Risen to the Stars

Turn 5, KALVANOX DEMANDS TRIBUTE
[X] Plan : Federal Ventures
-[X] [Genius] Let the federation have her for the duration of the project, she seems to have taken a liking to it
-[X] Fulfill Federal Obligations (1 Tech die)
-[X] Commune with the Dragon

Commune with KALVANOX, Preparing: 55
... Attempting: 52
... Trying not to insult KALVANOX: 41
... Trying to appease KALVANOX: 93
... Trying to negotiate with KALVANOX: 73
Offer generated

Federal Commitments occur... 1 tech die commited... turning political wheels...
Wow that Kalisa girl is ridiculous... completing technology.
Trickleback progress goes to Genome Editing (110/500)
Gained: Gene Repair Clinics
-Enables Gene Repair Complex planetary structure (+0.5% base population growth rate planet-wide)
Is she a good little nationalist?: 83, yep

Chancellor Effect: 2d4% - 3%
Chancellor developing experience... 16/30
Attikoverious effect: 53/97, no effect
Psion developing experience... 10/30
Diplomat developing experience... 6/30
Cultural Dice - 1d100+11: 50
-Power of the Mind: 50+11+61, 165/300


Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die, 1 die surrendered
-Up(lift): 6, 151/500
-Integration: 41, 198/800
-SSP: 90/250

Resource generation:
Minerals: 18 + 0.5 + 2d2 (4) = 22.5
Energy: 15 - 0.5 + 2d2 (2) = 16.5
Food: 13.5 + 2 = 15.5
Alloys: 5 + 1 - 2 = 6

You elect to be truthful in the weightiness of Kalisa's appointment, and by the first year's end, her laboratory has already made multiple major breakthroughs and simplifications to previous models. By the end of the next, reports of the progress from her lab have eclipsed virtually the entire combined efforts of the rest of the venture, with the addition of first viable live experiments.

The Federation and various member news nets are hailing her as the next incarnation of various scientific celebrities, and you have received word that she has been offered obscenely lucrative positions working for Halon, the An'tak'he, and as part of a federally-funded think tank. Despite that, she comes back home, to her people. In an official press release, the near-child smiles brightly at the cameras, saying "I could never leave my home and people on Dallon, not while they still need every bright mind and every able Dalfea, not while there's still squalid slums and growing pains I can help to lessen."

---

You are anxiously watching the feed from the shuttle you sent to reason with the dragon, as are half a dozen experts in language, psychology, culture, and one An'tak xenobiologist. When you presented the option to the An'tak envoy, hoping to get more specialists in the ear of your negotiator, he laughed for nearly a minute before realizing you were serious. You ended up getting the xenobiologist mostly because the ambassador was curious to see just how badly it would go, though he tried putting it more kindly.

At the precipice of the final jump, Attikoverious gasps in surprise. Whatever he says next is imperceptible to the audio sensors, but you're familiar enough with the man to see he's having one of his 'visions'. Things are about to turn very badly, or mercifully well.

The jump engages, and the feed goes dark for agonizing minutes, waiting for the shuttle to re-enter realspace. With a pop, the shuttle reappears and instantly reconnects the feed. Immediately many in the room gasp. Seeing recordings and stills of the creature hardly do it justice in real time, the massive sinews of it's body shifting as it's massive wings unfurl, collecting solar energy with incredible efficiency, the webbing darker than pure black in the backdrop of the void. It roars into the darkness, and though no sound is heard, multiple sensors nearly overload at the deluge of energy readings across the entire spectrum of frequencies. Attikoverious almost cowers, hearing something else.

"It is like a great and terrible cry of glory and destruction! I... I am terrified, High Chancellor. I fear I do not know if I shall leave this place alive!"

Around you, the experts confer in harsh whispers among themselves, classifying and reclassifying based upon your agent's description. You do not need particulars and models, you need a greeting, dammit! "Supplicate, Attikoverious. We realize we are lesser than such a being, so defer to it." Your suggestion cuts through the chittering around you, and you see the man nod to himself.

The beast has noticed the shuttle, now, and has begun moving to challenge it. Your agent falls prostrate, saying nothing, you suspect trying his damnedest to connect to it's mind. What follows happens quickly, your agent voicing what happens as he communes with the creature.

"He is KALVANOX, lord of this place. He is surprised, curious? amused, at my ability to commune with him. Something about how even children deserve at least a chance to plead, unlike... cattle? livestock? His presence is overbearing, I can hardly breathe..."

"Ask him to spare our race, our home. Surely children should be cared for..."

"Nnnaaaagh! Undercurrents of annoyance, irritation, he is losing his patience..."

"We will submit, then! We only want to live peacefully!"

"Hah... hah... Ugk! SUBMISSION MUST BE SHOWN! I, KALVANOX, DESIRE TRIBUTE! THINGS OF BEAUTY AND PURITY AND VALUE! IF YOU REFUSE ME, I SEE NO REASON NOT TO TREAT YOU LIKE THE REST OF THE WORMS IN THIS COSMIC CLUSTER!"

The room is stunned, speechless, and terrified in equal measure. Collapsed and weak, Attikoverious can do nothing, but somehow the shuttle directs itself back into the system it most recently jumped to, where, several minutes later, the man recovers and plots a course home.

Fearful glances are exchanged. Your hope of reasoning with the creature seems to have put you in a very awkward position.

---

Stockpile: 22.5 Mineral, 16.5 Energy, 15.5 Food, 6 Alloy
Dice: 3dTech (unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Voting underway - Free choice
Federal proposal completed - Next proposal on docket
Terraforming Subsidies (Halon Ambassador proposing)
-Permanent Policy that will institute a tax of 1 energy per vote each member and associate has, directing it to a special Halon fund to discount the cost of purchased terraforming services by 10%, limited to a single active project per member or associate.
(Current cost of projects: Conversion - 50 energy over 20 turns, Gaia Improvement - 150 energy over 30 turns, Inhospitable Correction - 100 energy over 40 turns)
[] [Vote] Yea
[] [Vote] Nay

Use this format to produce your plan:

[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations (Give X tech dice) (you can only pick one, since only one of your dice are controlled by you)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Prepare permanent tribute to KALVANOX
-You will pay 2 energy and 1 alloy per turn, but KALVANOX SHALL SPARE YOUR PITEOUS HOMEWORLD, MORTALS

[] Request Federal Aid
-This will probably take some time to work through the federal apparatus.

