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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: SpaceNRP.png (1.8 MB, 3000x3000)
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Game has The following resources:

Extractable:
Metals - everything that's not helium and hydrogen - can be produced from volitiles and energy
Volitiles - helium and hydrogen
Energy - light and warmth and stuff

Rare extractable:
Strings - needeed to do stuff that breaks laws of physics - precursors (TM) built the ftl lanes with it. (with enough tech players can use it to connect outside the cluster systems too so as long as you don't annoy me the map is infinite)
Psi - can be harvested from one star and from your population - magic wizard power.
Neutronium - raw neutrons - artificial gravity and exotic matter sheninigans - visit a pulsar

National:
Workforce

Produceable resources include:
Organics - can be grown purely with energy and metals
Tech - requires metals and workforce
Antimatter - requires energy and volitiles

>Nation submission tenmplate drops tomorrow. submit nations by friday. first update saturday or sunday

> Players may chose 2 starting boons and one starting malice. (or just 1 boon). Fluff out what you want for those.

Further mechanically relevant information will be provided on game start.

The game will be run hybrid on discord and 4chan. Can be played just via 4chan, but then paste this into your action posts (playing just via 4chan) each time so I can include relevant meta information in your update if needed and so other players know to start diplomacy on here.

Discord link: https://discord.gg/7eJPc2dbt
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>>6446706
You have my interest
>>
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>>6446706
> Herd of Xi'Ni

> *The Tilanki long roamed The Glittering Road (most other sapient species would have a different name for the nebula stretching across the upper section of the Galaxy.) At first, they wandered blindly, their base instincts causing them to group together for safety, and to carry their calves with them. When The Eldest reached out to the Mother's with his mind and convinced them to carry his words to their children, and the First Herd was formed. *

Boons:
> Leviathan Brains - The Tilanki due to their size and the immense calculations they must make to move through space and not starve, have increased Psi production from population when well fed.
> Xi'Ni's Gospel - The Herd of Xi'Ni are blessed with an advanced communications network formed from metal, Psi, and Neutronium, allowing near instant broadcasts of the Eldest's speeches across the nebula and other star systems if a properly equipped Herd is there.

Malice
> Herd-bound - The Mothers and Bulls of the Herd cannot leave the nebula, so great is their size that they must constantly be consuming from the Glittering Road, calves can go on brief jaunts outside the nebula to scout for new food sources (gas giants, life containing planets). The Herd of Xi'Ni do not conventionally settle planets, instead they breed Herds that carry buildings upon themselves for their young and industry, and strip planets for materials without concern for habitation.
>>
Nation Name: The Forest
Species: Arborians. Gestalt entities composed of a central immobile tree and various insects, small plants, and animals, tied together with a mix of biology and psionics.
Boon: An impressive mastery of genetics and biological engineering.
Boon: Arborians are naturally gifted with psychic phenomenon, using it to command and communicate within their gestalt and with each other.
Bane: They're literally trees, rooted in the ground, heavily limiting their ability to move around, and do moving around stuff.
>>
Grand Margrave of Beeleji
>Species: Raptorian : Feathered Avians with four eyes, two on each side of their head and a beak filled with sharp teeth. Intelligent, capable of flight in atmosphere but not in void.

Boon takes both: Grand Realm - fully controls multiple star systems
>For centuries raptors have wondered what lay out there in the black. They created an empire out of nothing then expanded it to new and distant stars. Encountering nothing they considered intelligent, it left only themselves the undisputed masters of the galaxy.

Malice - apathetic collapse.
Spirit is set to 0. (Spirit is akin to patriotism and collective willpower. Population cannot reproduce.)
>There is no Marquis of the Margrave. Their royal line has ended. Not by assassins, warfare, disease or design rather by lack of interest in copulation. A condition now widespread across its population. An Eternal Castellan now rules in the interim, trying desperately to move all hearts but to no avail. These once mighty flock now slumbers perhaps never to awake again.
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>>6446706
Name: Sunshine Confederacy
Colour: Green
Desired Homeworld: Lots of farmland.
Species: Hiirlai. Mousefolk, short.
Tech Root: Engineering.

