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

I was rereading recent updates cause I was bored, and I realized we have soooo many options in FTH and so many fantastic 10-point options. All those options are outstanding, too, that can do a lot for us, but we are limited by the number of points we have in FTH, not allowing us to take as much stuff as possible. So I have come up with a new draft plan that looks toward the next turn to increase our FTH a bunch, setting ourselves up for big stuff next turn while also getting points to expand in other categories alongside some safeish exploration of fantastic new areas of space/ become more at peace with nature.

For the below plan, I assume that any point increase options we took last plan will only increase the points by one. It likely increases more than one for some of the possibilities that had a point increase. Still, until shown otherwise, I will be conservative in my estimates. So bare minimum amount of points we will have next turn assuming the above upcoming turn is EXP 31, CUL 21, ACD 19

[] Plan: FTH Is The Name of The Game

-[ ] 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/???
--[] TKK Accomplishment:
-[ ] 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.
--[]TKK Endeavor:

I would rather keep these 2 ships for their first couple of exploration runs in what seems quieter or safer regions that we have for exploration. At the same time, we get more used to Warp exploration and exploring outside our solar system, increasing our experience with it and making it safer in the future. Also, I am curious to see what stuff is hiding in the expanse and to see what is going on with the east since it is a fairly bland fluff for it,
-[]Construct Pioneer Class Ship(3/20)

Keep chipping away at this, setting this up for completion next turn where we can colonize a new planet in our solar system.

-[] ShrineDistricts: 10/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
-[] ShrineCity: 20/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.

In EXP we take these 2 not only cause the shrine stuff is really cool, and this will build on top of our previous efforts with shrines in cities, further improving the amount that will strengthen our machine spirits. It is also because both these options will likely synergize with each other quite well, increasing the narrative effects of both more so than they would alone, further strengthening our machine spirits than at first thought. Furthermore, the shrine city gives us a holy site that is always good for keeping our faith groups with good vibes and anti-chaos. It will also give up our shrine people the ability to conduct more research, allowing their shrines to be more effective, train more shrine keepers to up the number of shrines, and do even more with existing shrines.

We also took shrine talisman this turn which increased how robust the offerings are, meaning that the shrine will be even more powerful narratively than beforehand, making shrine cities/districts have a more noticeable effect. Many further shrine options are available to use that will increase the power/potency of these shrine/shrine cities even more so than they otherwise would have made them even better than otherwise, making these sites a robust long-term investment that we should sooner rather than later.

Shrine options, on average, also have higher point increases than other options, so we will likely see an even more significant point increase than we otherwise would have. Finally, both also increase our FTH, with shrine city increasing FTH by an elevated amount, providing a sizable boost to FTH, even more so with shrine districts.

-[] Sleepwalk Brew: 20/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.

I want to take this one for multiple reasons. One is that this has already been used quite a lot throughout our society and is not used safely due to their not being a safe, standardized version. Therefore we should create a standardized version that artists, priests, and scientists can partake in safely, allowing them to get inspiration or divine insight without putting their health at risk as they are now. Furthermore, this is a three-for-one deal.

We get an increase in 3 categories where we need more points, so a massive win will allow us to do much more in multiple categories. It also is an excellent way to safely get our people more inspiration in numerous fields. Finally, it gets our FTH up, allowing us to do more in FTH next turn while getting 2 other point categories increase, something we iirc have never seen before in a turn option.

-[] 3/20, grants Sacred Livestock tradition, increasing EXP and granting 1 Warp

Excess CUL points go here since chipping away at this set this up for completion next turn so we can get the lifeforce study done by getting us some warp the same turn.

-[] NeuroChoirs: 15/15, increases FTH, religious orders gain NeuroChoir artifact, costs 1 ART.

I choose this one in FTH cause it increases our FTH while allowing us to get wyld shrines done. I know it uses an ART; however, we are already at 2 this turn and have many options to get more, so I am not too concerned about using one. It also allows lifeforce to be more effective, which would have a significant effect considering how much we use it in our society; furthermore, it is an excellent option narratively, allowing people to better engage/focus in spiritual endeavors, which is wholesome.

-[] WyldShrines: 10/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.

We are halfway there, so let's get it over the finish line and complete this one which is, well, pretty awesome excited to see what comes from it. It also synergies significantly with all the other shrine options we are taking, which will likely further increase their effectiveness than they otherwise would have.

-[]What Even Is Lifeforce?(5/25,--> 14/25) upgrades Rite of Lifeblood, increasing the efficiency of a variety of technologies. Costs 1 Warp.

We started on the last turn, but it was not gonna complete this turn no matter what since ut requires 21 ACD to complete, which we will not have the upcoming turn, so I am gonna throw nine points at it to set it up for completion next turn so we can finally understand what going on with lifeforce and allow us to use it more effectively.

-[] AutoTurrets: 10/10, develop AutoTurret Technology, providing improved static defenses.

This is to help us, our lunar colonists, out on the surface who gotta deal with bug attacks. I also want to up the bonus they got with rolls cause it is not much, so one lousy roll could severely damage our colony. This is also for our ships to help deal with the booug attack more, making Warp travel safer overall and improving our permeant fortification areas, making them safer and our settlements safer.