Current Technological projects:
Streamlined Social Programs: 90/250
Theoretical Catch Up(lift): 151/500
Societal Integration: 198/800
Genome Editing: 110/500

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Turn 6, Secretly Cursed
So, I realize I've actually been shorting you guys a passive +50 on some of your checks. Congrats, you finally finished one of those monolithic uplift dice eaters :p

[X] Plan Buy our future
-[x] [Vote] Nay
-[x] Prepare permanent tribute to KALVANOX
-[x] Exploration Program (-4 energy)
-[x] Project - 1 die to Streamlined social programs


Exploration event check: 18, holy shit your dice are straight up cursed
-Subcheck not required: Just walk away
Discovered the Favalan System in the Outer Reach, home to a nest of space amoeba.

KALVANOX remembers he asked for tribute?: 95, yeah he forgot about you (KALVANOX DOES NOT FORGET THINGS), no cost this turn

Federal vote underway... determining favorability... 11 to 9, vote passes!

Unusual opportunity generated... determining political attitudes... Option modified

Chancellor Effect: 2d4% - 5%
Chancellor developing experience... 20/30
Researcher Effect: +20 to Up(lift)
Researcher developing experience... [color=transparent[3/30[/color]
Attikoverious effect: 50/97, no effect
Psion developing experience... 13/30
Diplomat developing experience... 10/30
Cultural Dice - 1d100+11: 29
-Power of the Mind: 29+11+40, 205/300


Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die, 1 die to SSP
-Up(lift): 34+20=54, 205/500 (+300, forgotten backlog) 500/500
Primitive Mercenary Army Doctrine (-50% ground forces effectiveness) -> Planetary War Model (Can build marine transports)
Primitive Trade Doctrine (-50% fleet combat effectiveness) -> Trade Protection Streamlining (Ships automatically suppress piracy regionally)
Primitive Habitation Planning (No effect) -> Hostile Habitats (Can develop controlled space)
Primitive Photo-electric Experimentation (No effect) -> Simple Energy Weapons (Short Range, strong vs armor)
Primitive Gas-Propelled Weapons (Starship combat effectiveness set to 0%) -> Simple Railguns (Medium Range, strong vs shielding)
Primitive Magic and Superstition (Psionic traits are 50% weaker) -> Psionic Theory (Characters with Psionic traits gain slightly more experience)
-Integration: 39, 237/800
-SSP: 4, 94/250
-Editing: --, 110/500

Resource generation:
Minerals: 22.5 + 0.5 + 2d2 (3) = 26
Energy: 16.5 - 1.5 + 2d2 (4) - 4 = 15
Food: 15.5 + 2 = 17.5
Alloys: 6 + 1 - 2 = 7

Fortunately, this time the bad news is only upsetting enough to warrant a footnote at the end of day in your busy schedule. On the plus side, you've encountered yet another interesting variety of interstellar super-organism, on the negative side, it appears to be yet another territorial and aggressive species, being little more than a massive imitation of the average single-celled organism. The exploration team insists on calling it an 'amoeba' due to the similarities in some of their behaviors, despite that most reasonable classifications would label it, generously, as an amorphous blob of cells with loosely-differentiated specializations, not unlike a fungus.

The gigantic creatures were mostly content to be passive unless the ship passed into whatever passed for their active senses, so the exploration team managed to collect a husk for examination. Preliminary examination suggests they will not be too difficult to put down, should it come to that, but at the same time, the creatures' ability to differentiate friend or foe seems to mostly consist of electromagnetic signals, which wouldn't be all that difficult to imitate.

---

Curiously, as time passes, you find that Kalvanox does not arrive to collect the agreed-upon tribute. Long-range listening posts haven't been able to pin down his unique warp signature in Aldiron space, either. You'd almost breathed a quiet sigh of relief that he bit off more than he could chew, before a very late report comes in that the beast has once again returned to his roost, fat on his most recent conquest and utterly unconcerned with building up energy for another warp jump. You will not complain, but you do find it strangely endearing, almost like kinship, that such a grand and terrible being could be so ruled by it's whims as much as any planet-bound sapient.

Despite the good fortune to avoid spending your fortunes, it seems a small movement of minor bureaucratic agitators in the federal system have begun claiming that the tribute violates certain mutual defense statutes in the federal charter. Likening the situation to extortion by a foreign power, these agitators have garnered a surprising alternate media following and ballooned the issue into something that your ambassador could feasibly lean on in order to prompt a 'declaration of war' on Kalvanox (and, coincidentally, a large increase in the federal military budget). Due to the nature of the issue, it could bump the next item on the federal docket as an emergent situation, and be effectively rammed through the red tape...

---

There is significant pride in the An'tak'he ambassador's eyes at the press conference announcing the completion of the first stages of the uplift program. The average Dalfea is educated and generally lives in much better conditions than their mothers and fathers. Across the planet, the specialists brought in by the An'tak are being reassigned back home, as their Dalfea subordinates become more and more capable of managing their own affairs. The nation is rising up, completely, before your very eyes, and it is hard not to share in the An'tak's pride.

---

Stockpile: 26 Mineral, 15 Energy, 17.5 Food, 7 Alloy
Dice: 3dTech (1 unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Voting underway - Free choice
Halon proposal completed - Next proposal on docket
Federal Armament Program (An'tak'he Ambassador proposing)
-Permanent Policy that consumes 15% of fleet capacity and reduces diplomatic power from fleet strength, increases federal fleet capacity by 150% of the sum lost by members and associates.
[] [Vote] Yea (We expect your support in this matter, as part of supporting your uplift project)
[] [Vote] Nay

Use this format to produce your plan:

[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Find a peaceful solution to dealing with the amoeba infestation
-While the exploration ship was unable to take deep scans of the region, sensors still picked up numerous energy readings, likely how the creatures communicate with one another. Perhaps you could cobble together a project to imitate their signatures, rendering them passive to you...

[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.

[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.

[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.

Current Technological projects:
Streamlined Social Programs: 94/250
Societal Integration: 237/800
Genome Editing: 110/500

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Turn 7, Federal Elections
Forgot the fed works on proper majority, not just 51%. The tax did not pass, and you will see an extra energy appearing from nowhere.