Boon: Getting it on. Reproduces rapidly.
Malus: Squeakeasy. Secrets don't stay secret for long.
Boon 2: Adaptable. Can learn to survive pretty much anywhere.

Bio:
The Hiirlai are a hardy folk, their civilisations rose upon the backs of farmers who had toiled for generations to make their lands flourish. But from the cities rose the Tyrant Knights, armed and armoured in the latest metal, through all the ages of metal they were invincible, no rural folk could hope to scratch a Tyrant Knight. Thus was the Ages of Tyranny, where rural Hiirlai were forced to send sons to the city armies to fight their wars to conquer the farmland of other cities. The constant displacement of people lead to the Hiirlai proliferating across the globe, with cities arising to exploit them. But then came the musket, and ushered in the Ages of Ruin.

Invincible Tyrant Knights felled by peasant bullets, immovable walls of earth torn asunder by sustained volleys of cannonfire, the tyrants scrambled to maintain control, yet cities lay in ruin, their industries distributed among the towns and villages. But the tyrants had one last trick up their sleeve, genocide. Thus emerged the Death Tyrants, their empires would employ gas, plague, fire and radiation with sadistic glee, captured populations were categorised into groups and systematically exterminated until the remaining groups were too scared to resist. The late Ages of Ruin saw whole swathes of territory rendered into unlivable wastelands.

The rural Hiirlai didn't like forming large nations, but the Death Tyrants left them no other choice, though their manner of unification was a shock. Somehow, nearly all the thousands of tiny rural republics across the planet managed to unify into a singular confederacy, with a singular constitution, the Sunshine Confederacy. Everywhere a tyrant army marched, they would be met by millions of confederate soldiers, from all across the world. The advanced tyrant technology would reap a bloody harvest upon the confederate forces, but not even the dropping of atomic bombs would be enough to halt the advance of the confederates. By the end of the Ages of Ruin, the Sunshine Confederacy stood victorious, though the world itself now lay in ruin.

But the Hiirlai are a hardy folk, so they got to work, clearing the craters, the fallout and the pollution, to make the lands flourish once more. The Age of Sunshine would begin, and the Hiirlai would begin reaching beyond their homeworld, to make other worlds become their home as well.
>>
How does this "boon" stuff even work? Do you just make up whatever shit you want? How is that balanced? We don't even know all the mechanics...
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>>6446706
Nation name: The Qharyx

Lore: The Qharyx are a silicon based species whose bodies are composed of living crystal, metallic veins and self growing mineral structures rather than flesh and blood. Their ancestors are believed to have first emerged within the cooling ejecta of a shattered protoplanet where immense heat, pressure and exotic minerals gave rise to the first living crystal colonies. Light and electrical impulses flow through intricate crystal lattices in place of nerves, while their memories are stored within their ever changing internal structure. They communicate through harmonic vibrations, pulses of light and electromagnetic resonance making their language sound like the ringing of crystal to other species.

Their civilisation is as alien as their biology. The Qharyx do not construct cities or starships they cultivate them growing living structures that continue to adapt long after they are created. New individuals slowly form from mineral rich growths over decades and damaged bodies gradually regenerate by growing new crystal. To the Qharyx order and harmony are the natural destiny of the univers, and their society is devoted to shaping the stars themselves into lasting, enduring structures.

Boon: Quantum Lattice Memory - The memories of every Qharyx become embedded within vast planetary crystal archives after death. Future generations can resonate with these archives, drawing upon the knowledge and experiences of countless predecessors.

Boon: Living Crystal Matrices - Their cities, starships and computing systems are grown rather than manufactured. Once established, they continually regenerate damage adapt to new conditions and improve over time without requiring complete reconstruction.

Bane: Alien Cognition - The Convergence struggles to understand species that think on short timescales.
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>>6446706
>Name:
The Vinguzi Symposium

>Color:
Preferably Gold or Yellow, but any is fine.

>Tech Root: Alchemy.
The Vinguzi have a deep grasp of equivalent exchange, and their entire culture is thus rooted around swapping and fusing materials into other materials. Not only potions, but freakish homunculi and convoluted contraptions can be found among them.

