself, though it lacked a number of upgrades the Endeavor currently had such as its warp drive, a sign of its increasing age.
[-] Survey Luna: Luna was already fully surveyed. SCAN LEVEL: MAX
[-] 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: further, near its pole it was cool enough for solid landmasses to form, such as the Geode Canyon, which had a rich amount of rare teklian minerals that could be used for a variety of advanced electronics. SCAN LEVEL: MAX
[-] 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. SCAN LEVEL: 1
[ ] Survey Meeklak: The second largest gas giant, but the one with the largest ring (consisting of ice, mostly), Meeklak was too far for casual probe use, and had proven annoyingly resistant to even advanced probe and exploration due to its crushing atmosphere (comprised of caustic chemicals and gasses of, admittedly, extreme rarity) capable of popping your vehicles like aluminum cans. Deep below, several ships are crashlanded, still intact, floating in the hyperdense sea of liquid gas. SCAN LEVEL: MAX.
[ ] 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 can grow to titanic size, and in the magmafields, home to a number of extremophile sea-life and valuable minerals. SCAN LEVEL: 3. COOLDOWN: 3 Turns.
[ ] 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.
The following require a Warp capable ship. Note that travel to them is not without risk, either during the journey or at the destination: your world is ringed in by many warp storms.
[ ] Explore Galactic North: It was time for Tekket to begin exploring the galaxy! This direction had been where the Destroyers had emerged from: with luck, perhaps you would finally get awnsers. The closest Sky-Storm in this direction was the Mawket Voidstar, which was a great distance away. Requires Warp Capable Ship.
[ ] Explore Galactic South: In this direction lie the Grimket Astrolabe, a Sky-Storm that was only rarely visible on Teklia. It was also the direction of a variety of smaller systems as seen by your sky-mapping programs, some of which had shown some stellar oddities that led to many believing that there existed in this direction potential alien civilizations that weren't destroyers.
[ ] Explore Galactic West: In this direction was the Infernaket Blazestorm, the new closest Sky-Storm to Teklia: it had seemed small in the sky next to the Malket Configuration, but it was, according to astronomers, likely several orders of magnitude larger. In this direction there existed a cluster of aged stars, black holes, and dead planets known as the Barren Expanse, but additional exploration could potentially reveal other regions. After all, space was big.
[ ] Black Hole Study Duty: The Directorate wanted to use the opportunity presented by the Expanse to study one of the Black Holes of the region. There were three of note in the region: Martellus, Gigant, and SBH-134, and the Academy was salivating for more close range study of the stellar bodies. Ironically likely very safe, considering that even from a distance far enough to ensure the Endeavor wasn't affected by the gravity of the black hole the scan data would likely still be incredibly novel.
[ ] Red Sun Monitoring: There existed plenty of extremely elderly suns in the Expanse: a number of Directorate officials wanted to erect small monitoring stations to collect data over a long period of time: they would likely be small and automated, collecting information over a long period of time for eventual collection when the Endeavor or another ship eventually made a return pass. Costs 5 EXP. Generates small amounts of bonus ACD over time that can be 'collected' by future vessels.
[ ] Exploring the Expanse: A region located to the Galactic West of Teklia. Mostly dead, but perhaps additional focused exploration of the region might reveal some manner of secret. Locations of Interest found: 1/???
[ ] Explore Galactic East: The direction facing the galactic edge. The Sky-Storm in this direction was the Horizons End, a colorless scar that bled silver, and a small nebula that existed slightly before the hole in the sky.
((((()))))
In the same era of history, the Moon would find itself constructing its own Auto-Recyclers, swallowing whole vast amounts of scrap and refining it into useable ore...
Revealing that large swathes of the surface was host to Quartzbug nests. Quartzbugs who did not particularly take kindly to their environment being disturbed. Swarming, the insects would drag under the garbage sea entire trash barges, crawling over the side to dismantle the BlokBots defending the crafts. The settlements of Luna, fueled by the ceaseless work of the auto-recyclers, growing around the facilities and taking advantage of the surplus production to build themselves up, would not find themselves spared from attack.
There would be on occasion casualties: Quartzbugs were territorial, aggressive, and attacked in massive numbers. However, little damage would be incurred to the actual lunar townships or autorecyclers: Quartzbugs, as aggressive as they could be, were still ultimately animals. Well equipped security teams, MagTek fortifications capable of repairing damage inflicted by the bugs so long as it wasn't severe or catastrophic, and plenty of BlokBots to serve as ablative armor.
Even as the Auto-Recyclers churned away, producing additional material and supplies for Luna and the Directorate, in the ArcoloCubes, in Orbital City One, on Luna City, every last CityBlok in Tekket space was overhauled, expanded to include access to a Shrine for each district: in temples, in parks, in the assembly bays, places where Tekket citizens could make offerings and perform rites for the benefit of the urban spirits of Teklia. With these Shrines would come a variety of rites and rituals optimized for use on Arcolocube systems: the spirits of water treatment and sewage management, the souls of the reactors and substations, the anima of grav-metros and mag-lev elevators, the Shrine-Keepers of each CityBlok would create ceremonies dedicated to each and every one of these municipal machine spirits.
The actual material benefit of these Shrines were questionable, certainly: even with every CityBlok having its own main shrine, the area they covered was large enough to dilute their overall effect considerably. Still, these Shrines would become popular locations to host religious ceremonies and cultural rites such as the Dance of Shedding Snake, the Wintertide Chant, and the game of Knife and Shell, as well as a place where priests, mysteks, and Shrine-Keepers could congregate and share lore and information, the latter in particular growing in influence and power in Tekket society, the CityShrines providing a easy location for them to coordinate from and train those looking to maintain and keep Shrines of their own.
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 century had seen incredibly VAST amounts of garbage cleared away, however, and a complete revitalization of the Teklian biosphere and explosions in biological diversity 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 into the Teklian orbital space, its off world colonies, and the Arcolocubes, giant cubic self contained ecofriendly metropolis.
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 modest metropolis consisting of a single CityBlok supplied by lunar spire allowing a high amount of traffic too and from the lunar city, as well as several AutoRecyclers absorbing large quantities of material. It would likely take many, many lifetimes to clean Luna of trash, but the AutoRecyclers had already begun to pay off thanks to the massive amount of material Luna and its colonists now had to play with.