[X] Plan Gene Clinic
-[X] [Vote] Yea (We expect your support in this matter, as part of supporting your uplift project)
-[X] Build
--[X]Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
--[X](P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
-[X] Research : Both Dice on Streamlined Social Programs

KALVANOX remembers he asked for tribute?: 48, KALVANOX has arrived!

Federal vote underway... determining favorability... 13 to 7 votes, vote fails!

Building stuff... built!

Chancellor Effect: 2d4% - 7%
Chancellor developing experience... 23/30
Researcher Effect: +20 to Integration
Researcher developing experience... [color=transparent[7/30[/color]
Attikoverious effect: 91/94, no effect
Psion developing experience... 17/30
Diplomat developing experience... 13/30
Cultural Dice - 1d100+11: 1
-Power of the Mind: 1+11=12, 217/300


Tech Dice - 1d100: Integration absorbs a die, 2 dice to SSP
-Integration: 34+50, 321/800
-SSP: 41, 22, 157/250
-Editing: --, 110/500

Resource generation:
Minerals: 26 + 1 + 2d2 (2) = 29
Energy: 15 + 0 + 2d2 (4) + 1 - 2 = 18
Food: 17.5 + 1.75 = 19.25
Alloys: 7 + 3 - 2 - 1 = 7

Shortly into the middle of the year, the listening posts tuned to Covus trip alarms. The beast is building energy for another jump, and it's heading seems to be the home sun of the Dalfea. The tribute is prepared, and a second, less obvious tribute is set up to arrive some time later, just in case Kalvanox expects double for having decided to wait so long...

A number of people actively begin praying and performing old rituals of luck, yourself among them. You have invited a civilization-destroying monster to your home in supplication, and you have little you can do aside from pray he does not take offense at you.

In a dazzling burst of radiation, KALVANOX appears on the edge of Dal, his massive wings rippling as his body undulates towards Dallon. Your meager planetside defenses are armed, and the An'tak station orbiting overhead fires up it's defense network. It roars, and terrible wonder of wonders, even you, blind to the talent, can hear it.

By a great fortune, it's connection to many minds renders it's apparently painful voice much less agonizing than you'd expected, but each syllable and image still brings with it the sensation of having an ice pick wiggled about in your gray matter.

"I AM KALVANOX, AND I AM HERE FOR WHAT IS MINE!"

You motion for the technician on hand to trigger a primitive burst of exotic radiation most affected by psychic abilities, and KALVANOX moves immediately to examine the anomaly, his massive head piercing the atmosphere of the planet.

"YOUR EFFORTS ARE ADEQUATELY PLEASING TO ME, KALVANOX. YOU MAY EXPERIENCE A FEW INSIGNIFICANT YEARS YET, FLEDGLINGS!"

And, with that last unpleasant word, the great dragon snaps up the precious metals left for him to take, and lifts himself back out of your atmosphere. You wait anxiously as his wings unfurl, and the energy readings begin to spike, up to the moment he finally jumps out of your space. The panic room heaves a sigh of relief, and you prepare to return to life as usual.

---

Stockpile: 29 Mineral, 18 Energy, 19.25 Food, 7 Alloy
Dice: 3dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Member proposals completed - Voting on next chair
[] [Vote] An'tak'he
[] [Vote] Gellar
[] [Vote] Halon

Use this format to produce your plan:

[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Find a peaceful solution to dealing with the amoeba infestation
-While the exploration ship was unable to take deep scans of the region, sensors still picked up numerous energy readings, likely how the creatures communicate with one another. Perhaps you could cobble together a project to imitate their signatures, rendering them passive to you...

[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.

[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.

[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.

Current Technological projects:
Streamlined Social Programs: 157/250
Societal Integration: 321/800
Genome Editing: 110/500

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Turn 8, They are Billions
[X] plan peaceful development
-[X] [Vote] An'tak'he
-[X] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Find a peaceful solution to dealing with the amoeba infestation
-[X] Research : Both Dice on Streamlined Social Programs

KALVANOX remembers he asked for tribute?: 96, KALVANOX will be merciful this time

Federal vote underway... determining favorability... 10 votes for An'tak'he... plurality, An'tak'he takes the chairperson seat

Dallon prospecting 1-5(resource), 6-9(tech site), 10(strategic): 9
-Sub for type: 3
--Materials Research Site built (+5 progress to the oldest active Materials Science project)

Find a peaceful solution: 49, 49/150 Nonstandard project
You can put tech dice on this, and it won't progress otherwise without repeating the Focus, but it is technically not a research project.

Chancellor Effect: 2d4% - 7%
Chancellor developing experience... 26/30
Researcher Effect: +20 to SSP
Researcher developing experience... [color=transparent[12/30[/color]
Attikoverious effect: 47/94, no effect
Psion developing experience... 22/30
Diplomat developing experience... Skill tier 2 achieved! 0/30
-Checking for new talents: 34, no

Cultural Dice - 1d100+11: 63
-Power of the Mind: 63+11=74, 291/300


Tech Dice - 1d100: Integration absorbs a die, 2 dice to SSP
-Integration: 14+50, 385/800
-SSP: 65, 52, 250/250, overflow to next sapiens science project
-Editing: ->>24, 134/500

Gained Streamlined Social Programs
-Grants an extra 2d10 to all culture dice, passively

Resource generation:
Minerals: 29 - 1.5 + 2d2 (4) - 2 = 29.5
Energy: 18 + 0.5 + 2d2 (2) = 20.5
Food: 19.25 + 1.75 = 21
Alloys: 7 + 6 - 4 - 1 = 8

As the population of Dallon continues to balloon further, the government grows with it, and it remains impressively agile for the size. Despite the steadily rising need to manage the well-being of the populous, most public service agencies have benefited from a series of targeted reforms aimed at simplifying and in some cases automating the provision of services.

Recent local appointments have led to the pooling of power in the hands of a new party in politics, the Enclave. Born from communities that formed around psychic schooling centers and gifted Dalfea, the party's official stance is primarily moralizing, with many members claiming a deep sensitivity to the overall welfare of the Dalfea and other life in the galaxy. Currently led by regional official, it is clear that the party is gaining popularity, and may soon possess an official seat on the Dallon Council before the next High Chancellor election.