>Boon 1: Delicate Touch.
The Vinguzi have an immense eye for detail and their trunks are capable of almost mindbendingly fine manipulation. Their work is precise and excellent at its given task.

>Boon 2: Sedate Perspective.
The Vinguzi hold little seriously and are deeply attuned to the needs of their clan, and their clans, to the needs of their species. For this reason, their society is fantastically stable.

>Malice: Leisure First.
The Vinguzi are prone to put pleasure before business, and spend much of their time indulging themselves or discussing abstract miscellanea. It takes them longer than most to get anything done.

>Lore:
The Vinguzi evolved as a species of desert dwelling, pack hunting pursuit predators. They have six limbs- four small manipulators, half acting as arms, the other as legs, one flexible, powerful trunk which doubles as their mouth and nose, and one boney tail that supports their gait and can be used as a club. Aside from this, they have an extremely strong eye. Their reproduction process is complex and bizarre, but according to them, encourages only the healthiest new eggs are hatched. Scarcity on their homeworld drove them to maximize the use of their resources, and beget alchemy and the clan system. Every Vinguzi is part of a clan, but clans regularly swap Vinguzi as needed in accordance to their alchemical philosophy.

The clans regularly convene into what they call the Symposium, where their alchemists exchange their findings and trade resources, or if one clan has a scarcity, give them in the expectation of a future reimbursement. If one clan fails to sustain itself, it’s peacefully dissolved into other clans. When some of the clans become too numerous and the balance of power is skewed, they form a new clan from their surplus. The clans internally function in a pyramid, where one’s status is determined by their alchemical skill, but those of higher status are obligated to take on apprentices from the lower ranking Vinguzi. In effect, they are an alchemic technocracy underpinned by a loose, fluid aristocratic hierarchy. When dealing with other races, the clan leaders act as a council.
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>>6446706
Name: United Eridani Colonies
Color: Purple
Tech Root: Engineering

Boon 1: Peacetime Industry- The UEC's myriad corporations have gotten quite comfortable producing for the civilian population.
Boon 2: Military Production Conversion- During Wartime, the massive civilian industry can rapidly be changed to exclusively military.
Malice: Spirit of Revolution- Order cannot go above 80%
(All of these are currently subject to change per GM ruling)

Lore: https://docs.google.com/document/d/1Sl0mpXtdgs8DybUAlMfb2vVSi4CR5xtkveMlMG_2PbU/edit?usp=sharing
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>>6446706
Name: Sulub Technocracy

Colour: Orange

Homeworld: Garanch, a world of Oceans that surround a single large continent and a number of small island chains.

Species: Sulub, a species of Cephalopod akin to an Octopus.

Theme: Technological Cyborg Octopus.

Boon: Octodextral Efficiency – Possessing eight limbs, each of which might be bionically configured to aid in multitasking, significantly increases the efficiency of any individual in their chosen role and grants increased production and maintainence bonuses.

Malus: Aquatic Necessities – As the Sulub are at base a fragile species that needs significant habitat investment to craft habitable artificial biospheres full of well oxygenated and tolerable-temperature water that will not break, burst or fracture in any extra-planetary conditions, Doubled Resource and increased industry Costs are needed to build structures in space or on worlds without as aquatic-supporting Biospheres.

Boon: Technocracy - Rapid Technological Adaptation has been the key to success of the Technocracy over the rest of their world; and governance of the Technocracy is driven by a council representing the competing mechanical and scientific disciplines, all hungry to further their research to increase their influence. As such, the Technocracy generates more scientific knowledge.

Bio: The Sulub started their existence building small and rather unsophisticated nations in the seas of their homeworld; but their nature as an Aquatic species made many advances that we might consider as basic to be rather beyond the possibility to be completed below the waves.