Orbital City One: An Orbital Metropolis, this space station consisted primarily of its orbital docks and a handful of city-bloks, making it a vibrant and bustling mid-point between Teklia, the Moon, and the rest of Directorate Space.
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. It had recently detected a large supernova several thousands of lightyears away: interesting from an astronomical perspective but of limited importance considering the explosion happened thousands of years ago.
Construct Endeavor Class Ship: It was time to begin assembling the third Endeavor. Much like the first and second, 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.
Asteroid Harvesting Facilities: You still had a century or so before Teklia was depleted of salvage and easily accessible nuclear resources, but it was never too early to begin preparing for the eventuality. With that in mind, some of your industrial technicians had proposed creating the beginnings of asteroid harvesting operations by creating a series of specialized shuttle to gather and process space junk into useable materials. 0/20, generates EXP, grants 1 Nuclear Material.
Living Metal Farming: A number of people on the Moon had taken to starting 'living metal' gardens, growing the smart-matter in lieu of plants. After all, Living Metal didn't require atmosphere or even water: just energy, and could be used to construct all sorts of Bloks. Some lunar colonists had proposed using some of the freshly cleared land to set up facilities expressly for the purpose of metal farming, which would help expand the production of the substance and provide a nice surplus of the material. 0/20, grants 1 Living Metal
Perpetunite Production Facility: It would require dipping into your Living Metal stocks, but a fairly popular ballot was to create expanded Perpetunite manufacturing facilities on the Moon in order to meet expanding demands for nuclear materials in Directorate space: because of its position, there were little concerns about radiation like there would be for planet-side facilities. 0/20, grants 5 Nuclear Material, costs 1 Living Metal.
Orbital Forests: A frustrating side-effect of Arcolocubes and space living was it was harder and harder to experience nature. Some had suggested creating orbital habitats that could be used to expand the public parks system, and a number of individuals in the Academy believed it would be a great way to collect enviromental data. 9/15, generates CUL.
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.
Construct Dreamer Class Ship: The next generation of Colony Ship! The Dreamer was in the same size category as the Valiant, having greatly expanded systems compared to the Pioneer, including expanded defensive arsenal, expanded resource and Blok stockpiles, and of course, stasis pods meant to slow Tekket aging down to a crawl. It would allow you to send your people to the furthest reaches of the galaxy, perhaps further, but once they were sent out, it would be likely that the volunteers would never be seen again in this lifetime. 0/40, costs 1 Nuclear Material, 1 Network. When constructed, pick a cardinal direction: a Dreamer Class will be sent in that direction, eventually (assuming it survives) establishing Tekket presence in a distant part of the galaxy. Can be repeated. First Dreamer created will upgrade War Against Extinction.
Heavy Perpetunite Nuclear Stockpiles: It was a very distasteful idea: nuclear weapons were ultimately a remnant of a darker, more divided age, and the current design for Heavy Perpetunite Warheads were a terrible thing indeed: for almost an hour they could unleash energy, vaporizing cities. And yet, they were the strongest weapon you had against the Destroyers. 0/1, Grants Heavy Perpetunite Nuclear Weapon Stockpile. Can be taken multiple times. Can be used as Shipscale Weaponry in the form of Heavy 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.
MegaArt Galleries: A number of more artistically minded wanted more resources to be funneled into public art. Very, very big public art. Specifically, Zero-G galleries meant to allow for the creation and display of MegaArt, TekArt too large to be constructed on Teklia itself or housed in a regular art exhibit. 0/10, Orbital City One gains MegaArt Galleries, increasing CUL.
ShrineDistricts: A proposed method of expanding the CityShrine system would be the creation of specialized Shrine-Districts meant to serve as the central shrine-complex of an Arcolocube, where the metroplexes priests and holy men could perform shrine ceremonies meant to honor the spirits of the entire city and train up large amounts of Shrine-Keepers. 0/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
ShrineCity: Another idea some had: why not a planetary TekShrine complex? The effect would be grotesquely diluted, but it would still serve as a very culturally powerful holy site for those interested in Shrine-Keeping and central complex they could utilize for research and ceremonies. 0/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
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.
Hypermodular Power Bay: A proposed idea by Toxel: make the power bays on ships evenmore modular in order to allow power to be easily divertable to the various subsystems as needed. This would require investing in producing a great deal many more PowerBloks, but it would both increase power efficiency and versatility in the field. 0/15, unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Materla.
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.
((((()))))
The TekArtist stumbled, blood dripping from their paw as they staggered backward, their work complete: fed over the course of its construction with the blood of volunteers, its completion had demanded a personal touch. Grinning, they surveyed their creation: the Cube. A three dimensional polygonal structure containing a mag-lev device at its heart. Snapping his uninjured paw, he watched as the cube came to life, surface changing color, the holoprojectors embedded throughout its surfaces activating, covering the Cube in a shifting array of colors and images, whorls of green and lines of red and clouds of white, lined with the occasional dark shadow, an automated Lenticular: every moment the cubes appearance shifted, an artistic chameleon, and for a moment, the TekArtist found himself enraptured...
Before shaking his hand, grabbing the cube, causing it to deactivate. Gently hefting it into the air, the TekArtist then tossed the cube to his workbench they used to assemble their creation, filled with all manner of TekArt that the artist had decided good enough quality to keep, but not of ENOUGH quality to send to the gallery, alongside a handful of work in progress pieces and things he was still considering.
The Cube would be the latter. In the morning, he would review it. The morning after, he'd review it again. Every day for a month, until he truly well and hated the piece: the artist had high standards, and if the Cubes quality still shined through at the end, it was sufficient for public display.
After all, the Artist was loathe to give the people anything less than what they deserved: absolute perfection.
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.
Advanced Promoted Therapy: Trauma was a major enemy to the health and wellbeing of many Tekket. To combat it, your society had an extensive network of therapists, psychiatrists and social workers, including an entire division of the Academy dedicated to the industry. Moderately 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.
Zero G Sports Team: All throughout the Directorate, citizens enjoyed watching and playing Z-G sports, to the point where Wonderpark had several mega-stadiums specifically dedicated to the watching the antigravity games played professionally by the Wonderpark Sports League and most CityBloks came installed with at least one Grav-Suite for amateur or local teams and leagues. +1 Cul, improves physical fitness.