TLDR this plan is about first getting our FTH up to allow us to get done in FTH than done otherwise while also at the same time increasing points in other categories by getting a safe, standardized way for people to get inspiration while also getting our points up in most categories, become more at peace with nature alongside other stuff. This plan also sets us up to do a ton of big things next turn, like found our first out-of-orbit settlement, discovering the secrets of lifeforce, getting a sustainable way to get Warp, and more.
 
Turn 11: Shore Leave
[X]Plan But Think Of the Children Right Temple This Time

Both ships docked this turn! All damage repaired and all upgrades applied!


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, wheras the Nacelles each contain sub-engineering decks, redundant systems, and storage.

Armed with advanced shieldtek, heavy fusion torpedos and comm-jammers, the Endeavor is not intended to win a stand up fight, and though its armaments have increased in recent years, it's purpose is purely exploratory. It also comes equipped with an experimental Warp Drive and particle barrier, allowing it to enter, at fairly substantial 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. Further, it contains a Frontier Explorer compartment, host to several hundred civilians, members of the Frontier Society, civilians who have agreed to join the fleets pioneering expeditions, establishing small observation outposts on worlds the Endeavor visits and providing a number of useful services to the Endeavor such as expanded medical stores and agridecks to produce food.

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. Recently upgraded to bring it back to parity, the Accomplishment had a full suite of upgrades.

[-] 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.

[ ] 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.

((((()))))

Throughout the Directorate, the machinery of society churned. Above, in the sky, numerous orbital stations would be erected, intended to serve as self-contained ecosystems. Park satellites, eco-domes, tek-sanctuaries, they had a dozen names depending on their exact purpose. Most were intended to serve as recreational areas, carefully cultivated and tended to to create serene pleasure parks where Tekket artists could take inspiration both from nature and the planet down below them, where scholars could study their tomes among the trees, where monks could meditate in serene solar glades. Each and every one tended to by a corp of naturalists and zoologists to construct the perfect enviroment, with an army of Bond-Drones and BlokBots working alongside as caretakers and guides, forming a symbiotic second layer to the ecosphere. A few of these orbital parks even contained within Bond-Machina to serve as digital overseers and park managers.

Fueling the development of these parks was the beginning of orbital resource extraction: Teklia was located directly in the middle of a massive debris field. Asteroids, junk ships, random bits of scrap. In the past, only a handful had attempted to exploit this field. Then the first Harvester Class ship had been produced and its schematic released to the public: using trawler mag-nets, they would drag in raw ore and salvage to the cubic ships maw, where the reactor of the ship would melt the materials down to liquid, allowing for easy transport and storage in the ore-tanks.

Thus, alongside the Frontier Society and the Lunar Salvage Cabals, began the first interstellar gold rush, named after the phenomena observed in the pre-Destroyer phenomina where large consortiums of prospectors would rush to an area where valuable minerals had been found. This time, however, the gold glowed green: the caravans of ships that would venture into space to extract resources found the rare asteroid containing uranium particularly valuable, though the vast amount of other minerals and materials salvaged were also valuable enough, hauled back to Orbital City One where they would be transported to the autorecyclers of either Luna or Teklia, the ore used to produce all manner of goods and items and the nuclear materials used to manufacture more Perpetunite, typically for use in the growing nuclear stockpile of the Directorate, expanded out of a fear of insufficient firepower when the destroyers were once again encountered. Some of these nuclear weapons would be alloted for homeworld defense. A few would be given to the fleet, retrofitted into perpetunite torpedos to give their ships at least some claws. One or two would be granted to the academy for their Jr Physicist Program, for educational purposes.

Meanwhile, below, the autorecyclers finally hit peak scrap, as less and less material was harvested. Thankfully, the Directorate had hefty stores of surplus nuclear materials, but the situation was expected to get worse as things progressed.


-1 EXP from Peak Scrap.

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, frequented by a variety of residents, travellers looking to visit Wonderpark or the Orbital Parks, and asteroid miners looking to deposit their hauls and get some well deserved shore leave.

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.

Nuclear Stockpiles: The defensive nuclear warhead stockpile, consisting of heavy perpetunite warheads, weapons capable of releasing a devastating nuclear reaction capable of lasting up to twenty minutes. Most were assigned to homeworld defense, but a few had seen their way onto the ships of the Directorate and even the educational system.


EXPansion Points (EXP Points): 29
Nuclear Material: 3


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.

Megaparks:
Fundamentally the biggest limitation when it came to orbital engineering was "how much were you willing to invest" and a number of your people wanted more put into the orbital parks. Much more. They wanted to construct Megaparks, vast super-domes the size of an Arcolocube. 0/20, generates CUL.

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.

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. 2/20, 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 even more modular in order to allow power to be easily divertable to the various subsystems as needed. This would require investing in producing a great deal many more PowerBloks, but it would both increase power efficiency and versatility in the field. 0/15, unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Materla.

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.

((((()))))

That same era, a new universal compartment was designed: the UCMP0-6 Frontier Explorer compartment. Consisting of three hundred Frontier Society Members and their children, The Frontier Explorer consisted of a small internal township on the ship, complete with onboard medical, educational, and agricultural facilities as well as a variety of recreational, spiritual and domestic quarters.