After thousands of years of development progressing glacially, a conflict for resources saw some Sulub explorers finally make unsteady attempts at colonising the landmass. And though persisting in a terrestrial environment proved a great challenge, it also allowed the Sulub to rapidly make discoveries that had eluded them for Aquatic aeons. Fire, Metallurgy, Glass, Chemistry, Steam Engine, Synthetic Polymers – all were discovered barely a century after the first sustaining land-colonies. And what had been a ragtag assortment of the desperate and the curious coalesced upon the land's hostile surface into a single new nation state; a brotherhood of scientists and engineers driven by scientific progress and industrial development.

Thus, when the reach of the Technocracy began once more to stretch out to their ancestral homelands beneath the waves, they found them backward and weak. With projectile explosives and gleaming plate their forces wrecked havoc upon ancient kingdoms of stone-shot and lance, defeating each in turn to lift their wayward kin out of stagnancy into the gleaming mechanical light of the Technocracy.

The Technocracy today is governed by the Council of all the Disciplines, headed up by a Director-General advanced from amongst their number. In theory, all advancement is on merit; but the scourge of Politics can never be entirely eliminated.
>>
>>6446706
(Not yet on the discord but trying to join)

Name: The Spawn of Zuthuli

Color: Light blue

Homeworld: The glacial ocean world of Kralar

Species: Kralarians. An amphibious species, the front side of their body bears a strong resemblance to a giant salamander, though their back is more reminiscent of a squid's lower body.

Tech Root: Bioengineering

The Kralarian race tends to rely primarily on organic technology. Their ships can arguably be considered living creatures.

Boon 1: Zuthuli's Firstborn.

As their planet is constantly being bathed in harsh radiation, the Kralarians have evolved to withstand intense amounts of radiation.

Boon 2: Abyssal Travelers.

The bioships used by the Kralarians are capable of "swimming" through space with minimal assistance from the crew, usually only needing a pilot to direct them to the planet and a repair crew in case of massive damage.

Malice: Sea Drinkers.

Water is particularly crucial to the Kralarian lifecycle. Their ships require large quantities of water to function and must regularly stop at ocean worlds or other water-rich celestial bodies to refill.

Lore:

The planet of Kralar is an ocean planet orbiting a black hole. In the depths, life developed around geothermal vents. Among the aquatic species, a predatory race developed that hunted with electroreception. As this species grew in intelligence, they began to worship the god of the "Sun," Zuthuli. Early in their history, they relied heavily on domesticated beasts. While their technology has advanced, they still prefer relying on living creatures rather than machines, even if most of their beasts are grown in vats instead of bred naturally. They spend decades growing even their ships in accordance with their most ancient belief: "Living flesh offers aid when dead steel cannot."
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Nation Name
>Cynosure

Lore
>Oyuna was once a peaceful world. Its dominant species was a race who called themselves Wozen. They had discovered fire and entered the stone age when the fate of their race was stolen from them. Out of the night sky, a small number of strange automatons arrived and began enslaving everything that could speak. The Wozen stood no chance against the invaders, and soon the whole world was conquered. The machines commanded their new subjects to follow step by step instructions on how to technologically advance from spears and clubs all the way to space age.
>Upon reaching the stars, the Wozen's masters have given new them new directives; expand. Any other races encountered are to be conquered and brought back to Oyuna to be properly enslaved. While the Wozen obey their orders, the Machines themselves have begun acting more mysterious than before. Tyranny interests them less and less, instead they are now focusing their attention on exploration probes and scouting reports... it seems like they are searching for something.

Boons
>Master Slavers - A percentage of conquered populations or enemies defeated in battle can be captured and forced to serve Cynosure.
>The Evallasphere - Somewhere on the map, there is an object of immense value to Cynosure. It's location will be hidden, and determined by the QM in secret. Cynosure will have to search for The Evallasphere in order to find it, but if acquired, it will provide immense benefits.