---

"Hello mother!"

"Is that really you, Olus?"

"Yes mother it is, I'm calling from the station orbiting Antilles!"

And you're terribly excited about it, too. You might only be on the Great Journey as a maintenance technician, but you're still part of the very first crew of a permanent Delfea space habitat.

Well... it's probably not fair to call it a habitat. Material still has to be regularly stored and shipped out when it's so finally too degraded to recycle, and everybody's a little squeamish about exactly how pure the 'recycled' water is. Really it's more like taking a long trip, four months on, four months off. Your mother is more traditional, you're a centennial child, after all, so she could hardly believe the posting was real, let alone that her youngest had been selected.

"What do you do up there?"

"We're not really up, mother, but I'm an atmosphere technician... I keep the air flowing."

"That sounds rather risky, Olus. Are you sure you should be working in such conditions?"

"I'm fine mother..."

It'd been a month, but you hadn't seen or heard anything particularly out of the ordinary. There were a lot of redundancies set up, and even though you did have to sign a waiver, the government-type also showed you how much you were insured for. Even if something did go wrong, at least mother would be taken care of.

"Well, you know how I dislike the holophones, Olus."

"I know mother, your eyes are sensitive. I love you!"

"Be safe, son."

---

You're getting to the point where you should begin considering options for planetary colonization. The populace, up to now enjoying great bounty and plenty, is beginning to feel cramped on the homeworld.

New Mandate: Colonization Mandate - Place Dalfea on another world before national elections to gain a bonus.

---

Stockpile: 29.5 Mineral, 20.5 Energy, 21 Food, 8 Alloy
Dice: 3dTech (2 unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Recess

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Continue researching amoeba pacification
-Progresses the project without a tech die, but uses a focus instead.

[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.

[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.

[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.

Current Technological projects:
Societal Integration: 385/800
Genome Editing: 124/500
Pacification Project: 49/150

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Turn 9, You're Living in the Wild Wild West
[X] Plan Spaceships
-[x]Exploration Program (-4 energy)
-[x] Negotiate with the Federation to purchase obsolete ship designs
-[x] 2 Dice at Pacifucation project

KALVANOX remembers he asked for tribute?: 82, okay, here's where all your passable tech dice went.

Exploration event check: 7, just... what?
-Subcheck not needed, just run... again.
--Discovered the Galvix Pulsar, and the Megacrystal Accretion

Negotiation for ships: 91
-Gained a Cruiser Screen patrol fleet from a few decades ago: 1 cruiser, 2 destroyers, 5 frigates

Chancellor Effect: 2d4% - 6%
Chancellor developing experience... Skill tier 3 achieved! 0/46
-Checking for new talents: 90, determining... The Chancellor has developed a minor psychic talent (+SKILL LEVEL * 4% chance to get an extra Focus each turn)
Researcher Effect: +20 to Integration
Researcher developing experience... [color=transparent[16/30[/color]
Attikoverious effect: 38/94, no effect
Psion developing experience... 26/30
Diplomat developing experience...3/30

Cultural Dice - 1d100+2d10+11: 63+6+1, no, really, I just rolled 63 again, I didn't forget to roll
-Power of the Mind: 70+11=81, 67/350
Gained: Telepath Relations Corps
-Gain a character slot, to be used only on Ambassadors


Tech Dice - 1d100: Integration absorbs a die, 2 dice to PP
-Integration: 44+50+20, 499/800
-Pacification: 89, 84, 222/150, nonstandard overflow converted inefficiently
-Editing: ->>18, 152/500

Accumulating 5 Materials Science progress...

Resource generation:
Minerals: 29.5 - 1 + 2d2 (4) = 32.5
Energy: 20.5 + 1 + 2d2 (4) - 4 = 21.5
Food: 21 + 1.5 = 22.5
Alloys: 8 + 6 - 4 = 10

Officer Gaval Mar

As the ship wound down from hyperdrive, dispersing exotic particles, you sent a silent prayer to Odun for safe waters. Despite it's limited number of trips into uncharted space, the Discoverer had thus far not seen a peaceful voyage. Odun was technically a patron of seas, but... you were desperate to have at least one decent trip in your tenure aboard, and hopefully he would smile on you at last once.

You only had a three-count before the sensors cleared up, and when they did, the expected spike of gravitons and high-energy radiation from being so close to an active pulsar was much lower than expected, in part because of the gigantic, artificial-looking construct that orbited it. Suppressing a muttered curse, and hearing at least two failed attempts at the same, you set about the first obvious action, evasion. "Thrusters full, reverse and charge the jump drive."

Gods, you even sounded bored. While that was going on, you turned to the technicians manning the sensors. "Report findings on the construct at once."

"Mass-energy of a small moon, only accounts for maybe a tenth of the total energy stored in the object. The rest is stored as thermal and electromagnetic energy, some internal dipole is syched to the pulsar's rotation and seems to be feeding off it."

"Seems to be a crystalline object with a super-dense lattice, easily on par with federation armor alloys in strength. It seems to be vibrating at the same frequency of the pulsar's rotation."

"Picking up multiple small pings on the fine sensors, similar profiles to the big one. It looks like they're growing out of the asteroid belt like seeds... Surprise surprise, the little ones seem to have independent mobility, and they're headed our way. Orders?"

You sigh, fingers rubbing the bridge of your nose in annoyance. "Just get us out of here, for now. I want to do a few hops back in so we can collect a fresh one off an asteroid before it sprouts... or whatever."

---

Kalisa Cul

You're pretty excited. You got to do a lot of experimenting with the insane biology of the amoebas in the last few years, and now you're going to be working on what seems to amount to living crystal trees powered by neutron stars. The AAF was offering you some pretty good benefits, but you think they would keep you busy with gene editing projects. Passable, but there was surprisingly little genetic variation among normal-sized sapients, for whatever reason.

Overall, the crystal trees seemed to basically imitate rotationally-powered pulsars. They took advantage of the gravity well of their parent star to induce millions of rotations of magnetic atoms suspended inside the lattice structure. The higher the pulsar's frequency, the more intensely the magnetized atoms would strike the lattice cage, and the more it would vibrate. They probably weren't exactly self-aware, but the 'germ' that was pulled from the asteroid had enough random chemical bits that it was actually a pretty efficient gray-goo type organism, converting raw elements into different types of lattices that joined together with the main germ and did different things. The whole construction seemed incredibly sensitive to outside interference, and bombarding it with most kinds of lower-intensity or low-frequency radiation actually caused it to fire spines at the offending instruments!