It also came with extensive security: even with next gen particle barriers, one could never be too careful during warp-jumps.

The purpose of these compartments, on paper, was to allow for the establishment of long term outposts during exploration: fifty or so Tekket at a time. Not enough to furnish an entire colony, but research and observation centers? That was possible, certainly, especially with regular resupply. And of course, the ships carrying these Frontierers would benefit in other ways: expanded medical stores, larger access to skilled labour, expanded food supplies allowing for longer durations away from Teklia...

Meanwhile, on Luna, the first Salvage Cabal was established. Then the second. Then the third. The Gold Rush had spread to the moon, it seemed: vast trawler-ships sailed garbage seas as they sorted through massive quantities of garbage, sifting through it in the hopes of acquiring valuable materials. Scan-Ships plied the skies, their scanners searching for anomalies and oddities below. And at places where many interesting finds had been discovered, in would come the moon-miners, using their massive diggerbots to establish vast tunnels through the garbage of the moon in order to extract all manner of technological sample...

Which disturbed a great many Quartzbugs.


Quartzbug Attack: 15+1 (MagAssembly)+1 (BlokBots) -1 (Sheer Numbers) -1 (Enraged): 15

This did not deter the Salvage Cabals, who easily repelled the Quartzbugs with careful fortification and planning even as vast technological stores were uncovered and returned to Teklia where the scientists of the Directorate would study them.

On the ships. On the moon. In the asteroid belt. All throughout Tekket space, people turned to the skies, expanding beyond the grasp of their planet en mass, to explore, to collect, to expand, to learn. The first interstellar Gold Rush.


Event Began.

Select One Consequence:

[ ] To the Skies:
It was the newest craze: Tekket wanted to go to space. A number had begun pooling resources, labour, and expertise in order to develop a number of useful systems that could be used to design orbital houseboats. Some of these systems could be used to supplement the design of your colonization ships, increasing their efficiency, though designing the systems had burned through quite a bit of nuclear materials. Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.

[ ] Exploring the Frontier:
It had taken obscene amounts of processing power, but Tekket frontier scientists believed they had made progress designing the next generation of scanner! The algorithm they had designed should not only accelerate development, but it should bypass the need for GodTek entirely! Revelation Class scanner recieves a ten point discount and no longer costs an Artefact. Immediately lose 2 network.

[ ] Spiritual Expansion:
With physical expansion into space came a degree of spiritual expansion in the form of the Animaket Teknowardens, a collaboration between priests, mysteks, and occulteks to understand and either counteract the Booug or develop a means by which they could be reasoned with. Antianima Translator Matrix and First Name of the Booug receive a five point discount. Receive -5 EXP this turn.


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.

Frontier Explorer Compartment:
A universal compartment for ships designed to hold a volunteer corp of civilians dedicated to exploring the universe. Provides a number of useful civilian services and allows for small outposts to be constructed wherever your exploratory vessels travel. Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits.

Lunar Salvage Cabals:
A society consisting of trash-trawlers hunting for intact samples of lunar technology, the Cabals work is dangerous owing to the vast amounts of hostile alien wildlife, but they so far have managed to collect a great many minor artefacts of note, making the risk more than worth it. +1 ART


Culture Points (CUL Points): 21
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. 2/20, 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.

Cabal Exterminator Corp:
The problem with Lunar Extraction was the Quartzbugs, who would swarm claims and trawlers en mass if you disturbed their nests. Some in the Salvage Cabals had proposed assembling an exterminator division specifically to clear out nests ahead of time: this would make artefact collection far safer. 0/15, Lunar Salvage Cabals gain Exterminator Corp, reducing any attack bonus of alien wildlife based on sheer numbers by 1, to a minimum of 0.

Heavy Trawlers:
Another faction in the Salvage Cabals had begun creating massive fortress ships to sail the garbage sea. These heavy trawlers served as mobile bases, trade centers, and to some extent townships. Some had proposed standardizing the design and upgrading the schematic for use in non-lunar enviroments. 0/20, Lunar Salvage Cabals upgraded to provide access to Heavy Trawlers, amphibious heavy vehicles that generate EXP and can be used as mobile land and sea fortifications by your ground forces.

Mobile Shrines:
If machines had spirits, and nature had spirits, why couldn't the moon? A question asked by many a Salvage Cabal Shrine-Keeper, who wished to establish specialized mobile shrines mounted on heavy lunar rovers that they could use to sooth and empower the moon-spirits of the garbage sea in the hopes that it would make it easier to sort through garbage. 0/20, Lunar Salvage Cabals upgraded with Mobile Shrines, providing FTH and EXP.

Cabal Research Outpost:
The Cabals had put forth a ballot requesting for expanded resources in order to establish a research facility the Cabal could use to study precursor technology and develop tools and technology for more efficient garbage sifting. 0/20, Lunar Salvage Cabals upgraded with Cabal Research Facility, granting ACD.

Frontier Hospital:
A proposed expansion to the Frontier Compartment was expanded medical facilities. Ultimately disease was predicted to be one of the more common hazards on ships, and even a minor cold spreading could seriously impact crew performance, let alone any exotic diseases that might crop up. By providing more robust medical care, perhaps this issue could be pre-empted. 0/20, ships upgraded with Frontier Hospital, increasing resistance to disease and providing additional medical care to the crew.