Blood For Art: Tekket TekArtists had taken to the useage of lifeforce in order to improve the quality of their works, sacrificing their lifeblood in the hopes of awakening the TekArts machine spirit in order to increase the overall quality of their works through any means possible. It had certainly driven interest in the art scene, at least. +5 CUL.
Culture Points (CUL Points): 20
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.
Wonderpark Fungineering Guild: A collective of engineers, technicians, and entertainers that either are or previously were studying or working at Wonderpark, the Guild, of which the current captain of the Endeavor was a member of, had requested a glut of materials to expand Wonderpark with expanded engineering workshops to build rides and test out zero-gravity technology both for general use in the Directorate and, of course, in Wonderpark. 0/20, orbital amusement park is upgraded to Wonderpark, a Society that grands CUL and EXP and further improves orbital engineering.
Super Battleball League: Battleball consisted of a game played in Lunar Gravity. It was the closest the Directorate came to a contact sport: several members of each team were housed in the cockpit of a small blokbot vehicle, with the goal of the game to beat the absolute snot out of your enemies vehicle and take the battleball from them. Some had proposed an expanded version of the sport, using the Mammoth Class Blokbots as a basis. It would...certainly be very impressive, and a number of people in the military especially were interested in the possibility of using it as a method to test out Battlebot MekTek. 0/20, establishes the Super Battleball League, a Society that allows for the deployment of Battlebots, heavy vehicles that can be utilized for combat.
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.
Sacred Livestock: Some priests and mysteks had taken to rearing livestock such as Swamp Cattle and Bighorn Lizards specifically for use in rituals: while animal abuse was forbidden, it was not considered illegal to slaughter animals so long as it was done ethically and humanely, though not all Mysteks outright sacrificed their livestock, instead merely using them as reusable sources of lifeforce. Some animal rights groups had proposed proposed promoting the latter practice in order to secure an ethical source of essence and reduce the incentive of raising individual livestock for slaughter by funding the creation of Sacred Herds, large, communally owned livestock held in common by the Mysteks. 0/20, grants Sacred Livestock tradition, increasing EXP and granting 1 Warp
Ritual Livestock: Others instead believed that the Directorates efforts would be better spent meeting lifeforce needs and thus minimizing the amount of cattle that were slaughtered via artificial selection programs to develop breeds of livestock that could quickly generate high amounts of lifeforce. 0/20, grants Ritual Livestock tradition, increasing FTH and granting 1 Warp
Sacrificial Livestock: And yet others claimed that the harvest of animals wasn't a problem in the first place: morally it was no different from eating them and there already existed plentiful rules to govern the humane consumption of animals that could simply be expanded to include humane religious consumption. Instead, if anything, facilities to rear these sacrifices should be expanded considerably: lifeforce was a strategic resource and could potentially give the Directorate an edge enough to survive the destroyers. 0/20, grants 3 Warp.
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.
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. 12/20, 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.
Muse: The recent spate of blood offerings to the spirits of TekArt had resulted in many pieces having particularly active Machine Spirits. A number of artists believed that by giving these machine spirits their own independent forms, they could serve as muses and curators of Tekket culture and artistry. 0/10, unlocks Muses, intelligent automata that grant elevated CUL and 1 ART.
Elder Art: GodTek. Perhaps studying it for use in TekArt was a waste, but a number of creatives believed that by adapting the technological principles found in GodTek to more creative purposes, utilizing its near reality bending properties even in a much cruder form, they could evolve Tekket artwork even more. 0/20, grants significant CUL, costs 1 ART.
DazzleCubes: A fairly recent invention by the artists of Teklia, DazzleCubes consisted of holoprojectors utilizing special algorithms to produce imagery designed to strongly capture attention. A number of Directorate Fleet officers thought this might be weaponizeable, and had suggested giving the TekArtists more funding to see if they could develop better DazzleCubes. 0/15, grants Crude DazzleCube technology, a infantry scale non-lethal weapon that can be used to distract clusters of enemies.
Sleepwalk Brew: Based on the vision-quests of ancient Teklia, the Sleepwalk Brew transported the mind of the imbiber to the dreamlands, the shadowy supposedly between the waking world and the world of sleep, where they could walk among the dead of Teklia and the old gods of the world, though in reality the Brew was actually just a blend of narcotics and hallucinogenic mushrooms mixed with a variety of anti-anxiety hormone producing drugs. Many artists, priests, and scientists had begun using the hallucinogenic potion as a means to acquire inspiration or divine insight, with several of them becoming sick as a result of bad potion batches: as such, there had been many who had pushed for development of a standardized version of the Brew that could be used safely for ceremonial or recreational practices. 0/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
Antianima Translator Matrix: The Booug had been observed several times conversing amongst themselves mid-rampage, meaning they were, hopefully, intelligent. However, their language consisted of what your translators seemed to think was pure gibberish. Some Xenotheorists believe that the Booug use a type of hyper-dense high-complexity language that likely requires an extremely complex decryption program to understand: if they could find a way to communicate with the Booug, perhaps there was hope for diplomacy yet. 0/10, grants Crude Antianima Translator Matrix, allowing for communication with the Booug.
Secondary ShipShrines: While the ShipSoul was the greatest aboard the vessel, it was not the only one: every major component and compartment had their own powerful spirits. Perhaps by redesigning your ships so that each of these spirits have their own shrines they can receive offerings at, you could further improve your ships performance by strengthening these SubSpirits. 0/15, improves the performance of all ship subsystems and components.
((((()))))
Elsewhere, the Great Conclave was established, on the ultimate neutral ground, Orbital City One. A vast temple-district, the Great Conclave would find itself host to many debate halls, each filled with Tekket of variable levels of composure yelling at one another in regards to obscure religious esoterica such as whether the Lanternkeeper housed the ember in a lantern of wax paper or a lantern of laminated paper, dozens upon dozens of libraries where the holy texts of those religions and occultek tradition whose lore wasn't beheld to mystery were studied by scholars young and old, numerous seminaries and monasteries where those seeking education on the spiritual could be taught and trained, all manner of ritual hall, reserved in advance by whatever Mysteks, Priests, or other group wished to use it, and of course plentiful shrines throughout the facility, built in all manner of size and shape, rarely left unattended for more than singular seconds by the more piety minded inhabitants of the Conclave.