There's no way this came into being by accident. Somebody or something made this. On purpose. You wish you could meet them, but they've probably been dead for eons by now...

---

Voros Wem'Vek

"Now, for the matter of what to do with the obsolete ships..."

Ah, just what you were waiting for. Give them a bit to argue, first...

"The Esteemed Gellar Monarchy proposes a purchase. We have more than enough to cover the cost of raw materials."

First to speak, as usual. Still obsessed with showing off how important they are. Next up is Halon...

"I'm sure you would, Gaffat! Anything for a few more oppression ships, hmm?"

... perfect. And then the An'tak'he will want to flex their muscles to remind everyone who's in charge...

"Enough bickering. We have plenty of precedent set on what to do with obsolete ships. More likely than not we'll all agree to have them recycled for a few good parts, yes?"

And now, we step in. "Please excuse my interruption, Esteemed Chairperson-" "Always with the Esteemed this and Honored that..." "but perhaps we, the Dallon Council, might be able to benefit from a small fraction of those ships that would otherwise be scrapped? We Dalfea live in a particularly treacherous part of the Outer Rim, as I'm sure you're all aware, and we would certainly feel much safer to have a few ships stationed around our homeworld on a permanent basis. I move to petition that one of the trade patrol fleets be granted to us, and the rest be scrapped, as usual."

You take a moment to gauge the room. Oh yes, very good presentation. I think I'm getting the hang of this place.

"Hmm," the An'tak starts, a feeler rubbing at his underbelly. "I second the motion. We can hardly expect our junior associates to feel safe with just semi-annual pirate patrols. All in favor?"


You don't bother to look around, already knowing your argument has found fertile ground in the council chamber.

"Motion passes!"

---

Stockpile: 32.5 Mineral, 21.5 Energy, 22.5 Food, 10 Alloy
Dice: 3dTech (2 unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Bureaucratic Minutia
Membership Status Assessed: Junior Associate (No change yet)

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 3) (stages here can give energy, minerals, alloys, flat tech trickles, or rarely strategic resources)

[] Claim and begin developing the Favalan System (-2 Alloy, 1 Energy upkeep)
-Set up a primary hub in the system, whose main functions will be simple defense and resource management. This system has a lot of asteroids and valuable metals, as well as a number of 'nests' of amoeba that might be good biological study sites, or contain rare gasses.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations Currently in recess
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.

[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.

[] Study the Crystal Entity
-Self-regenerating non-carbon/silicon 'life' that interacts in impossible ways with fields and is made up of a metamaterial lattice that absorbs and retains energy orders of magnitude more efficiently than our best capacitors? It's definitely too advanced to even scratch the surface of the science that makes it up, but it can definitely drive research for a good while.

Current Technological projects:
Societal Integration: 499/800
Genome Editing: 152/500

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
We have begun to integrate talents into our society more widely, but there is a little friction between people without and people with. We cannot afford to alienate the vast majority of the populace, so considerations must be made.
-Develops cultural and social advances relating to psychic abilities and the categorization of them

AN: I'm dying. Seriously. You have the worst dice.
 
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Turn 10, Going Along
[X] The Night is Dark and Full of Terrors
-[X] Claim and begin developing the Favalan System (-2 Alloy, 1 Energy upkeep)
-[X] Study the Crystal Entity
-[X] 1 Dice at Study the Crystal Entity
-[X] 1 Dice at Genome Editing

KALVANOX remembers he asked for tribute?: 27, KALVANOX ARRIVES

Favalan quality: 4 tiers, 1-7(raw materials, mineral favored), 8-9(bio research site), 10(exotic gasses)

Study the Crystal Entity: 42/1000 (Nonstandard Project, sometimes spins off useful tech projects when milestones are reached)

Chancellor Effect: 3d4% - 8%
Focus Check: 99/88! 3 focuses this turn
Chancellor developing experience... 4/46
Researcher Effect: +20 to Editing
Researcher developing experience... 20/30
Attikoverious effect: 67/94, no effect
Psion developing experience... Skill 3 achieved!
-Checking for new talents: 22, nope 0/46
Diplomat developing experience...6/30

Party Politics... turning political wheels...

Cultural Dice - 1d100+2d10+11: 79+7+5
-Power of the Mind: 91+11=102, 169/350

Tech Dice - 1d100: Integration absorbs a die, 1 to crystal, 1 to editing
-Integration: 49+50, 598/800
-Crystal: 14, 66/1000
-Editing: 30, 182/500

Accumulating 5 Materials Science progress...

Resource generation:
Minerals: 32.5 - 0.5 + 2d2 (3) = 35
Energy: 21.5 + 0.5 + 2d2 (3) - 2 = 23
Food: 22.5 + 1.5 = 24
Alloys: 10 + 6 - 4 - 2 - 1 = 9

Veliana Sek'Mah

You were beginning to think Kalvanox was more sentimental than expected. After forgetting Dallon for half a decade, his most recent arrival was with his usual fanfare. He came, and he went, and with very little mention of how infrequently he had been collecting his agreed-upon tribute. Maybe he was being kind, in his own way.

In any case, you're clearer than usual. Time to return to work...