Ship Barracks:
Not everyone needed their own personal quarters. By adding a module to your Frontier Explorer Compartment consisting of communal sleeping quarters that utilize individual pods instead of entire rooms or apartments, you could increase the crew capacity on ships dramatically, both Frontier Society and Fleet Crew. 0/20, Ships gain greatly expanded crew quarters and will create larger outposts when visiting planets.

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.

((((()))))

Meanwhile, at Wonderpark, the first major temple of the old faiths was constructed: the Toy Makers temple. A god of children and faerie both, the Toy Maker they say holds dominion over Autumn Shores, a kingdom in the Dreamlands of eternal fall, where the leaves of the forest are always a vivid red and orange, where blazeflies dance in the late day shadows that never descend fully into night, and processions of strange spirits and sprites wander and perform strange games, partake of ephemeral fairie food, and conduct alien dances and ceremonies.

At its heart, they say, is the Toy Makers workshop, where the Toy Maker labours, creating strange gifts and japes, carving and sanding and painting them all by hand to be delivered to every far quarter of the Dreamlands, to be given to the children of Teklia in their slumber, transported by the imps of the Toymaker, his personally picked servants, mischievious goblins and gremlins sworn to the Toy Makers service in exchange for being allowed to torment and trick those who have displeased the whimsical god with myriad prank and mean jape.

His temple is designed to suitably match these legends, consisting of a self-contained eco-dome designed to simulate eternal fall via temperature regulation, artificially bred trees with leaves that are always autumnal in color, and a handful of animals deemed safe enough to live in a facility directly connected to Wonderpark. At its heart, another workshop, a massive, multistory edifice not of blok and plastic, but constructed entirely out of treated wood and lumber.

Inside, visitors, frequently families visiting Wonderpark, would give their respects and offerings to the god of children, prayer, shrine-talismen, etc. In exchange, they would be given by the priests of the Temple a handmade sacred toy: blessed and sanctified to provide their children protection from dark forces and soothing of the mind.

This would not be the only expansion of faith in the Directorate, as the Shrine-Keepers assembled an order to create the perfect talismen for making offerings. These Talisman Makers would delve deep into esoteric and divine lore, developing a form of sacred calligraphy to write prayers in, creating a form of holy paper using religiously significant trees, designing specialized rites to perform in the manufacturing of the Talismen. These True-Shrine Talismen were difficult to produce, mostly used by the Shrine-Keepers themselves as a form of elevated offering and ceremonial tool, but their effect was undeniable: every Shrine offered a holy talisman would see its spirits more generous, more vigourous. A small improvement, but a notable one, felt in every city, every temple, every ship in Tekket space.


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 on every ship and every CityBlok, alongside countless minor Shrines, to honor local machine spirits, the larger and more expansive the shrine, the larger its area of coverage. They had a 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, with the creation of the Talisman-Maker Society, these Shrines had gained increased performance. +2 EXP, increased ship performance.

Toy Makers Temple:
A temple erected to the god of children and faerie, the Toy Makers holy site is located at Wonderpark, where its priests and the followers of the God make pilgrimage, its attendants performing rites to honor the Toy Maker and his court as well as constructing handmade sacred toys to give to visitors. This Holy Site provides your children minor protection against malign influence.

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: 2
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.

Toy Makers Workshop:
The Toy Maker was fabled as the patron of children and faeries both. His temple and its sacred toys had been observed to reduce feelings of unease and terror during Warp-Jumps: some wanted to expand his temple by providing it with additional facilities and resources to train priests and manufacture sacred toys. 0/15, upgrades Toy Makers Temple to Toy Makers Workshop, a Holy Site that grants your children additional protection against malign influence.

Faerie Shrine:
The Fae Folk. Spirits of the Dreamland, many of them swore themselves to the Toy Maker, according to your lore. Perhaps by establishing a major shrine dedicated to them at the Toy Makers Temple, priests of the Toymaker could invoke them to ward the dreams of the Directorate. 0/15, upgrades Toy Makers Temple with Faerie Shrine. Unknown effects.

Toy Makers Rites:
Some priests of the Toy Maker had requested access to a great deal of occult resources and research: they wanted to develop rites to allow them to directly invoke the Toy Maker more efficiently and call upon his blessings. It would be a massive undertaking, especially as the Toy Maker abhorred blood offerings. 0/40, grants Least Divine Rites of the Toymaker. Unknown effects.

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

Occult-Talismans:
Shrine-Talismans weren't only good offerings, they could also be used to strengthen certain rituals. A number of Occulteks believed that by developing specialized ritual Talismans that they could reduce the need for blood offerings by providing an alternative. 0/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.

Holy-Talismen:
Talismans could also be used as a form of protection, especially when dedicated to a holy diety: some priests wanted to form their own Talisman Maker orders so as to manufacture these hallowed trinkets and study how best to invoke the divine using said talismans. 0/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.

