Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
Dark Age Architecture: A Brief Review
Dark Age Architecture: A Brief Review
The Dark Age of Technology was the zenith of Mankind's scientific knowledge and technological power in the Milky Way Galaxy, which lasted from the 15th Millennium A.D. until the onset of the Age of Strife in the 25th Millennium. It saw the development of the first true human interstellar civilization and the birth of a united stellar confederation centered on the human homeworld of Terra. Most of the time scholars focus far too much on scientific advancement while discussing this time period. However, Art and architecture of the ancients remain still elusive to us.

Dark Age architecture incorporates heavy use of geometric angles, usually, at either extremely sharp degrees – Dark Age buildings are usually trapezoidal - or at forty-five-degree angles. Most Dark Age architecture is constructed with a special type of silver-grey metal that resists deterioration, bullets, plasma bolts, and fire, as made evident by such structures standing in pristine condition years after they were built. However, their resistance to Raw Warp energies is limited; such concentrated discharge is capable of destroying some of Dark Age architecture.

Ancients were also highly skilled at creating stone architecture. Typically, these buildings were built from a pale brown or tan stone. These structures were more subject to wear and aging, but their architectural sophistication remains apparent after 10,000 years. A particularly prominent example of intact Dark Age stone architecture could be found within Saturn, which contained a massive city constructed entirely of polished chalcedonic quartz. In some structures, such as the Dark Age complex beneath Himalayan Mountain, patterns and symbols had been embedded in the rock itself by manipulating its mineral inclusions. Most interestingly, certain Dark Age buildings incorporated "mutable" stonework: a stone structure in Medusa featured passages that could shift and change by literally reshaping the stone from which their walls were built.

In addition to physical structures, a large portion of such architecture is actually composed of sophisticated hard light construction. Such architecture is often crafted in the likeness of corporeal matter, most commonly grey unknown metal. Hard light structures can form complex shapes and in many cases, be entirely indistinguishable from physical construction, making it difficult to determine which structural components are made up of actual matter. This technology has many uses, from acting as basic structural components such as platforms or walls to decorating and furnishing everything from homes and public spaces to starship interiors. Many such structures are capable of materializing when needed and then melting away when deactivated, a feature most likely facilitated through the use of hard light. The immaterial and flexible nature of this technology lends it a lot of uses, but as a drawback, it is susceptible to power failures; nonetheless, certain Dark Age ships, employ hard light bonding as a means of maintaining the vessel's structural integrity. Some Dark Age structures, incorporate components which float in the air without any physical support.

Many symbols and patterns on Dark Age structures employ complex geometric shapes that appear to operate in dimensions higher than normal human understanding can comprehend. Ancients also decorated the interiors of their structures with a complex pattern of engraved straight lines and applied decorative touches and designs to nearly everything that they built, from structures to weapons. Even Sentinel drones possess small holographic script around their "eyes". Some structures, mark bullet holes and other forms of weapon strike points with a small glyph automatically etched around the damaged portion of the surface within moments of the impact.

Ancients were highly skilled at creating natural-looking habitats, which tend to be very elaborate and include realistic weather patterns and self-sustaining biomes. Although they are clearly distinct from the natural landscape, Dark Age structures often appear to "grow" out of the surrounding terrain, resulting in an impression of complementing the landscape as opposed to replacing it.

There's a common thread that winds its way throughout almost every piece of Dark Age architecture. There is an architectural idea proposed by Le Corbusier, the Law of Ripolin, which perfectly explains the aim of Such architecture. Corbusier believed that "modern industrialized ornamentation and coloring [...] reeked of confusion, disorder, dishonesty, imbalance, subservience, narcosis, and dirt". Ancients stood for honesty, cleanliness, and balance. Their architecture is a clear reflection of this. Clean lines, geometry, and most of all, a profound lack of overpowering colors and ornamentation. Nalanda library is nothing like the ones that Normal humans build. In Imperial society libraries are typically overpowering and emanate prowess, however, the Nalanda Library projects a different image of its builders. Honesty creeps out of every fine line, cleanliness has been practiced on every joint and corner, and a balance of power and decency has been achieved with every crooked spire. The image might appear intimidating, but try to think of the library out of the context of its surroundings. The spires all point towards the middle of the structure, as do all of the accented lines. The Library is speaking to something more than its creators, or what is contained within. It's trying to exemplify what the knowledge stands for. Something more than just physical beings, or the reputation of whoever built it. The Ancients tried to present themselves as an ideal, as an example to be followed, and Nalanda Library exemplifies their Ideal.
 