---

Stockpile: 35 Mineral, 23 Energy, 24 Food, 9 Alloy
Dice: 3dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to THREE actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion (Gellar Ambassador Proposing)
Pay alloy or ships to boost diplomatic weight
[] [Vote] Yea
[] [Vote] Nay

Use this format to produce your plan:

[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Action 3
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 3) (stages here can give energy, minerals, alloys, flat tech trickles, or rarely strategic resources)

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations Currently in recess
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Societal Integration: 598/800
Genome Editing: 182/500
Crystal Study: 66/1000

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
We have begun to integrate talents into our society more widely, but there is a little friction between people without and people with. We cannot afford to alienate the vast majority of the populace, so considerations must be made.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Last edited:
Turn 11, A New Hope?
[X] Plan Max Dallon Development - Adjusted
-[X] [Vote] Nay
-[X] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Exploration Program (-4 energy)
-[X] 1 Dice at Study the Crystal Entity
-[X] 1 Dice at Genome Editing

Kalvanox remembers tribute?: 72, KALVANOX DOES NOT FORGET

Dallon prospecting 1-5(raw materials), 6-9(research site), 10(exotic gasses): 3, 7
-Typing: Minerals and Sapiens Sciences Site (+2 Minerals/turn, +5 Sapiens Sciences progress/turn

Exploration event check: 51
Discovered the Ossina System in the Outer Reach
-Two colonizable worlds, 2 system tiers (research sites)

Chancellor Effect: 3d4% - 5%
Focus Check: 28/88
Chancellor developing experience... 8/46
Researcher Effect: +20 to Crystals
Researcher developing experience... 25/30
Attikoverious effect: 66/91, no effect
Psion developing experience...4/46
Diplomat developing experience...10/30

Party Politics... turning political wheels...
Federal Politics... Determining favorability... Vote passes

Cultural Dice - 1d100+2d10+11: 100+9+3
-Power of the Mind: 112+11=123, 292/350

Tech Dice - 1d100: Integration absorbs a die, 1 to crystal, 1 to editing
-Integration: 16+50, 664/800
-Crystal: 92 (explodes), 5, 97+20=117, 183/1000 (150 spinoff project: 21, bare pass)
-Editing: 35, 217/500

Spin-off Project: Hyper-Sensitive Wave Detection (Exploration sometimes triggers a second exploration) 0/300

Accumulating 5 Materials Science progress...

Resource generation:
Minerals: 35 + 0.5 + 2d2 (2) - 4 = 33.5
Energy: 23 + 0.5 + 2d2 (4) - 4 - 2 = 21.5
Food: 24 + 1 = 25
Alloys: 9 + 6 - 4 - 2 - 1 = 8

Officer Esh

Ossina is the heart of the constellation of the Mother, whose name is given from the star itself. Ossina, Mother of Peoples. How fitting, then, that when you arrive at the heart of the constellation, you see a gigantic red star, with a few planets at it's edges. While there were probably more planets previously, the stellar expansion as Ossina aged seems to have swallowed them up, and has even thawed out formerly-frozen worlds and catalyzed the formation of magnetospheres, making several of the formerly dead worlds ripe for colonization.

Transmission of the event would definitely drive the populace into a frenzy.

---

Kalisa Cul

The crystal structure was impressive. Teasing it apart, bit by bit, was slow going, but thankfully never without samples, just because more of it could be grown by feeding it various elements. Most recently, you had been given a little leeway to experimentally introduce more complex compounds. Even more recently, you had seen potential for practical use!

Following a hunch, you introduced a heavy radioisotope theorized to form around or due to pulsars. While you did have to request a new lab, you also presented a previously-unknown compound with interesting properties that would make it an incredible sensor medium. Reacting by spinning or oscillating, the compound became almost inert when clumped together.

It might take a bit of rigging, but you're sure you're onto something.

---

Stockpile: 33.5 Mineral, 21.5 Energy, 25 Food, 8 Alloy
Dice: 3dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Claim Ossina (-2 Alloy, 1 Energy upkeep)
-Claim the space around Ossina, either because you don't need the planets, or aren't yet ready to take them.

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Colonize Ossina II (Seed population ~50,000, -4 Alloy)
-Colonize the ice world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet has Fascinating Flora (+1d(5*Pops) Sapiens Science tech die), and produces: 1d2 Mineral, 0.5*(Pops)+2d2 Energy, 4+1.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Societal Integration.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Societal Integration: 664/800
Genome Editing: 217/500
Crystal Study: 183/1000

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
We have begun to integrate talents into our society more widely, but there is a little friction between people without and people with. We cannot afford to alienate the vast majority of the populace, so considerations must be made.
-Develops cultural and social advances relating to psychic abilities and the categorization of them

Little distracted this week.
 
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Turn 12, Teething Problems
[X] Plan Ossina II First
-[X] Colonize Ossina II (Seed population ~50,000, -4 Alloy)
-[X] Integration Education (-3 energy)
-[X] 1 Die to Gene Editting, 1 Die to Societal Integration
-[X] 1 Die to The Power of the Mind

Kalvanox remembers tribute?: 52, KALVANOX REMEMBERS

Initializing Colonization Efforts... Landing transports... Surviving in harsh environs...
-5 Negative Consequences: 75, 9, 3, 56, 36
Extremely negative consequences... checking tables...
Landed in a massive swamp of frozen slush, severe difficulties setting up
-Colony requires additional population seed, Colony requires additional Mineral resources
Progression: -1/10

Colonization Mandate completed
-Popularity of Veliana increased
-Frontier Fever - Pop seeding efforts do not cost population on planets (expires on turn 17)

Integrating... +50

Chancellor Effect: 3d4% - 10%
Focus Check: 11/88
Chancellor developing experience... 13/46
Researcher Effect: +20 to Integration
Researcher developing experience... Skill increased!
-Checking for new talents... 96! Developing... Enhancing Genius by 1.5x 0/46
Attikoverious effect: 69/91, no effect
Psion developing experience...8/46
Diplomat developing experience...13/30

Party Politics... turning political wheels...

Cultural Dice - 1d100+2d10+11: 95+7+1
-Power of the Mind: 103+11=114, 56/400
--Normalization Program Complete! +10 to all Culture dice.

Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...

Tech Dice - 1d100: Integration absorbs a die, 1 to integration, 1 to editing
-Integration: 21+44+50+50+20=185, 849/800, ->overflow to Crystal project at a loss
--Gained: Gene Rejuvenation Complexes (Improve Gene Repair Complex to Rejuvenation Center), Academic Subsidization (Build Research Complex), Advanced Alloying (Industrial Sectors also produce 2 Alloys), Planetary Industry (Build Industrial Sectors), Deep Space Station Management (Build Stations in select systems)

-Editing: 87+5(sites)=92, 309/500
-Crystal: ->10, 193

Resource generation:
Minerals: 33.5 + 3.5 + 2d2 (2) = 39
Energy: 12.5 - 0.5 + 2d2 (3) - 3 - 2 = 19
Food: 25 + 0.75 = 25.75
Alloys: 8 + 6 - 4 - 4 - 1 = 5

Colonial Governor Aseel Kan

The fury of the world you've made home knows no bounds. Already as cold on a warm day as the coldest of the northern isles on Dal, Ossina II has recently shown itself to be even more deadly, as the relatively thin crust of the planet makes it prone to frequent and devastating quakes that cause the icy surface to ripple like liquid water, and in some cases to rise in plumes only to solidify into massive shelves, though the ice is several meters thick at the thinnest.