Hallowed Shrine:
Another proposal had been to spend resources to develop a more advanced, theologically oriented shrine and accompanying rites to fully dedicate the Shrines and their offerings to specific gods. While these shrines wouldn't benefit the machine spirits of an area, they would likely very much please whatever deities they were connected to. 0/20, Shrines upgraded to provide FTH.

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. 5/10, 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.

((((()))))

And at the Academy, the Shipwrights of the Directorate unveiled a new creation: the Mark II Particle Barrier. Utilizing vast amounts of power, so long as the Particle Barrier was active, most ship subsystems weren't, but it allowed for far safer travel in Warp-Space, easily doubling how long a ship could stay in that shadowy dimension by providing a barrier between the ship and the rest of that realm.

This meant less nightmares. This meant less hallucination. This meant less Booug. This meant less warp predators. And this meant less mutation. It wasn't perfect, of course: the barrier could only reduce the severity, and the longer the ship remained under, the worse the effects got, until eventually the Particle Barrier would be overloaded and collapse, to say nothing about the cumulative damage caused by multiple jumps.

This would, of course, be bad. Still, it meant that another obstacle had been surmounted. Time would tell if it would be sufficient.


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.

Crude Particle Barrier:
Warp space bad. Real space good. To that end, your ships came installed with particle barrier technology to keep as much Warp Space out as possible. The technology was extremely crude, meaning it slurped up obscene amounts of power for minor protection, but it was so far the best you had. Slightly reduces danger of Warp-Exploration.

Academy Points (ACD Points): 19
Living Metal: 0
Network: 0



Basic Particle Field Generator: It was clear that Warp-Space was dangerous, and while the particle barrier had proven somewhat effective, it could still be improved. To do this, the Directorate had authorized extensive access to lifeforce and GodTek. 0/30, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel. Cost 1 Artefact.

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. 6/25, 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.
 
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I was looking at the options for last turn and found this,
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.
And I realized this would be very useful in sidestepping a bunch of the Mechanicus' problems, while also making them pitch a fit if they ever saw it happening in the field.

Edit: update while I was typing! Never happened to me before! Neat.
 
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We should do this soon Academy Fleet Compartment High Energy Lab so that our ships have more power to work with since when the Particle Barriers are active most other subsystems aren't
 
I was rereading recent updates cause I was bored, and I realized we have soooo many options in FTH and so many fantastic 10-point options. All those options are outstanding, too, that can do a lot for us, but we are limited by the number of points we have in FTH, not allowing us to take as much stuff as possible. So I have come up with a new draft plan that looks toward the next turn to increase our FTH a bunch, setting ourselves up for big stuff next turn while also getting points to expand in other categories alongside some safeish exploration of fantastic new areas of space/ become more at peace with nature.

For the below plan, I assume that any point increase options we took last plan will only increase the points by one. It likely increases more than one for some of the possibilities that had a point increase. Still, until shown otherwise, I will be conservative in my estimates. So bare minimum amount of points we will have next turn assuming the above upcoming turn is EXP 31, CUL 21, ACD 19

[] Plan: FTH Is The Name of The Game

-[ ] 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/???
--[] TKK Accomplishment:
-[ ] 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.
--[]TKK Endeavor:

I would rather keep these 2 ships for their first couple of exploration runs in what seems quieter or safer regions that we have for exploration. At the same time, we get more used to Warp exploration and exploring outside our solar system, increasing our experience with it and making it safer in the future. Also, I am curious to see what stuff is hiding in the expanse and to see what is going on with the east since it is a fairly bland fluff for it,

-[] ShrineDistricts: 10/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
-[] ShrineCity: 20/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.

In EXP we take these 2 not only cause the shrine stuff is really cool, and this will build on top of our previous efforts with shrines in cities, further improving the amount that will strengthen our machine spirits. It is also because both these options will likely synergize with each other quite well, increasing the narrative effects of both more so than they would alone, further strengthening our machine spirits than at first thought. Furthermore, the shrine city gives us a holy site that is always good for keeping our faith groups with good vibes and anti-chaos. It will also give up our shrine people the ability to conduct more research, allowing their shrines to be more effective, train more shrine keepers to up the number of shrines, and do even more with existing shrines.

We also took shrine talisman this turn which increased how robust the offerings are, meaning that the shrine will be even more powerful narratively than beforehand, making shrine cities/districts have a more noticeable effect. Many further shrine options are available to use that will increase the power/potency of these shrine/shrine cities even more so than they otherwise would have made them even better than otherwise, making these sites a robust long-term investment that we should sooner rather than later.

Shrine options, on average, also have higher point increases than other options, so we will likely see an even more significant point increase than we otherwise would have. Finally, both also increase our FTH, with shrine city increasing FTH by an elevated amount, providing a sizable boost to FTH, even more so with shrine districts.

-[] Sleepwalk Brew: 20/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.

I want to take this one for multiple reasons. One is that this has already been used quite a lot throughout our society and is not used safely due to their not being a safe, standardized version. Therefore we should create a standardized version that artists, priests, and scientists can partake in safely, allowing them to get inspiration or divine insight without putting their health at risk as they are now. Furthermore, this is a three-for-one deal.