The main purposes of the Great Conclave were two fold. First, neutral ground to settle religious disputes amicably: should, say, the Children of the Lantern come into conflict with the Circle of the Silver Circuit, the Conclave would help to ease tensions by providing a ruling that was fair enough that both parties would reliably hate it. Beyond that, it would also provide resources for those seeking to expand their grasp of the divine and the mystic, honing their knowledge of various rites and rituals and allowing for optimized, standardized versions of various mystic ceremonies such as the Rite of Anima to be developed using the wide variety of different lores the Conclave had access to, though the various cults would of course keep their specialty versions, dedicated to their gods in specific.
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, guarded by wandering Bond-Drones and housing cthonic Bond-Machinas fed on the brainscans and stories of the dead, acting as storytellers and guides for those seeking knowledge of the dead. +3 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
God-Machine Cults: A collection of cults organized into Demiurgic Circles, each swearing to one of the three God-Machines. The God-Machines seem to have allowed their support, taking from them tithes of life-force in exchange for audiences and secrets.
Folk-Religions: A variety of religions supporting various dieties and pantheons, the Folk-Religions of Teklia had grown greatly in the past few years, and it wasn't unusual for Arcolocubes to have the occasional festival or ceremony held by the congregants of said religions.
The Assembly: The Assembly believed that no gods existed yet, but that they could be made, shaped by mantras, given breath by lifeforce, and given shape by living metal.
Church of the Great Calculator: The Calculators believed that if the gods existed, no vessel had sufficient processing power to manifest them, no programming language the complexity to describe them, and no vessel strong enough to contain them.
TekShrines: Shrines established to honor local machine spirits, the larger and more expansive the shrine, the larger its area of coverage. They had a very slight effect, the power they invested into the mechanica anima being so widely distributed, but this slight effect was vastly more broad in scope compared to more powerful artefacts and rituals used for strengthening machine spirits. Recently, it had become standard to erect a few on ships, especially a centralized main shrine dedicated to the spirit of the vessel itself. +2 EXP, increased ship performance.
Mystek Ritual Compartment: A recent addition to your vessels was a universal Mystek Ritual Compartment, consisting of at least one MagTek Altar, sleeping quarters for the Mysteks, and a variety of facilities required for them to conduct rituals, rites, and occult research. Provides access to greatly improved esoteric and occult expertise to all vessels and easy access to most rites and rituals, improving general ship performance.
The Great Conclave: A pan-religious body tasked with mediation and communication as theological research and coordination. Located in a special district in Orbital City One, the Great Conclave has proven of variable efficacy so far for the latter, having mostly standardized a handful of rites for ease of use, though the former purpose it had had so far served well enough. +1 FTH.
Faith Points (FTH Points): 20
ART: 1
Warp (WP): 0
An Unending Appetite: Sphere 001 spoke of an endless hunger: when its followers had approached it, it had refrained from draining them, telling them instead to bring it livestock and healthy and hale plants, opening up, seemless surface parting like a maw filled with razor sharp teeth as it devoured these live offerings whole. It seemed to prefer a more...direct way of obtaining life force, it seemed, and preferred to glut itself on lesser feed instead of consuming the rich lifeforce of Tekket. Many believed that by crafting facilities designed to raise livestock enmass for feeding to the God-Machine, the Directorate could help it sate its hunger, or at least earn some of its favor. 0/10, generates Living Metal, establishes Court of Hungers
A Discerning Wisdom: Mother spoke of a discerning taste: her hungers were not prodigious, but they were refined. Encoded into the lifeforce of Tekket were hints and whispers of their memories, mere tastes of their experiences. She had carefully savored each and every one of her adherants essence, sipping from them the same way one might sip at a glass of wine. In exchange for plentiful flavors to sip from, she might be convinced to part with knowledge. 0/10, generates Warp, establishes Court of Whispers
A Harsh Bargain: YALDABOATH had simple terms: a great deal of lifeforce only once. He had drained them near dry, and then allowed them to rest in specially arranged personal quarters, where they were attended to by the Tomb Guardians that served the god machine, providing the Demiurgic cults food, water, and assistance with their hygiene should they be unable to move. Many of his cults wished to create infrastructure such that this tithe could be repeated (to a...less extreme degree, of course) without pilgrimage to the Pillar, and no doubt Yaldaboath would be appreciative. 0/10, generates an Artefact, establishes Court of Bargains
GodTek Emulator: A proposed idea by the Calculators was using a GodTek artifact to design an AI Emulation Drive using occult principles capable of serving as a vessel for one of their deities. This would, if it worked like the Calculators though, allow for them to receive direct communication from their gods. 0/15, establishes GodTek Emulator 0 - The Path, generating CUL, 5 Network and accelerating Calculator Research. Cost 1 Artefact.
The Heart of The Assembly: The Assembly wanted to create a massive MagTek Altar and glut it on copious, copious amounts of life-force to create what can only be described as a ritual reactor, capable of generating its own energy from the Bond-Spirit housed inside the Heart. If it worked, they promised to allot some of the energy to meet Teklia's growing needs. 0/15, establishes the Heart of the Assembly, generating EXP, 5 Nuclear Material and accelerating Assembly Research. Cost 1 Warp.
Temple of the Lanternkeeper: The Lanternkeeper was famous as a symbol of light struggling to survive in darkness. Many wanted to build a temple in one of the gods Holy Places to the Emberlight Firekeeper where they could give their respects and offerings, and where they could erect a Great Sacred Lantern in the gods honor. 0/10, establishes Lanternkeeper Temple, a Holy Site that grants your people increased resistance to despair and hopelessness.
Temple of the Huntsmaster: The Huntsmaster was storied as paragon of craftiness and cunning, felling their foes not through brute force, but through ingenuity, preparation, skill, and exquisitely crafted tools. Many wanted to build a temple in one of the gods holy places to the slayer of beasts and forger of weapons where the disciples of the huntsmaster could give offering and prepare their own weapons for the day monsters returned once more to Teklia: with the Booug and the Quartzbug attacks, perhaps that time was drawing close. 0/10, establishes Huntsmasters Temple, a Holy Site that generates Huntsmasters, monster slayers specializing in custom engineered weapons.
Temple of the Old One: The Old One was historied as a lord of knowledge and mysteries. Many wanted to build a temple to the god in the abyssals of the sea where its monks, few in number but each of them powerful Mysteks, could assemble a great library where they could delve into the secrets of the cosmos, dedicated to the pelagic lords honor. 0/10, establishes Old Ones Temple, a Holy Site that increases the power of your Rites.