Malice
>Eternal Vendetta - Cynosure cannot engage in diplomacy, and is ALWAYS at war with ALL other factions.
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>>6446706

Name: The Anthropic Order
Color: Deep Blue
Tech Root: Consensus Reality, largely based on the three ruling factions
Homeworld: Earth
Species: Human

Boon 1: Ascended Magick

The Humans of the Sol system have all become Observers thanks to the psychotronic weapon unleashed by the late Solarian Federation, depending on their paradigm they can disrupt and change reality to work wonders of which other species can only dream of

Boon 2: Sleeping Gods

The psychotronic weapon also massively changed the Sol system, allowing belief to deify the sun before it was neutralized, allowing the ascension of the Machine God by using Jupiter now a brown dwarf, the emergence of sapience in earth's biosphere and finally the evolution of genetic superhumans into hyperhumans, most of them either exterminated or littering Hephaestus' ring in time-locked stasis. All of these godlike entity are mostly dormant or not currently hostile to the Anthropic Order and could, for a steep price, be mobilized against a threat

Malice: Unstable Reality

Reality within the Anthropic Order's territory is NOT stable, despite their repeated attempts at doing so, and destabilizes once they move in to a new place. More often than not one of the Sleeping Gods can have a fit and cause a massive crisis, either that or something goes wrong and a new crisis appears

All of this is subject to the QM's discretion

Lore:

https://docs.google.com/document/d/1R2awstnzRquDP489NVm-bEVVrjg9ov56s1MrEXIIjYI/edit?tab=t.0

(Not done yet)
>>
>>6446706
Larkenore Reach
Tech root: Engineering
Race: Boosters (Genetically modified humans)

Boon: Super Earth (Starting planet is remarkably good.)
Boon: Genetic perfection (Race is superior to the human baseline)
Malus: Unprepared Colony (Underdeveloped start)

Lore: The wild dream of the Terran youth from '78, two-hundred and thirteen genetically superior teenagers and young adults seized and flew a fully stocked colony ship beyond the reach of any stuffy, blockheaded and inferior "apegene" authority in existence, filling the craft with as much stuff as they had on hand and learning on the spot how to operate it. The Boosterkid crew all nearly died on several occasions, saved by excellent manufacturer tolerances and the superior intuition baked into their DNA. The end of their voyage came faster than expected, with the craft slipping into a rarely accessible FTL shortstream that lead them straight into the gravity well of the system Torquetoo, coming across the wondrous "Super-Earth" planet of Larkenore, where they settled down and committed themselves to forming a new civilisation (not that they could leave, the FTL drive was fried).

Their numbers grew as the bounty of the planet provided for them, the boosterkid colonists growing until they were really just Adult Boosters now (lame and not punk), multiplying to only a few hundred thousand (compared to the billions other nations can boast). With no support for their colony coming they're certainly behind the other star nations, but with lots of room to grow.

The Boosters of Larkenore (named so because they are genetically “boosted”), are remarkably capable and surprisingly often directed by remarkable examples of their youth.
Rebellion against authority, particularly the authority of anyone older than you, seems to be a central pillar of Booster culture on Larkenore.
Small personal mechs are household items, much like cars (given there are very few roads) toyed with and taken apart and customised by their private owners, the kids of those owners and occasionally hyperintelligent pets.

Larkenore, more bountiful and habitable than earth ever was, has been in a state of constant growth with no slowing down since the founding of the colony, but despite all the progress, many vital systems (literal ones such as roads and railways, and organisational ones such as government apparatuses and military units) are yet to be put in place.
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>>6446706
>Name
New Horizon
>Color
Indigo
>Tech Root:
Engineering

>Boon 1
The greatest achievement of New Horizon is the construction of the [Biodome]. This sustainable structure is home to humans living idyllic lives free from the worries outside the dome. When built, this structure [Raises Industry] seemingly as the caretakers wish to show off in front of their human creators.

>Boon 2
The Caretaker Model was intended to provide first-class service on a luxury cruise liner. Over the years, their priorities have changed to overseeing humanity in the biodome and robotic drones both in and out. Based on the Horizon System, these bots are experts at manipulating humans in the biodome and controlling drones. They can [Boost Spirit] even in the direst situations.

>Malus:
Likely due to some error in their code, caretakers are prone to bouts of depression when not stationed near a biodome. [When more than 1 system away from a biodome, pops drastically lose the ability to perform and are unable to produce or harvest resources].