We get an increase in 3 categories where we need more points, so a massive win will allow us to do much more in multiple categories. It also is an excellent way to safely get our people more inspiration in numerous fields. Finally, it gets our FTH up, allowing us to do more in FTH next turn while getting 2 other point categories increase, something we iirc have never seen before in a turn option.

-[] 3/20, grants Sacred Livestock tradition, increasing EXP and granting 1 Warp

Excess CUL points go here since chipping away at this set this up for completion next turn so we can get the lifeforce study done by getting us some warp the same turn.

-[] NeuroChoirs: 15/15, increases FTH, religious orders gain NeuroChoir artifact, costs 1 ART.

I choose this one in FTH cause it increases our FTH while allowing us to get wyld shrines done. I know it uses an ART; however, we are already at 2 this turn and have many options to get more, so I am not too concerned about using one. It also allows lifeforce to be more effective, which would have a significant effect considering how much we use it in our society; furthermore, it is an excellent option narratively, allowing people to better engage/focus in spiritual endeavors, which is wholesome.

-[] WyldShrines: 10/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.

We are halfway there, so let's get it over the finish line and complete this one which is, well, pretty awesome excited to see what comes from it. It also synergies significantly with all the other shrine options we are taking, which will likely further increase their effectiveness than they otherwise would have.

-[]What Even Is Lifeforce?(5/25,--> 14/25) upgrades Rite of Lifeblood, increasing the efficiency of a variety of technologies. Costs 1 Warp.

We started on the last turn, but it was not gonna complete this turn no matter what since ut requires 21 ACD to complete, which we will not have the upcoming turn, so I am gonna throw nine points at it to set it up for completion next turn so we can finally understand what going on with lifeforce and allow us to use it more effectively.

-[] AutoTurrets: 10/10, develop AutoTurret Technology, providing improved static defenses.

This is to help us, our lunar colonists, out on the surface who gotta deal with bug attacks. I also want to up the bonus they got with rolls cause it is not much, so one lousy roll could severely damage our colony. This is also for our ships to help deal with the booug attack more, making Warp travel safer overall and improving our permeant fortification areas, making them safer and our settlements safer.

TLDR this plan is about first getting our FTH up to allow us to get done in FTH than done otherwise while also at the same time increasing points in other categories by getting a safe, standardized way for people to get inspiration while also getting our points up in most categories, become more at peace with nature alongside other stuff. This plan also sets us up to do a ton of big things next turn, like found our first out-of-orbit settlement, discovering the secrets of lifeforce, getting a sustainable way to get Warp, and more.
so as predicted shrine talisman have upped how powerful the shrines are meaning the shrine options as a result will be even more powerful than they otherwise would be. The plan has basically stayed the same except for updating for the points we so we can't chip away at a few thing than I thought we could have but we are still set up for completing all those next turn. I am switching from exploring the galatic east to exploring Erichtheo now that the cooldown on it has ended so we can further understand what going on that world, the dangers of it, expand our knowledge before deciding to form a colony there.
[ ] To the Skies: It was the newest craze: Tekket wanted to go to space. A number had begun pooling resources, labour, and expertise in order to develop a number of useful systems that could be used to design orbital houseboats. Some of these systems could be used to supplement the design of your colonization ships, increasing their efficiency, though designing the systems had burned through quite a bit of nuclear materials. Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.

I want to take this one since we can take the nuclear point decrease pretty easily we have it to spare/a lot of options to up the amount we have and has some great benefits to our settling of the system by making it easier to do orbital pioneer and colonization ship. Plan below reasoning for each choice and the overall explanation of this plan can be found in quote

[] Plan: FTH Is The Name of The Game
-[X] 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/???
--[X] TKK Endeavor:
-[X] 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.
-[X] ShrineDistricts: 9/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
-[X] ShrineCity: 20/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
-[X] To the Skies: Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.
-[X] 3/20, grants Sacred Livestock tradition, increasing EXP and granting 1 Warp
-[X] Sleepwalk Brew: 20/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
-[X] NeuroChoirs: 15/15, increases FTH, religious orders gain NeuroChoir artifact, costs 1 ART.
-[X] WyldShrines: 10/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.
-[X]What Even Is Lifeforce?(5/25,--> 14/25) upgrades Rite of Lifeblood, increasing the efficiency of a variety of technologies. Costs 1 Warp.
-[X] AutoTurrets: 10/10, develop AutoTurret Technology, providing improved static defenses.
 
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Okay we have 20 faith points. Getting the old one and roadguide temples seem to be the obvious choice there.

For tech I would have to say the turrets and start on the bug biology.

@Woltaire

We only have 29 exp points to use this turn.
 
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We've reached peak recycling so we should do more mining work soon.
[-] 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
I believe this to be one of the best candidates for initial colonization. It's a world rich in valuable minerals ripe for extraction and the pole particular is the safest spot, awash from the molten oceans.

Beyond that, I really think we should pop out a Valiant so we have at least one proper warship when the Imperium returns. Getting increasingly antsy the longer we go with only minimal military investment. Maybe the martial god? The old Tekket polytheism seems on the level.
 
We could get the communication network for the added net. Then with the culture points get education and VR that would get us more acd points.
 
I'd like to do research on quartzbugs, with lunar harvesting intensifying we risk losing both the bugs themselves if they get wiped out as well as any interesting artifacts they might have put in their warrens that are vulnerable to getting destroyed along with the nest.
 