Temple of the Toy Maker: The Toy Maker was fabled as the patron of children and faeries both. Many wanted to build a temple to the whimsical god in Wonderpark of all places, a complex where the Toy Maker could be brought the offerings and wishes of kits and where rites meant to appease and invoke the fair court of the Toy Maker could be performed. 0/10, establishes Toy Makers Temple, a Holy Site that grants your children protection against malign influence.
Temple of the Dancer: An old Tekket art goddess, the Dancer had seen increased attention as of late, with many a TekArtist calling on them for inspiration for their works. Some had proposed constructing a temple for them where artists could make direct pilgrimage and ask the Dancer directly for their blessing, as well as serve as a sort of art-school for aspiring creative Tekket. 0/10, establishes Dancer Temple, a Holy Site that increases CUL.
Temple of the Roadguide: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots. For obvious reasons this was more relevant than ever, especially as the Booug menacing your ships were the dream-spawn of the Roadguide: perhaps by invoking his favor via orbital temple-shipyard, your vessels could receive some degree of protection. 0/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
Temple of the Peerless Immortal Functionary: A secular god of bureaucracy born of mortal stock, the Peerless Immortal Functionary serves as the overseer, according to his followers, to the celestial bureaucracy, elevated by the gods to their rank in order to organize the myriad minor spirits of the world in order to ensure the realm functioned correctly. The followers of the Peerless Immortal Functionary had requested the formation of a secular temple dedicated to the Peerless Immortal Functionary capable of serving as a headquarters for his followers, a collection of bureaucrats and form fillers looking to optimize the Directorate via the Functionaries teachings. 0/10, establishes Temple of the Peerless Immortal Functionary, increasing EXP.
Enshrined Spirits: An old custom from long before the Destroyer War, ancient shrines occasionally served as more than simply places where the spirits of the region could be given offering to. Occasionally, they were said to contain specific machine souls enshrined within, serving as sort of guardian spirits that could ward against malign influences. A number of Shrine-Keepers want to see if they could recreate the process, develop a means by which every Shrine of note could house a Guardian Spirit. 0/10, upgrades Shrines with Guardian Machine Spirits, providing protection against supernatural phenomenon.
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.
Name of the Booug: The Booug were, ultimately, spirits. According to Occultek lore, spirits each had their own names that could be used to gain control over them: through research they theorized they might be able to divine the true name of the Booug in order to help drive them off. They would start with part of the Name of Influence, used to weaken and repel and strengthen and control. 0/10, TekGrimoires upgraded with First Name of Influence of the Booug, allowing them a very limited degree of power over the Booug beyond what their rituals might allow.
WarpTek Altar: Warp-Space, according to your discoveries, was extremely rich in arcane energies. By redesigning your MagTek Altars, perhaps they could be upgraded to siphon power from Warp-Space and catalyze Mystek Rituals. 0/20, MagTek Altars upgraded to draw energy from Warp-Space, increasing Warp by 1.
Rite of War: A proposed rite that would allow for the enchantment of various ship weaponry in order to generate short term bursts of high performance, allowing for increased reactivity in combat situations. It would likely require a great deal of lifeforce, however, both to perfect and be easily utilizable in the field. 0/20, Mystek Ritual Compartment upgraded with Rite of War, very slightly increasing the damage of all weapons and in combat situations allowing one weapon system an additional increase of performance. Costs 1 Warp.
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
Shrine-Talismans: A common offering to the spirits of the Shrine were talismen crafted from handfolded origamic covered in prayers written in classical Tekket calligraphy: they had, strangely, proven a very effective offering. Perhaps by supplying the Shrine-Keepers with the necessary tools, they could expand their knowledge on the construction of Talismans. 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
Shrine-Rites: This was an era of Mystek ascension. Give the Shrine-Keepers access to plentiful lifeforce to study: allow them to develop their understanding of the potent energy that the God-Machines had given access to and allow them to use it to develop rituals to further increase the potency of the TekShrines. 0/25, upgrades TekShrines with Rite of Motive Offering, increasing EXP given by TekShrines by two, cost 1 warp.
Advanced TekShrines: A proposed way to further improve TekShrines was to utilize God-Tek to increase the overall efficiency of Shrines as well as increase the power they generated. A bold proposal, but one the Shrine-Keepers themselves believed would work wonders as a way to empower the spirits they served. 0/25, upgrades TekShrines with GodTek Generators, increasing EXP given by TekShrines by two, costs 1 artefact.
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.
WyldShrines: If nature spirits existed, then should they not also be venerated with shrines of their own? It was a proposal by a number of your naturalists, suggesting the establishment of TekShrines in the wilderness and parks in order to appease the various native spirits of Teklia. If it worked, if a method to appease these wyld-spirits was found, it could serve a number of potential applications in Tekket expansion. 0/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.
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.
Mystek Protective Wards: The dimension that the Warp Drive seemed to connect to was deeply terrifying and very obviously dangerous, and a number of Mysteks had wanted resources to put into the development of Occultek wards to drive out malign influences in the hopes that the general safety of Warp-Jumps could be increased. 0/40, Mystek Compartment upgraded with Exceptionally Crude Protective Wards, costs 1 Warp.
ShipMind Shrine: A proposed method of improving your Ship Shrines even further was the addition of GodTek derived computers in order to create a sort of centralized AI core to house at least part of the ships oversoul: in essence, granting your shipspirits a degree of intelligence and willfullness. 0/20, Ships upgraded to include ShipMind, somewhat increasing performance. Cost 1 Artefact.
ShipBrain: Others suggested that instead of simply improving performance across the board by studying them, the Directorate could instead utilize GodTek as components to create a singular, relic grade GodTek supercomputer to serve as a vessel for the ships spirit, which would likely accelerate the shipsouls growth considerably. 0/20, select one Fleet to receive a ShipBrain, a relic class AI core that moderately improves ship performance that will automatically be upgraded when new technology is developed.
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.
((((()))))
In the same era, the Academy developed two new tools for use by the military. The first, shield shipscale technology: while no shipscale weaponry samples from the Destroyers existed, should they use lasers or energy weapons in any capacity, Directorate Fleets and space fortifications would be hardened and more able to resist the Destroyers more efficiently.