This came as a great surprise to you and your administration, when half of the colony alternately collapsed into the slushy swamp you landed in or was torn to pieces as the ground rose up around it, forming new cliffs and sending the entire colony into chaos. You have made requests to Dal for additional colonists, and a huge surplus of materials to rebuild with.

This is your home, now. This is the Hearth of Ossina. You will make this stallion cease it's bucking soon enough.

---

Chancellor Veliana Sek'Mah

There is a festive air as the An'tak'he prepare to move back to their homes. With the last few academy provosts and sector managers handing their positions off to Dalfea, freshly trained and ambitious, the Dalfea are officially a self-sufficient people. Though your people are still a little behind, technologically, compared to the rest of the federation, they have fully integrated the hard-earned lessons of the An'tak'he.

---

Stockpile: 39 Mineral, 19 Energy, 25.75 Food, 5 Alloy
Dice: 3dTech(2 unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Send additional aid to Ossina II (Seed population ~20,000, -1 Alloy, -5 Minerals)
-Ossina II currently requires additional aid in the form of population and materials. If you do not provide them, the colony may collapse.

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Genome Editing: 309/500
Crystal Study: 193/1000
Hyper-Sensitive Wave Detection: 0/300

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
Efforts to normalize psionic talents have led to a rise in representation of psychics in media and entertainment programming. In addition to the normal cycle of cultural fads, a parallel 'psychic take' has entered circulation. The sub-genre is surprisingly popular, as a way to empathize with psychic Dalfea. -COMPLETE-
We have made great efforts to normalize the idea of psychic phenomena, and to study and practice it carefully. Something important is on the horizon, we just need to wait for the catalyst.
-Develops cultural and social advances relating to psychic abilities and the categorization of them

Don't suppose anyone knows C? These end-of-semester projects are brutal.
 
Turn 13, Election Season
[X] Plan Federal and Ossina II
-[X] Send additional aid to Ossina II (Seed population ~20,000, -1 Alloy, -5 Minerals)
-[X] Fulfill Federal Obligations (pay 4 alloy)
-[X] 2 Die to Gene Editting

Federal Assistance going through... good commitment... turning wheels...

Kalvanox remembers tribute?: 51, KALVANOX REMEMBERS

Excess Amenities, bonus check: 90, subchecking type... +50% final Culture this turn

Colony Progress: Auto +1, extra materials (negate a fail)
-5 Negative Consequences: 53, 98, 8, 2, 23
One fail step, slow progress
-Colony will continue to request materials and pops
Progression: 1/10

Chancellor Effect: 3d4% - 12%
Focus Check: 48/88
Chancellor developing experience... 17/46
Researcher Effect: +45 to
Researcher developing experience...4/46
Attikoverious effect: 83/91, no effect
Psion developing experience...13/46
Diplomat developing experience...16/30

Party Politics... turning political wheels...
Election period! The High Council is considering candidates for the Chancellor's seat.

Cultural Dice - 1d100+2d10+11: 80+10+9
-Power of the Mind Capstone: 99+21=120(*1.5)=180, 236/400

Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...

Tech Dice - 1d100: 3 to editing
-Editing: [95(explodes)+60]+[100(explodes also)+55]+37+5(sites)+45(genius)=397!!, 706/500 (ridiculous critical overflow, pushing rare genetic tech onto open projects, overflow burnt)
-Crystal: 0, 193/1000
-Sensors: 0/300

Gained Genome Editing
-Can initiate a project to include a new positive genetic trait in the species, enhance an existing trait, or remove a negative trait. +1 Gene points (base 2)

Discovered Allele Modification Algorithms 0/800
-Gene points +1, modification projects take less effort

Resource generation:
Minerals: 39 + 3.5 + 2d2 (2) - 5 = 39.5
Energy: 19 - 0.5 + 2d2 (3) - 2 = 19.5
Food: 25.75 + 0.75 = 26.5
Alloys: 5 + 4 - 4 - 1 - 1 = 3

Accumulated Trade Power: 10

Veliana Sek'Mah

The time has come for the second official election of the High Chancellor of the Council of Dallon. You have been trading your favors well, and there is some bottom-up pressure to keep you in office. Despite the difficulties of the colonization efforts on Ossina's Hearth, the people are very pleased with what they view as a crucial milestone in the development of the species, difficulties be damned.

In scientific circles, Scientist Kalisa has turned her attentions on the genetic modification project you picked up from the federal co-op, publishing nearly a dozen papers in a short span of time and accelerating genetic modification the better part of twenty years. Her efforts spurred a sudden interest, and now there is tentative excitement as geneticists across Dal begin peeking at their notes from the federal efforts last decade, concepts and processes that previously went far above their heads now much more sensible, and even manageable. There is even a faction of the intelligentsia that is especially intent on said modifications, led by Kalisa herself.

---

Stockpile: 39.5 Mineral, 19.5 Energy, 26.5 Food, 3 Alloy, 10 Trade Power
Dice: 3dTech(3 unassigned), 1dCulture
Trade: 5/turn (unused)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

NEW RESOURCE: Trade - Spend trade every turn for extra resources. If you don't adjust your imports in the vote, I will leave them as they were last turn.

Separately, also make your choice as to the next Chancellor. You only represent a portion of the High Council's interests, and so only represent a portion of the votes on this matter. However, Chancellor Veliana currently possesses a fair amount of popular support, and she is likely to reclaim the seat with your help.

[] [Election] Incumbent (Re-elect Veliana)
[] [Election] XDI Affairs Officer Halan Sek'Toh (Skill 2: Populist - Has a Skill*6% chance to grant random bonus effects each turn)
[] [Election] Enclave Representative Kaelos Ast'Mat (Skill 2: Third Eye - Roll Skill additional dice for new projects and characters)

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, X minerals)
-Ossina II is currently requesting additional colonists and construction materials to further their progress.

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...

