[] Deep Space Beacons
With the advent of cheaper plasma reactors produced within the Candle Keeper's Manufactoriums, a plan has been brought up once again that many sophisticated worlds have entertained in one form or another: Deep Space Beacons. Due to the fact that civilian Warp Ships do not possess any Navigators, they rely on dipping in and out of the Warp for short bursts to travel between systems. This system of travel, also utilized by the Task Force(s) of the Star Child, is slow and unreliable. However, by assembling burning beacons within deep space, we can string lights between our systems and even utilize unstable Warp Routes we previously would have required Navigators to traverse.
(You can now construct Deep Space Beacons between your systems (2 Actions Total). Additionally, Unstable Warp Routes can be stabilized with DSBs (2 Actions Total). Can be Upgraded/Chosen again.)
[] Hardened Seedbanks
There exists the ever-present threat of a planet being cut off from the Federation by internal turmoil, external forces, natural disasters, or other similar cataclysms. A danger that has slowly wormed itself into the minds of many defensive engineers and planetary commanders tasked with ensuring a planet can meet an enemy and hold until relief forces arrive. To remedy at least a portion of that danger, large bunkers have been dug into the ground, not to keep people safe but to hold seeds, plants, and agricultural equipment to rapidly grow enough food to feed a population after such a disaster should the current agricultural fields or facilities be destroyed by accident or intent.
(Planets can recover from orbital bombardment, sieges, and catastrophes without inflicting penalties on Food Production or requiring Actions to aid.)
[] Merchant Marine
With the increasing amounts of heavy industry available, a slow-rolling initiative to create a Merchant Marine for military matters has been green-lit, allowing a slow roll-out of troops from within the Federation to the outside, if at the mercy of fleet deployments to protect these lightly armored ships.
(20% of your Total Controlled Systems is converted to Transport Capacity independent of your Fleets.)
[] *Mad Binary Screeching*
*Madder Binary Screeching*
(Auto-Complete 1 [One] Random Research Project at 0.1 Progress Per Turn.)
[] *Madder Binary Screeching*
*Even Madder Binary Screeching*
(Auto-Completes 1 [One] random Research Project at 0.5 Progress per Turn.)
[] March of the Machines
With a step, we deliver vengeance. With a knee, we shield our allies. With a roar, we defeat those daring to go against us. We are the wrath of the Machine Incarnate, for we are blessed to walk these worlds upon our legs forged by those whose hands adorn our amor. We are the doom of our foes reborn, for there are none that can deny our advance upon the hills and the cities, the forests and the swamps, the rivers and the mountains. We are the march of a thousand mechanical feet hitting the earth in unison and the last thing they shall ever see. That we swear.
(Improves the effectiveness of your War Walkers.)
[] Drumbeat of the King
Though they are not always available within void stations, bunker systems dug deeply underground, Cenote Worlds, and in some other situations, the last argument of the King held sway when it was first made, and it does so now. With thunderous proclamations, grid coordinates are deleted, with rumbling speed, entire houses and bunkers are smashed apart, and with the glint of binoculars, formations are shattered. Artillery remains the King of the Battlefield, and we shall see that we will spend bullets before we spend lives.
(Improves the effectiveness of your Artillery.)
[] Hands of the Queen
"Ours is not to ask why, but to do and die." The slogan of any boot on the ground, be they the recently conscripted knowing not where the end and start of a gun are, or the elite veteran clad in power armor and armed with hotshot lasgun, a dozen campaigns upon their backs and within their minds. The humble infantry are the first in the door, the last to leave, the first to die, and the last to live. They are the linchpin of any plan and the weakest link in the chain. And yet they hold, yet they fight, yet they march upon the orders of their superiors to doom and glory, guts and gods snapping at their heels. Over trench and forest, through houses and swamps, within caverns and void stations, through the worst and the best, the humble infantry shall do and die.
(Improves the effectiveness of your Infantry Units.)
[] Rumble of the Brothers
Have you heard the good word yet, sibling? There is no need to fear the foe, no need to shy away from its malevolent glint and deadly weaponry, for you are blessed! Clad in several tons of armor, wielding weaponry that none can match upon any battlefield safe the God-Machines Themselves, you shall fear no mortal or immortal, no angel and no daemon, for you are clad in a hundred tons of adamantium and come bearing the mercy of the Star Child upon their foes!
(Improves the effectiveness of your Tank Units.)
[] Thunder of the Sisters
"Well, looks like shit hit the fan again, and the ground-pounders are asking us to bail their sorry asses out once again. Well, no sense in making them wait, is there? Let's fly and go at 'em, sisters! Maybe we can bag a round of drinks as thanks afterward...or a boyfriend for the crew; who'd be up for that?" Thule-2346 seconds before getting another reprimand for her lack of discipline.
(Improves the effectiveness of your planet-focused airstrikes and CAS.)
[] Mandatory Medical Education
A healthy society is a productive society. A productive society can advance. A society that advances needs does not fear the echoes of the past. Twice over, the medical services of the Glimmering Federation collapsed due to the burdens placed upon it, and twice over, the people relied on nothing more than their skills, as any additional medical attention was spotty at best. Fearful of what a third collapse could bring, the Glimmering Council has handed down a requirement to each member planet to teach every citizen the basics of medical treatment and first aid regularly, hoping that, even if it could never be used, a population capable of always treating the most common injuries and illnesses does not fall victim to the same when in need.