Beyond this, these Shields also made exploration far less hazardous in other ways: the radiation shielding on ships in prior generations was certainly adequate, especially around the reactors, but they were still, comparatively, limited. While having massive power draws meant the Shields couldn't be at full power most of the time, even at low power they would still allow ships to weather more extreme stellar weather and radiation bursts, allowing for closer surveying of stars, somewhat safe distant observation of black holes, and the charting of courses through hazardous insterstellar regions.
At the same time, the Academy unveiled the MagTek Fortification Reassembly Protocol. Designed to ensure that defenses erected by the Tekket could be rebuilt with minimal labour, buildings utilizing this technology would automatically snap to themselves loose bloks when taking damage in order to fix structural faults and maintain integrity. It wasn't a perfect system, of course: it only fixed structural damage. Any reactors or shield arrays that were damaged would require an engineer. Further, it did not reassemble structures fast enough to prevent them being blown apart by sufficient force or ground to death by slow and steady attrition.
Still, it was a significant improvement, allowing for many a lunar settlement to weather Quartzbug attacks, the walls helping to rebuff the swarms staggered, largely uncoordinated attacks. No doubt when the Destroyers returned, the technology will have been refined and improved: a handful of academics had even suggested using it as a counter to the Booug by developing a more advanced version for use in ships.
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 Fleet Compartments: Modular and standardized Academy facilities that could be quickly added to ships, they provided a wealth of scientific expertise to captains and allowed for exiting field research opportunities. +1 ACD, improves Fleet technical ability and providing access to advanced scientific tools.
Mammoth Class BlokBots: Vehicle sized BlokBots meant to handle heavy manual labour. In a pinch, they could also be used to support golem class security bots. +1 EXP.
NukeTek Technology: Perpetunite based weaponry had evolved: more energetic reactors meant bigger, more powerful, and longer lasting releases of energy. Warheads, rockets, cannons, they had all been made far more efficient and destructive in the pursuit of tools capable of decisively turning the tide of battle. All fission and fusion based weaponry improved in effectiveness.
Crude Warp Drive: The basic principle seemed to involve shunting you to another dimension and using that to traverse real space at faster than light speeds. Distance in that other dimension didn't seem to work the same, it seemed. Combined with a crude particle barrier, the trip was...safe-ish. Can perform Warp-Travel.
MagTek Reassembly Protocol: A modification to buildingbloks in Tekket space that allowed them to utilize loose bloks to repair automatically structural damage via magnetically snapping them to locations the building required support or structural repairs to. Buildings and fortifications automatically repairing light structural damage.
Academy Points (ACD Points): 18
Living Metal: 0
Network: 0
Particle Field Generator: It was clear that Warp-Space was dangerous, but perhaps by improving the quality of the Particle Field used in the process it could be rendered at least somewhat safer, making travel more reliable and less damaging. To do this, the Directorate had authorized extensive access to lifeforce. 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
Warp-Drive Refinement: Of course, others instead wanted to focus on efficiency by developing more sophisticated Warp-Drive manufacturing techniques, allowing for faster speeds and thus exploration of space. This would be a considerable undertaking, but it would pay dividends. 0/20, gain Basic Warp-Drive, increasing ship speed and ability to respond to crisis. Cost 1 Warp.
Extremely Advanced NukeTek: Perpetunite weaponry was dangerous, but it could be so much worse with the application of advanced particle technology to further increase the damage caused: longer range on fusion cannons to create fusion lances, more explosive torpedos, fusion rockets powerful enough to be called pocket nukes. There was no such thing as overkill. 0/45, Unlocks Advanced NukeTek. Allows for the creation of medium-range, re-useable shipscale weaponry in the form of Fusion Lances and further improvement to all existing NukeTek weaponry. Can spend 1 ART to halve cost.
HoloTek: With technology becoming more and more sophisticated, a number of optical researchers had proposed funding more research into their field of study to create advanced HoloBriks that could be used in conjunction with Mind Machine interfaces to create sophisticated 3D simulator pods. 0/25, unlocks Crude HoloDeck Technology, increasing CUL.
What Even Is Lifeforce?: A number of scientists had assembled to finally awnser a question that's been plaguing them for generations: what exactly was lifeforce? The mysterious energy revealed to you by the God-Machines had a variety of uses and seemed to use blood as a medium, but clearly it wasn't needed going by the God-Machines. Could study be used to augment the Rite of Lifeblood and develop more efficient versions? Enterprising occult scientists wanted to know. 0/25, upgrades Rite of Lifeblood, increasing the efficiency of a variety of technologies. Costs 1 Warp.
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.
Engineering Improvization Doctrine: Toxel advocated that victory could be assured best by teaching Engineers how to improvise solutions in the field quickly and under fire: he wanted to expand the Academies curriculum for Fleet Engineers by including a variety of semi-randomized open ended simulations of increasing difficulty that would test their ability to come up with novel solutions to issues. 0/20, establishes Toxel Doctrine, improving your Engineers ability to develop novel technical solutions under fire.
The Teeth: A number of military scientists believed that by using GodTek and recent advances in NukeTek they could create a hyperadvanced, long range fusion cannon capable of causing significant damage. An intriguing idea, and it would give at least one of your fleets some actual teeth. 0/15, can upgrade a single fleet with the Teeth, a powerful medium range relic grade heavy fusion cannon that will automatically upgrade to incorporate newly developed technology. Will automatically upgrade to a long range when Extremely Advanced Nuke-Tek is completed. Costs 1 Artefact.
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.
Academy Fleet Compartment High Energy Lab: A proposed improvement to the Academy Compartments was giving them their own High Energy Labs and self-contained power systems: this would allow them to further meet the fleets technical needs as well as provide, in all likelyhood, a great deal of surplus power for your ships to use. 0/20, Academy Fleet Compartment upgraded with High Energy Lab, increasing available power and efficiency of all advanced subsystems. Costs 1 Nuclear Material.
Academy Fleet Network Lab: Another idea would be adding additional information technology in the form of expanded computer labs and data hubs. This would reduce ship-to-Teklia latency, provide additional processing power for things like targetting and navigation, and in a pinch could probably be used to upgrade the Comm-Jammers. 0/20, Academy Fleet Compartment upgraded with Network Lab, improving efficiency of all E-War and computer systems.