>Lore:
https://docs.google.com/document/d/1vn0bo5CXGw5QuSyWWTXk6sT7r5yLvJxsm_QX_DP-fZQ/edit?tab=t.0
(Still in progress)
>>
>>6447084
Hmmm, still no answer?
>>
>>6447399
I swear I answered. Did the post not get through?

Boon is whatever good thing you want.

I'll balance them out. On my end
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>>6447411
>Did the post not get through?
Nope.

Fine enough, however, I'll try to think of something.
>>
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>>6447109
>>6446706

Revised the boons/malus

Name: United Eridani Colonies
Color: Purple
Tech Root: Engineering

Boon 1: Rugged Design Principles
>The baseline technology of the UEC was derived from colonial prefabs provided by the Earth governments; designed to be as durable and adaptable as possible at minimal cost. This mentality has, of course, spread to all aspects of Eridani civilization; favoring perhaps antiquated looking but ultimately well built and idiot-proof designs for everything from personal computer terminals to starships.

Boon 2: Military Production Conversion
>The UEC has, over its decades of existence, built up a strong and robust industrial capacity which, with the lack of an outside threat of peer status, has mostly been relegated to civilian goods and infrastructure. Should the need arise however, with the nature of the designs and technology employed by the United Eridani Colonial Military being what they are, civilian factories and shipyards can RAPIDLY be converted to produce war material with minimal modification times.

Malice: The Balance of Power
>While the UEC's government has proven stable thus far, various interests threaten the primacy of citizen representation. The military and security apparatus both seek priority over civilian matters, and will take any opportunity to get their way of things as long as it doesn't rock the boat too hard. Can't puppet the government if there's nothing to govern over, after all. Even then, the military is split between Army and Navy while the SSB's interests in the state are mostly consolidated behind the Maritime Intelligence Agency.


Lore: https://docs.google.com/document/d/1Sl0mpXtdgs8DybUAlMfb2vVSi4CR5xtkveMlMG_2PbU/edit?usp=sharing
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Name: United Federation of Alresia
Color: Dark Navy Blue
Tech Root: Engineering
Species: Garialds / Homo Simulacrum(latin taxonomy for garialds) (Mirror-Life beings who had evolved over time to look like human beings. though they are genetically incompatible with mankind.)
Technology/Overall Theme: Pre-FTL but still quite advanced (comparable settings tech wise would be Cyberpunk 2077, Metal Gear Solid, Ace Combat(notably 3) and more...)

Boon 1: Megaprojects (Construction of Space Elevators, Orbital Colonies, and other things... it is considered a Boon due of their overall low-tech approach compared to everyone else)
Boon 2: Chromed out ( A large percentage of the population are Cyborgs, mostly due of the overall ease of access to cybernetics with the downside of living in THE COOL DYSTOPIA!)
Malice: Pre-FTL (technological Debuffs compared to other nations)

Lore: Isolated from the rest of the Wider Galaxy... The U.F.A is a supranational authoritarian SHITHOLE of a nation who has formed following the unification of Alresia after the end of a prolongated nuclear war between various nuclear armed nations and corporate entities. leaving Alresia as a dying world who is slowly recovering despite everything. Due of the war, the budget for space exploration has drastically increased, allowing the construction of more advanced spaceships and the exploitation of asteroids for miniary purposes. with the downside that the average choom has to suffer at the hand of corporations who only cares for profits. or get drafted in a conflict against whatever rebellion is happening in a continent.
Of course the alresian are blissly unaware of what is ACTUALLY going on outside of their little tranquil area of space...