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Well, I'm sure the AdMech will get over it. We had political capital and we've spent some of it. Such is the nature of having political capital - rather useless if you never use it.

Besides, I'm sure we'll find some new shiny thing eventually that will oil their robes.

Plebian. They will revere the "Roomba" as a mobile shrine of the Omnissiah.

AdMech: "ABOMINABLE INTELLIGENCE! FOUL! THERE IS NO BRAIN MEATS CONNECTED TO IT! HERESY! TECH HERESY! 000101011010110011010101010002!"
 
Dark Age Architecture: A Brief Review

A good Omake about architecture during the Dark Age. I can see some aspects being incorporated into the Imperium at large. For rewards:

[] Dark Age Architecture - The ancient's had excellent building practices. Their buildings were beautiful and compact, able to produce more than Imperial structures. A recent resurgence of architectural practices of the ancients has resulted in a reduction of wasted production. Now, buildings in Kesar's domain have less regalia, but this allows for increased production *+1% Production Points*
[] Architectural Ideals - Architecture is another form of art. Following the resurgence of artwork on Valhalla, some turned their skills towards buildings. Now, these architects compete to create beautiful buildings. *Kesar's domain becomes a center for architecture*
[] Artistic Megaprojects Unlocked - An infrastructure option that will create a random artistic project in Kesar's domain. Depending on the roll, will result in large prestige gain.
 
The first option, also due to Malcador omake we now already considered centre of the artistic ideal, fulgrim will be so jealous.

What I must do to open up psi architecture?
 
Ideas for towns and cities in Valhalla IV. Just posting this in for furture reference.:
  • Palyul
  • Sakya
  • Ganden
  • Tzosong
  • Kapala
  • Namgyal

And an additional note: Although the world's Imperial classification is Valhalla IV, natives of this planet all refer to their home as Sangsa - - meaning The Turning World. This is based on the core of their religion, as all life is a cycle: birth and death; day and night; man and daemon; an endless circle revolving around each other, always at each others' tail.
 
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So now we've cracked 1,000 PP/Y right? Sweet. Now we can start building the really cool shit.

As for the Mechanicum, how long would you guess it'll take before they massively love us again?
 
AN: For infrastructure, upgrading from Tier 1 up to Tier 4 is 10 Production points, upgrading from tier 5 up to Tier 8 is 20 Production points, upgrading Tier 8 up to Tier 10 up an infrastructure level is 50 Production Points, upgrading Tier 11 up to Tier 13 is 100, upgrading Tier 13 and Tier 14 up one is 200, upgrading Tier 15 to a Tier 16 is 500. For technology, upgrading up to pre-industrial is 10 points, upgrading industrial up to warp space is 20, upgrading warp space to low imperial is 50, upgrading to mid imperial is 100, and upgrading to high imperial is 200. For upgrades to tech and infrastructure, don't bother saying what worlds and how many, I'll take care of that because otherwise, I think it will take too long. Just allocate PP for that.

Does this spending skip Tiers or push up one Tier.
Eg would spending 20pp push a Tier 5 world straight to 8 or to 6?
 
I think we should bring all our world's to at least industrial level before building all the shinies
Currently the Mechanicus is upgrading 100 Worlds per turn to roughly that level anyway. I think it may be more efficient to upgrade worlds that have already met the requirements to Warp/Imperial-level tech, massively boosting their production.
 
Currently the Mechanicus is upgrading 100 Worlds per turn to roughly that level anyway. I think it may be more efficient to upgrade worlds that have already met the requirements to Warp/Imperial-level tech, massively boosting their production.
The mechanicus won't upgrade the tech level until all worlds have an infrastructure level of 8, which will take years. All those world's with low tech levels will be nearly useless to us until they reach industrial level
 
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