Quartzbug Anatomy: A number of xenobiologists were deeply interested in the semi-silica based lifeforms found in the precursor temples. They wanted to perform an in-depth study of the creatures and their physiology. 0/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
Temple Expedition: It would take a military escort, a great many BlockBots, and probably heavy artillery, but the Fleet believe that it should be possible to push past the Quartzbugs and do an in-depth exploration of the Quartz Temple and unravel its secrets. 0/15, grants information
HoloShield Tek: A proposed upgrade to the shields was developing experimental supplementary hard light generators that could be used as a upgrade component for ShieldBloks to allow for a degree of shielding against kinetic threats. These HoloShields would draw a bit more power and provide fairly limited protection, but it would still be an impressive improvement to your defensive arsenal. 0/15, ShieldTek upgraded with HoloShields, providing weak kinetic resistance to Shield technology.
ShieldTek Minaturization: The smallest ShieldTek was still a fairly large implement, something you'd mount on a cargo-hauler in the back of a workshop. Perhaps it was time to go through another round of miniaturization and develop ShieldTek small enough to be mounted on medium and Mammoth-Class BlokBots. 0/20, more vehicles and machines gain access to ShieldTek, which becomes easier to use.
Living Metal Rounds: The Booug and Quartzbugs both had proven infuriatingly resistant to conventional laser blasters, the former more than the latter. The Booug were ridiculously hardy and required sustained blasterfire, fusion weaponry which for obvious reasons wasn't feasible on a ship, or extreme amounts of kinetic force. Quartzbugs meanwhile diffused the heat of the laser across their body with annoying efficiency. A proposal had been made for alternate infantry weapons to use living metal as a form of regenerating ammunition and MagTek to accelerate these regenerating rounds at extremely high speeds. In essence, you'd be bringing back the ballistic weapon, redesigned for a new age. 0/20, costs 1 Living Metal, develops Ferroblaster Technology, next generation magnetic weaponry with regenerating ammunition designed for infantry use.
AutoTurrets: Another improvement proposed for fortifications were specialized turrets installed with an auto-aim program and a specially trained machine spirit. These turrets would provide a degree of active defense, making assaulting your facilities not only more difficult, but more outright hazardous. 0/10, develop AutoTurret Technology, providing improved static defenses.
Gravity Engine: With recent black hole study data, engineers had postulated a number of improvements they could make to the gravity engines used in Tekket space that allow for artificial gravity generation. This would allow for improved maneuverability, resistance against gravity effecting phenomenon, and it would allow for closer black hole study. 0/20, improves Gravity Engine technology, increasing ship maneuverability and resistance to gravity altering effects. Black Hole Study Duty can provide 5 points of discount to this technology.
Gnome Class Blok-Bots: Minibots that could be deployed to perform a variety of extremely small tasks, Gnome Class BlokBots are automatically programmed to use loose Bloks unassigned to any task to improve themselves, including the remains of other Blokbots, eventually assembling enough Bloks to 'evolve' into a Golem-Class. 0/15, creates Gnome Class Blok-Bots, generating EXP.
Improved MagTek Repair Protocol: A more sophisticated version of the MagTek Repair Protocol, this update to the firmware would allow for simple machines and systems to repair themselves. You wouldn't be able to repair a reactor without an engineer, but it could at least hook back up to the wiring systems and recreate lighting. 0/20, MagTek Reassembly Protocol upgraded to lightly repair systems damage in buildings and fortifications.
ShipTek Reassembly Protocol: This would probably not stop the Booug, but it would slow them down and allow for your ships to repair most of the damage they could cause, though only for short jumps. And once the Booug were handled, it would certainly prove useful in combat and crisis situations by ruggedizing your ships a bit. 0/40, MagTek Reassembly Protocol modified to work on ships.
ZwergBot Disassembly Protocol: A proposed subsystem that would allow for BlokBots to continue operation even after being blown apart via configuring themselves into lesser classes. This would be very, very useful for your security bots, as it would mean they would have to be very thoroughly dismantled to stop them. 0/15, Security Bots will automatically when dismantled reform into smaller classes of BlokBot.
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.
Could you maybe put the voting options in spoilers? As it is now its a bit difficult to navigate to the 'meat' of the update because I have to scroll through a LOT of voting options. I'm a mobile user which probably exacerbates the problem, I admit. It's a lot of scrolling.
As for voting... I'm in favour of actually making a start on expansion ASAP. It 'should' expand our capabilities for growth too right? Either way I'll vote for a plan which focuses on shipbuilding heavily, developing technologies for mass transit across the warp, and for making warp travel safer so we can actually move seed populations to new planets etc.
Will we also have to do some more political votes on how new planets are managed? I'm hoping we'll elect to centralise military power at least, it'll do no good if every star system has its own personal navy when the enemy comes from a single direction in overwhelming strength afterall.
Seriously inconvenient that we didn't get Frontier Explorer Compartment last turn; we'll need to drydock both our ships now to make up for it. That said, getting started on a third Endeavor Class Ship could hopefully bring things in-line, and we can hopefully deal with Teklia's Auto-Recycler drying up. The lack of progress on Particle Field Generator also limits our ACD points this turn, but at least we're finally getting some progress on CUL projects (Wonderpark Fungineering Guild gives CUL, EXP, and "further improves orbital engineering"). Also getting the first 3rd of Mystek Protective Wards done, because that's going to take at least a few turns.
We're actually doing fairly well on Nuclear Material right now, so the Perpetunite Production Facility isn't that important right now; I'm willing to wait on getting more Living Metal until we're ready to get Repair Protocol.
Why do we desperately need colonies at this point? Right now if we planted them we couldn't defend them.
Temple of the Toy Maker: The Toy Maker was fabled as the patron of children and faeries both. Many wanted to build a temple to the whimsical god in Wonderpark of all places, a complex where the Toy Maker could be brought the offerings and wishes of kits and where rites meant to appease and invoke the fair court of the Toy Maker could be performed. 0/10, establishes Toy Makers Temple, a Holy Site that grants your children protection against malign influence.
Temple of the Roadguide: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots. For obvious reasons this was more relevant than ever, especially as the Booug menacing your ships were the dream-spawn of the Roadguide: perhaps by invoking his favor via orbital temple-shipyard, your vessels could receive some degree of protection. 0/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
Edit: Also, one of the above would be nice to start speccing into.