[ ] To the Skies: It was the newest craze: Tekket wanted to go to space. A number had begun pooling resources, labour, and expertise in order to develop a number of useful systems that could be used to design orbital houseboats. Some of these systems could be used to supplement the design of your colonization ships, increasing their efficiency, though designing the systems had burned through quite a bit of nuclear materials. Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.
100% we should go for this.
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. 2/20, costs 1 Nuclear Material. When constructed, select a world with at least one Scan Level: create a small settlement on that world.
It would drop the cost of the Pioneer class ship to 0 nuclear material. which means we wont be using up unique resources whenever we want to colonize places. (and as long as we colonize 2 places, this has paid for itself)
 
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Between Heavy Perpetunite Nuclear Stockpiles and making another ship, getting some more Nuclear is a bit more of a concern; Living Metal Farming can let us convert it into 5 Nuclear, or we could try and do Repair Protocol to help with the Booug. We've put off Mystek Protective Wards for 3 turns now, which is seriously inconvenient since it will take 4 turns to finish it. Wonderpark Fungineering Guild is massively helpful for orbital facilities so I really want to get started on it, and Black Hole Study Duty and Red Sun Monitoring gets the easy fleet work done early. Temple of the Huntsmaster and AutoTurrets help with the attacks until we can get Quartzbug Anatomy.

Everything else is just finishing what we've started; I'd much prefer to build on Erichtheo since it's much better situated for colonization, but I seem to be in the minority, so Naklis is fine for just a mining outpost.

Fleets: 2/2
Expansions: 29/29
Culture: 21/21
Faith: 20/20
Academy: 19/19

[] Plan: Pioneering Frontiers
-[] Fleet Actions
--[] Black Hole Study Duty
---[] TKK Endeavor
--[] Red Sun Monitoring
---[] TKK Accomplishment
-[] Expansion Projects
--[] Red Sun Monitoring (0/5 --> 5/5)
--[] Living Metal Farming (0/20 --> 6/20)
--[] Construct Pioneer Class Ship (2/20 --> 20/20)
---[] Naklis
-[] To the Skies -2 Nuclear
-[] Culture Projects
--[] Wonderpark Fungineering Guild (0/20 --> 3/20)
--[] Sacred Livestock (2/20 --> 20/20) +1 Warp
-[] Faith Projects
--[] WyldShrines (5/10 --> 10/10)
--[] Temple of the Huntsmaster (0/10 --> 10/10)
--[] Mystek Protective Wards (0/40 --> 5/40)
-[] Academy Actions
--[] What Even Is Lifeforce? (4/25 --> 13/25)
--[] AutoTurrets (0/10 --> 10/10)

Art: 2
Living Metal: 0
Network: 0
Nuclear Material: 3 --> 1
Warp: 0 --> 1
 
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[ ] To the Skies: It was the newest craze: Tekket wanted to go to space. A number had begun pooling resources, labour, and expertise in order to develop a number of useful systems that could be used to design orbital houseboats. Some of these systems could be used to supplement the design of your colonization ships, increasing their efficiency, though designing the systems had burned through quite a bit of nuclear materials. Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.

To the skies eats 5exp this turn.
it does not edit: ninjaed
 
[] Plan: ACD expansion
-[X] 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/???
--[X] TKK Endeavor:
-[X] 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.
-[X] ShrineDistricts: 10/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
-[X] Comm-net 10/10, provides 1 network
-[X] ShrineCity: 9/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
-[X] To the Skies: Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.
-[X] VR Simulators: 10/10 Grants ACD and Simtek.
-[X] Compulsory Secondary Education: 10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network
-[X] Sacred Livestock (2/20 --> 3/20) +1 Warp
-[X] NeuroChoirs: 15/15, increases FTH, religious orders gain NeuroChoir artifact, costs 1 ART.
-[X] WyldShrines: 10/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.
-[X] What Even Is Lifeforce? (4/25 --> 13/25)
-[X] AutoTurrets: 10/10, develop AutoTurret Technology, providing improved static defenses.
 
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[] Plan: ACD expansion
-[X] 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/???
--[X] TKK Endeavor:
-[X] 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.
-[X] ShrineDistricts: 10/10, establishes Shrine-Districts on every Arcolocube, increasing FTH.
-[X] Comm-net 10/10, 1 network
-[X] ShrineCity: 9/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
-[X] To the Skies: Orbital Pioneer initiative gains 5 Progress, Colonization Ships reduce their Nuclear Materials cost by 1. Immediately lose 2 nuclear materials.
-[X] VR Simulators: 10/10 Grants ACD and Simtek.
-[X] Compulsory Secondary Education: 10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network
-[X] Sacred Livestock (2/20 --> 3/20) +1 Warp
-[X] NeuroChoirs: 15/15, increases FTH, religious orders gain NeuroChoir artifact, costs 1 ART.
-[X] WyldShrines: 10/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.
-[X] What Even Is Lifeforce? (4/25 --> 13/25)
-[X] AutoTurrets: 10/10, develop AutoTurret Technology, providing improved static defenses.
I like this plan I prefer my own version more but this is a good plan that gets a lot done for us good stuff
 
I think we absolutely need to take at least one other exploration option this turn. We don't know much about the threats that are common in the rest of the galaxy like Orks and with the new gellar fields it's less of an excuse. Not to mention the earlier warning about needing to explore more. Though suggest avoiding the North for a good while for now.
 
