The Mazovist Script: A proposal by some of the Unionists: a series of dramatic plays dedicated to the great thinkers, politicians, and philosophers who helped inspire the Directorate, intended to call upon their spirit for inspiration in the halls of organization. 0/25, gain Mazovist Plays, allowing Mazovist Ghosts to give blessings to those who impress them, increasing ACD by 3.
Gas for Meat: The deal for Kelp was proving very valuable: now, the Khimer were interested in another trade deal. They wanted gas: breathable gas, biogenic gas, industrial gas. They were even willing to buy poison gas for military purposes, though its applications would likely be niche. In exchange, they were willing to offer the Directorate something vegans and Hobbgrots had been advocating for decades: an ethical source of animal meat identical to the real thing, grown via specialized protein vat. They would also be willing to sell a variety of other faux-animal products: bones, organs, eggs, blood, leather, fur, etc. 0/25, gain EXP from trade. Khimer Rep +2. WARNING: Only five Khimer cargo slots are available. Taking additional trade deals past those ones will require assigning additional ships or upgrades to hauling capacity.
Nukes for Meds: The Khimer were also willing to trade access to bespoke pharmaceuticals tailored to Tekket and Hobbgrotish physiology: this would allow for another improvement to the medical system as more effective forms of chemical treatment could be deployed to those suffering from severe medical problems. In exchange, however, they wanted more nuclear materials to furnish their growing industrial sector as well as expand their military defenses. 0/25, gain EXP from trade. Cost 1 Nuclear Material. Khimer Rep +2. WARNING: Only five Khimer cargo slots are available. Taking additional trade deals past those ones will require assigning additional ships or upgrades to hauling capacity.
Corpse Trade: It was, perhaps, unsavory, but it helped advance Marjaks research, which in turn benefitted the Directorate. In exchange, the Archive was willing to manufacture medical equipment for both the Khimer and the Directorate. 0/25, gain EXP and ACD, +1 BioData, increases AutoFacility Influence, raise Khimer reputation by 2.
Grand Flotilla: An extremely ambitious idea was the formation of a giant city comprised of hundreds upon thousands of individual ships. It would take monumental resources, Tekket-hours, and social commitment, but it would be an incredible display of the Tekket mastery of space, to say nothing of providing another avenue of escape should the Destroyers come. 0/50, gain Grand Flotilla, a mobile city that generates considerable CUL.
Orbital Pioneer Factory Ships: With more power, more expansion was being seen in the Orbital Townships, which were beginning to draw in more and more resources. However, they weren't yet self-sufficient: most townships lacked the means to easily manufacture advanced components and bloks, meaning they had to rely on shipments from Teklia and Naklis for finished goods. To amend this, the Frontier Society wanted to create a series of Factory Ships that could be used as manufacturing centers for these space-villages. 0/25, upgrades Orbital Pioneer Initiative with Factory Ships, increasing EXP.
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.
Spra'ang Tekropolis: The Tekropolis would be the first major Spra'angian metropole: handling manufacturing, bureaucracy, power generation for the planet. It would, largely, be automated: very few wanted to live on Spra'ang, meaning that a population of only a few thousand would likely find themselves living in a city sized for billions, creating a lonely city of silence. 0/15, create Tekropolis, increasing EXP.
Mongus Cloud City: With immigration to Mongus increasing, it might be prudent to begin constructing dedicated population centers around some of the larger and more active air refineries. 0/20, increase CUL.
Meeklakian Deep Bunkers: A city of last resort. The Deep Bunkers would be constructed deep within Meeklak upon its core, housing a maximum population capacity of thirty million. It would be home to numerous strategic resource stockpiles, alongside three Endeavor reactors to power themselves: to hide any emissions, a purchase would be made with the Khimer for a massive quantity of stealth metal to help hide all emissions. All to create a city so fortified, so hidden, and so stockpiled that if the worst came to pass the survivors might be able to survive. 0/20, create Meeklak Deep Bunkers, increasing EXP and upgrading War Against Extinction. Costs 1 of every special resource except Biodata and Intel.
PygmaliTek Workshop: ART. It was how Muses were made! The Rite of Anima only helped so much: to produce a Muse, you needed a STRONG Spirit of Art, one grown on the adoration of hundreds of Tekket AT THE LEAST and years of care and nurturing! There were not enough Muses! Or at least so claimed the PygmaliTeks, the branch of ArtSorcerers and Art enthusiasts dedicated to the production and research of Muses and Muse related technology. The PygmaliTeks wanted to create a massive Workshop where they could forge greater works of art and develop the technology required to accelerate the development of art spirits. 0/15, increases CUL by an elevated amount.
Folk Mantras: The Union Spirits of Folk Heroes had shown an interesting property. Spoken by a working man with strong faith in Unionist principles, the stories and legends of these figures have shown the ability to improve factory efficiency by over 18%, give Tekket the ability to work as tirelessly as any machine for days at a time, and even giving those who speak them the might of three Tekket. Perhaps with recitation and ritual, the Unions might be able to call upon the power of these stories more reliably... 0/25, gain Folk Mantras, increasing EXP.
Comradist Dispensers: Dispensers were the name of union spirits created from the souls of machines, the tools of heavy labour. These constructs, housed typically in an organizations headquarters, were used to take the dues owed by members in lifeforce, turning them into powerful, if random, blessings for the union. Perhaps with experimentation and iteration, a means to make this process more reliable might be found. 0/25, gain Comradist Dispensers, increasing EXP.