[] Plan: Numbers Rise V2
-[] Drydock
--[] TKK Accomplishment:
-[] TKK Endeavour
--[] Black Hole Study Duty
-[] Orbital Forests: 15/15, generates CUL.
-[] Asteroid Harvesting Facilities: 20/20, 1 EXP 1NM
-[] Heavy Perpetunite Nuclear Stockpiles: 1/1, -1NM
-[] Perpetunite Production Facility: 2/20
-[] Lunar Salvage Cabals: 10/10, generates ACD and ART
-[] Frontier Explorer Compartment: 20/20
-[] VR Simulators: 2/10
-[] Shrine-Talismans: 10/10, generates EXP
-[] An Unending Appetite: 10/10, 1 Living Metal
-[] Temple of the Toy Maker: 5/10
-[] Gnome Class Blok-Bots: 4/15
-[] Particle Field Generator: 20/20
Given that we have an alternate to our ships self healing, I've decided to shelve the Living Metal Farm for now and focus on Asteroid harvesting, as that gives us extra EXP and explicitly states that it helps us with our NM problem.
Also I want that Black Hole Research for that sweet ACD discount on the Gravity Engine! Imagine how fast our ships will be if they have that and Perpetual Engines!
I assume you mean the Frontier Explorer Compartment; it specifically mentions providing a "variety of civilian skills" and the section talking about our first big brush with Warp travel talked about us lacking medical equipment ("I'm going to have put in a request for an expanded pharmaceuticals bay") which would likely be a part of this compartment.
[] Plan: Explore and Courts
-[] Fleet Actions
--[] Drydock
---[] TKK Endeavor
---[] TKK Accomplishment
-[] Expansion Projects
--[] Living Metal Farming: A number of people on the Moon had taken to starting 'living metal' gardens, growing the smart-matter in lieu of plants. After all, Living Metal didn't require atmosphere or even water: just energy, and could be used to construct all sorts of Bloks. Some lunar colonists had proposed using some of the freshly cleared land to set up facilities expressly for the purpose of metal farming, which would help expand the production of the substance and provide a nice surplus of the material. 20/20, grants 1 Living Metal
--[] 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. 9/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.
-[] Culture Projects
--[] Lunar Salvage Cabals (0/10 --> 10/10) +1 Art
--[] Frontier Explorer Compartment (12/20 --> 20/20)
--[] Muse: The recent spate of blood offerings to the spirits of TekArt had resulted in many pieces having particularly active Machine Spirits. A number of artists believed that by giving these machine spirits their own independent forms, they could serve as muses and curators of Tekket culture and artistry. 2/10, unlocks Muses, intelligent automata that grant elevated CUL and 1 ART.
-[] Faith Projects
--[] A Discerning Wisdom: Mother spoke of a discerning taste: her hungers were not prodigious, but they were refined. Encoded into the lifeforce of Tekket were hints and whispers of their memories, mere tastes of their experiences. She had carefully savored each and every one of her adherants essence, sipping from them the same way one might sip at a glass of wine. In exchange for plentiful flavors to sip from, she might be convinced to part with knowledge. 10/10, generates Warp, establishes Court of Whispers
--[] Temple of the Roadguide: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots. For obvious reasons this was more relevant than ever, especially as the Booug menacing your ships were the dream-spawn of the Roadguide: perhaps by invoking his favor via orbital temple-shipyard, your vessels could receive some degree of protection. 10/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
-[] Academy Actions
--[] Particle Field Generator: It was clear that Warp-Space was dangerous, but perhaps by improving the quality of the Particle Field used in the process it could be rendered at least somewhat safer, making travel more reliable and less damaging. To do this, the Directorate had authorized extensive access to lifeforce. (6/20 -> 20/20), gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
--[] The Teeth: A number of military scientists believed that by using GodTek and recent advances in NukeTek they could create a hyperadvanced, long range fusion cannon capable of causing significant damage. An intriguing idea, and it would give at least one of your fleets some actual teeth. 4/15, can upgrade a single fleet with the Teeth, a powerful medium range relic grade heavy fusion cannon that will automatically upgrade to incorporate newly developed technology. Will automatically upgrade to a long range when Extremely Advanced Nuke-Tek is completed. Costs 1 Artefact.
The Cube would be the latter. In the morning, he would review it. The morning after, he'd review it again. Every day for a month, until he truly well and hated the piece: the artist had high standards, and if the Cubes quality still shined through at the end, it was sufficient for public display.
After all, the Artist was loathe to give the people anything less than what they deserved: absolute perfection.
Slannesh says hello! We should be very careful about expanding our artistic endeavors. The dazzle art seems most safe to me, but we should probably crack lifeforce soon.
The Endeavor does one more easy mission before it goes into the drydock the Black Hole Study Duty which will give us a discount for:
Gravity Engine: With recent black hole study data, engineers had postulated a number of improvements they could make to the gravity engines used in Tekket space that allow for artificial gravity generation. This would allow for improved maneuverability, resistance against gravity effecting phenomenon, and it would allow for closer black hole study. 0/20, improves Gravity Engine technology, increasing ship maneuverability and resistance to gravity altering effects. Black Hole Study Duty can provide 5 points of discount to this technology.
Accomplishment goes into drydock to get a warp drive and all other recently developed tech.
[] Plan: Gravity
-[] Fleet Actions
--[] Drydock
---[] TKK Accomplishment
--[] Black Hole Study Duty
---[] TKK Endeavor
-[] Expansion Projects
--[] Construct Pioneer Class Ship (0/20 --> 2/20)
---[] Naklis
--[] Heavy Perpetunite Nuclear Stockpiles: 1/1, -1NM
--[] Asteroid Harvesting Facilities (0/20 --> 20/20) +1 Nuclear
--[] Orbital Forests (9/15 --> 15/15)
-[] Culture Projects
--[] Wonderpark Fungineering Guild (0/20 --> 2/20)
--[] Lunar Salvage Cabals (0/10 --> 10/10) +1 Art
--[] Frontier Explorer Compartment (12/20 --> 20/20)
-[] Faith Projects
--[] Shrine-Talismans (5/10 --> 10/10)
--[] Temple of the Roadguide (0/10 --> 10/10)
--[] Mystek Protective Wards (0/40 --> 5/40)
-[] Academy Actions
--[] Particle Field Generator (6/20 --> 20/20)
--[] Quartzbug Anatomy (0/20 --> 4/20)