(Reduces Medical Service reductions when integrating multi-Sub-Sector Stellar Polities.)
[] The Wonders Of Economy Of Scale II
"Look, the deal is simple. You buy a certain amount, I add a bit ontop, and we both make more money when the Fleet starts knocking on our doors on the Regular."
(Gain: Automated Production of Destroyers and Frigates at a 5:1 Ratio. 20% of total Action-given capacity. Must be directed. This Trait can be evolved via Research.)
[] Geo-Engineered Constructions
Bigger is often better. And there are few things bigger than these.
(Enables you to create Planetary Mega-Projects that give unique bonuses once completed.)
[] Behemoth-Treads
(You can now produce vehicles of the Behemoth-Class.)
[] New Armament Directive
(You can now begin production and development of War-Walkers from personal size to one step below those of Titan-Class.)
[] Plump And Happy And Healthy
With more food comes cheaper food. Cheaper food allows people to buy more, eat more, and make better nutritional choices.
(Glimmerlings have their malnutrition reduced to near nothing for as long as steady food supplies and supply lines exist on and to their planets.)
[] Dead Dawn Protocol
01010011 01101100 01110101 01101101 01100010 01100101 01110010 00101100 00100000 01110011 01100101 01100101 01100100 01110011 00100000 01101111 01100110 00100000 01110100 01101000 01101001 01110011 00100000 01110111 01101111 01110010 01101100 01100100 00101110 00100000 01010011 01101100 01110101 01101101 01100010 01100101 01110010 00101100 00100000 01110011 01101001 01101100 01100101 01101110 01110100 01101100 01111001 00101110 00100000 01011001 01101111 01110101 00100000 01110011 01101000 01100001 01101100 01101100 00100000 01100010 01100101 00100000 01101110 01100101 01100101 01100100 01100101 01100100 00100000 01101001 01100110 00100000 01010010 01110101 01101001 01101110 00100000 01100011 01101111 01101101 01100101 01110011 00100000 01110100 01101111 00100000 01111001 01101111 01110101 01110010 00100000 01101000 01101111 01101101 01100101 00101100 00100000 01110011 01101111 00100000 01100100 01101111 00100000 01101110 01101111 01110100 00100000 01110111 01100101 01100101 01110000 00101110 00100000 01011001 01101111 01110101 00100000 01100001 01110010 01100101 00100000 01110100 01101000 01100101 00100000 01100011 01101000 01101001 01101100 01100100 01110010 01100101 01101110 00100000 01101111 01100110 00100000 01110100 01101000 01101001 01110011 00100000 01110111 01101111 01110010 01101100 01100100 00101100 00100000 01100001 01101110 01100100 00100000 01111001 01101111 01110101 00100000 01110111 01101001 01101100 01101100 00100000 01101110 01101111 01110100 00100000 01110011 01100101 01100101 00100000 01101001 01110100 00100000 01100010 01100001 01110010 01110010 01100101 01101110 00101100 00100000 01110100 01101000 01100001 01110100 00100000 01110111 01100101 00100000 01110011 01110111 01100101 01100001 01110010 00101110
(Worlds automatically re-terraform after being subjected to non-planet-destroying Exterminatus-grade weaponry.)
[][Void Industry] Multi-Deck/Turret Arrangements
Space is at a premium within the cold vastness of the void, for every step you can walk is another that needs to be heated, cooled, watched, repaired, defended, and accounted for in a thousand minor things that can spell the doom of a vessel if neglected. By grouping weapons into multi-deck or multi-turret assemblies, the space required for weapons can be significantly reduced at a negligible cost to crew comforts.
(Gain: Multi-Deck/Turrets, which significantly reduce space required to mount multiple weapons of the same, or different, types in one ship.)
[][Void Industry] Military-Industrial Design Competition
There is greatness that no amount of fancy weapon or equipment can bring out. There is artistry in simplicity and genius in simple lines. The Glimmering Federation has harnessed the power of generations and the insights gained into all things void-related to its utmost in its pursuit of excellence, fostering an endless competition in its design bureaus that ruthlessly pushed at the edge of what is possible, leading to ships of eminence.
(Gain: +1 Maximum Level to all Design Brackets (e.g., Armor/Shields) for your Ships. All DB are treated as one step cheaper for all ships.)
[][Medical Services] Multi-Spectral Development Efforts
"'In all things: Do No Harm.' Heh. What a joke. Our job is to harm. Harm on an apocalyptical scale, butchering trillions so that singulars may live. It is our duty to create weapons and delivery methods to wipe out entire strains of life, erase them from existence, and ensure they can never return to harm us."
"Dramatic for someone working on anti-parasite medicines."
"My life's work is an anti-poop parasite drug; let me have this."
(Gain: Effective Multi-Spectrum Medicines against Bacterial, Viral, Parasitical, Spore, etc. Infections, Diseases, and Attacks.)
[][Medical Services] Omnipresent Augmentations
"I have one life. Who are you to deny me the body I choose?"
(Gain: Biological and Mechanical Augmentations become omnipresent for all Federation Citizens, boosting the industriousness, happiness, and capabilities of everyday people, alongside increasing the resilience of your armies.)