Current Technological projects:
Allele Modification Algorithms: 0/800
Crystal Study: 193/1000
Hyper-Sensitive Wave Detection: 0/300

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
Efforts to normalize psionic talents have led to a rise in representation of psychics in media and entertainment programming. In addition to the normal cycle of cultural fads, a parallel 'psychic take' has entered circulation. The sub-genre is surprisingly popular, as a way to empathize with psychic Dalfea. -COMPLETE-
We have made great efforts to normalize the idea of psychic phenomena, and to study and practice it carefully. Something important is on the horizon, we just need to wait for the catalyst.
-Develops cultural and social advances relating to psychic abilities and the categorization of them

Well, that tech thing happened. It happened very, very hard.

God I can't wait for finals week to end.
 
Turn 14, All Things Turn
[x] Plan Power of Mind
-[x] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, 10 minerals)
-[x] Cultural Subsidies (-3 energy)
-[x] Research 3 Dice to Allele Modification
-[x] Culture : All towards The Power of Mind
-[x] 5 Trade/turn - Buy 1 Culture Dice

Colony Progress: +1, extra materials (negate 2 fails)
-5 negative consequences: 97,97, 18, 78, 18
Three success steps, major progress
Colony will continue to request materials
Progression: 6/10

Subsidies +1dCulture *0.5

Trade rate: 5/7th's 1dCulture

Kalvanox remembers tribute?: 9, KALVANOX REMEMBERS

Excess Amenities, bonus check: 60

Chancellor Effect: 3d4% - 6%
Focus Check: 17/88
Chancellor developing experience... 21/46
Researcher Effect: +45 to AMA
Researcher developing experience...8/46
Attikoverious effect: 53/91, no effect
Psion developing experience...17/46
Diplomat developing experience...20/30

Party Politics... turning political wheels...

Veliana Sek'Mah retains the seat of High Chancellor!

Cultural Dice - 1d100+2d10+21: 39+8+9, (1d100+2d10+21) / 2: 86+1+2, (1d100+2d10+21) * 5 / 7: 34+5+7
-Power of the Mind Capstone: 55+77+48=132, 416/400->Power of the Mind completes, excess dropped

Gained Psionic Studies: Displays at least one Psionics tech each time new tech projects are rolled.

Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...

Tech Dice - 1d100: 3 to alleles
-Crystal: 0, 193/1000
-Sensors: 0/300
-AMA: 91(explodes)+87, 74, 74: 326+50, 376/800

Resource generation:
Minerals: 39.5 + 4 + 2d2 (2) - 10 = 35.5
Energy: 19.5 + 0 + 2d2 (3) - 3 - 2 = 17.5
Food: 26.5 + 0.5 = 27
Alloys: 3 + 4 - 1 - 1 = 5

Accumulated Trade Power: 10

Kalvanox came and went again, last year, reminding the Dalfea that theirs is a race of patronage. Of things greater offering generosity and mercy to things smaller. Even amongst themselves, the Dalfea offer patronage. To Ossina's Hearth is offered goods and services, and in turn they will provide many such goods themselves as they grow.

The Halon, too, offer patronage. Seeing the difficulties of the Dalfea in colonizing the worlds at Ossina, their corporate experts are presenting a tempting offer...

---

As the Wheel of time turns, philosophers and laymen of the Dalfea are united in the belief that in their pursuit of the intangible, their opinions and beliefs have crystallized in a way that will hold for generations. A core belief, or surety in purpose, is emerging. What is it?

The Ascension Program

[] [Ascension] One Purpose
-Gain significantly more control in leader elections. Faction friction and discontent is significantly reduced. Permanently gain +10% to all culture earned.
[] [Ascension] Galactic Peacekeepers
-Gain 3 character slots for ambassadors. Diplomacy is significantly more effective. Fleets are 75% more effective against Threats.
[] [Ascension] The Stirrings
-+40% chance of discovering a psychic talent(5-0 on the one's die), Psionic Potential racial trait improved to Latent Psionics (+5% culture and technology earned), Unlocks The Awakening Ascension.

---

With the advent of Psi-signal machinery and wave detectors, psionics have been raised to the high pinnacle of proper science. As graduate psionicists play with psychic field emitters, philosophers and the roiling mass of the public need something new to pursue in their contemplative moments.

Pursuing new Avenues

[] [Culture] Progress and Discovery
-As society gains understanding, it begins to learn how little it understands. Developing along this path represents the drive of the people to understand and learn all that surrounds them.
[] [Culture] Complexity of the Social Engine
-As a people swell in number, and empires fatten, more and more elaborate, if subtle, methods are employed to maintain the fragile balance, and the offering of power to the rulers and administrators. Developing along this path creates more concrete and stringent social rules to ensure the cogs of empire remain oiled.
[] [Culture] Harmonious Living
-Attuned to that which is not oneself, one can act with one's surroundings, multiplying all of his fortunes. Developing along this path will make the Dalfea more sensitive to the state of their surroundings, both physically and environmentally, and in the abstract sense of social change and mass opinion.

---

Stockpile: 35.5 Mineral, 17.5 Energy, 27 Food, 5 Alloy, 10 Trade Power
Dice: 3dTech, 1dCulture
Trade: 5/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Send additional aid to Ossina II (-1 Alloy, X minerals)
-Ossina II is currently requesting additional construction materials to further their progress.

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...

[] Halon's Offer - Needs Ambassador
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated. Halon Corporation is not responsible for ecological damage incurred by owner after terraforming process is completed. Some permanent climate control equipment included and must be maintained by planet owner. Halon Corporation guarantees non-paradise-world processing in under one decade, see customer relations department for compensation if process is delayed.

Current Technological projects:
Allele Modification Algorithms: 376/800
Crystal Study: 193/1000
Hyper-Sensitive Wave Detection: 0/300

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
Efforts to normalize psionic talents have led to a rise in representation of psychics in media and entertainment programming. In addition to the normal cycle of cultural fads, a parallel 'psychic take' has entered circulation. The sub-genre is surprisingly popular, as a way to empathize with psychic Dalfea. -COMPLETE-
---
The Will is the Way. Years of study have led to the development of advanced instruments and sensors that can detect psychic phenomena and in rare cases, even imitate them. Rigorous, direct study is possible.
-COMPLETE-

Almost through finals week. I can't wait for free time again.
 
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