We should do this soon Academy Fleet Compartment High Energy Lab so that our ships have more power to work with since when the Particle Barriers are active most other subsystems aren't
I'm pretty sure that would consume more energy, not give it. Its a high energy lab, not a power plant. That means it does experiments using high amounts of energy. You may be back to front.

Unless I'm misunderstanding things.
 
I think the most valuable ship upgrade is Repair protocol. Passive health regeneration fits just perfectly to counter the Booug , and the
Court of Hungers seems like a perfect way to implement it. Not only does it cost only 10 FTH instead of 20 precious EXP metal farming , it also potentially opens up some interesting Spere 001 interactions since we already had a deal with him before
 
[]Plan NM and the Bugs
-[]FLEET
--[]Explore Galactic East
---[] TKK Endeavor
--[]Black Hole Study Duty
---[] TKK Accomplishment
-[]EXP (31/31)
--[]Perpetunite Production Facility (20/20) -1 LM +5 Nuclear Material
--[]Construct Pioneer Class Ship (11/20)
-[]To the Skies
-[]CUL(21/21)
--[]Orbital Pioneer Initiative (11/15)
--[]VR Simulators (10/10) +ACD
-[]FTH(20/20)
--[]Temple of the Old One (5/10)
--[]WyldShrines (10/10) +EXP
--[]An Unending Appetite (10/10) +1 LM
-[]ACD(19/19)
--[]HoloShield Tek (15/15)
--[]Quartzbug Anatomy (4/20)
 
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[ ] Plan colony, engines, and exp bumps
- [] Fleet
-- [] Black Hole Study Duty: TKK Accomplishment
-- [] Explore Galactic South: TKK Endeavor
- [] Consequences: To the Skies
- [] EXP 29, 3 NM
-- [] Construct Pioneer Class Ship 2 -> 20/20, 18pt, 0(1) NM
--- [] Naklis
-- [] Perpetunite Recyclers 0 -> 11/20, 11 pts
- [] CUL 21 pts
-- [] Orbital Pioneer Initiative 0 -> 15, 5free, 10pts, +EXP
-- [] Sacred Livestock 2 -> 13/20
- [] FTH 20, 2 ART, 0 WP
-- [] Temple of the Huntsmaster 0 -> 5/10pts, 5pts
-- [] Temple of the Roadguide 0 -> 10pts, +ship resistance to malign influences
-- [] WyldShrines 5 -> 10/10, 5pts, -wildlife hostility, +wilderness health, +EXP
- [] ACD 19, LM 0, NT 0
-- [] Gravity Engine 0 -> 20/20, 5discount, 15 pts, +maneuverability, +grav resistance
-- [] What Even Is Lifeforce? 6 -> 10/25, 4 pts

NM: 3 - 2
LM: 0
ART: 2
WP: 0

1. Fleet: black hole to reduce engine cost, go south to see if we can find friendly aliens and fulfil our expy Federation needs
2. Consequence: to the skies to make it easier to get some EXP, and to expand going forward (nuke free pioneer ships and maybe dreamers if they count)
3. Pioneer to Naklis for future liquid metal mining, and maybe other materials. Perpetunite for more NM in future turns
4. Orbital pioneers because we got free points and it boosts EXP. Sacred livestock to get warp next turn.
5. Huntsmaster temples since we're seeing dangerous wildlife issues, but it's not a critical need with possible boosts from wyldshrines (which also add EXP). Roadguide seemed a better second completion here, to get our discount navigators going.
6. Gravity engine because we can get points off and better ships is always good. Keep chipping away at lifeforce otherwise.
 
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Final Draft. I'm assuming What Even Is Lifeforce is 4/25 as pointed out earlier before the update, and I'm also grabbing OPI with To the Skies.

[]Plan Black Hole Fishing
-[]EVENT
--[]To the Skies -2 Nuclear Material +5 Orbital Pioneer Initiative
-[]FLEET
--[]Black Hole Study Duty +5 Gravity Engine
---[] TKK Endeavor
--[]Explore Galactic South:
---[] TKK Accomplishment
-[]EXP (29/29)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20)
---[] Naklis
--[]Living Metal Farming (11/20)
-[]CUL(21/21)
--[]Orbital Pioneer Initiative(10/15 +5 To The Skies) +EXP
--[]Sacred Livestock(2/20 + 1=> 3/20)
--[]VR Simulators(10/10) +ACD
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10) +EXP
--[]Temple of the Dancer(10/10) +CUL
--[]Temple of the Roadguide(5/10)
-[]ACD(19/19)
--[]What Even Is Lifeforce? (4/25 + 4 => 8/25)
--[]Gravity Engine (15/20 +5 Black Hole Study)
-[]ECON SUM
--[]Nuclear Material: 3 => 1
--[]Artifacts: 2
--[]Warp:0
--[]Living Metal: 0
--[]Network: 0
 
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