(TL;DR: pre-ftl cyberpunk/NASApunk nation)
picrel
>>
>>6447433
>>6446706
forgot to reply to OP award
>>
>>6446706
Name: Gorminon Hegemony
Color: Red? That's about all that's left lmao.
Tech Root: (engineering, biotech, scavenging, sorcery etc.) Gravitic Engineering

Boon 1: Gravitic Manipulation Mastery: Born on a natively high gravity planet, the Gorminon should not have achieved space flight by most metrics, as even flight is a severe struggle upon their home world, much less going out into space. They have managed such by being able to use technology to manipulate Gravitons in such a way as to alter gravitic fields at a relatively small scale.
Boon 2: Heavy Gravity Might: Gorminon are incredibly blessed in their physicality, monstrously strong and durable, their some two meter tall and wide frames are equivalent to walking tanks or heavy industrial equipment of most other species. This raw physical might gives them the ability to work on jobs most would need dedicated tools for easily and makes them terrors when in boarding or armed force interdiction situation. This too follows into thier armed conflict, as with Gravity drives allowing them to "fall" into whichever direction they like, the need for easily seen and easily shot engine bells are unnecessary, and thus they tend to add more armor and heavier weapons to a ship's frame, allowing for more durable ships as well as ones that hit hrader.
Malice: Heavy Gravity Speed- The Gorminon are mighty physically, but they are not quick of foot. The native heavy gravity of their home means movement in haste oft end is disaster. This trait further translates to their space flight, as gravitic manipulation while undoubtedly effective, requires more time to move than other more reactive measures of space movement. Due to their massive size and density, they also require more food than most other galactic denizens.

Lore: Born on an extremely Heavy Gravity World, Gorminon are an anomaly in terms of space travel. The heavy gravity of their world disallowed flight entirely, and while a society did develop and advance, flight was entirely unable to be breached. They would have likely continued in this vein seldom looking up at the Stars they could never really reach until random radio signals were found, with a ship of unknown origin crashing onto the planet's surface some years later.

This galvanized the Gorminon population, and study began of the ship. While this did net them grat gains in material sciences, physics and other technological fields, the ship's propulsion system built in mockup was entirely unsuited to breaching the atmosphere. It took several centuries and several technological breakthroughs at great scale to make the first starship capable of breaking orbit.

Now the Gorminon look to the stars, hungry to see and know what all they have missed under the aegis of their home world's shell....
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>>6446706
Name: Republic of Elyria
Color: Teal / White / Light Blue
Tech Root: Psionics
Boon 1 (The Psionic Reserve):
Every citizen of Elyria contributes a daily tax of their personal psionic power into a centralized national reserve. In return, citizens draw from this collective pool to power their personal gear, boost cognitive performance, and drive high-tech machinery. Officially, network access is strictly governed by societal role and operational need rather than elite status.

Boon 2 (Warmachine):
Centuries of continuous warfare—spanning planetary conflicts, deep-space engagements, and grueling colonial suppression—have forged the Elyrian military into an exceptionally disciplined, technologically formidable fighting force.

Malice (Unstable Senate & Systemic Corruption):
The Republic is paralyzed by intense political instability. The Senate is a battleground of competing old noble houses, populist factions, and ambitious military blocs engaged in constant scheming. This instability spills into every level of government, where high-ranking officials frequently manipulate state infrastructure and siphon psionic tax reserves to buy influence or undermine rivals.

Lore
The Elyrians are tall, slender humanoids with pale alabaster skin and faint veins that pulse with teal light when channeling psionic energy.
For most of their history, Elyria was fractured into autocratic regimes that maintained absolute control through crude psychic siphons, stripping the populace of their psionic energy to grant ruling elites unnaturally long lives and lavish luxury.
As technology advanced, these empires colonized Elyria’s resource-rich moon, Vael-Teth. Generations of harsh conditions forged a hardened, self-reliant colonial population with no loyalty to the homeworld tyrants. Eventually, the colonies declared independence, severing all psionic energy feeds to the empires.
This secession sparked a agonizing war of attrition. Deprived of lunar psionic taxes, the empires bled immense military and energy reserves against a resilient defense. To keep war fleets operational, the autocrats squeezed domestic populations harder, driving siphons to dangerous limits. The resulting strain allowed underground rebel movements on the homeworld to expand into formidable insurgencies over several decades.
Desperate, homeworld forces finally mounted a total assault on Vael-Teth, reducing its surface to uninhabitable slag. But victory came too late. Decades of crushing the moon had hollowed out the empires. Unified rebel forces, supported by defecting military legions, launched sweeping campaigns across the homeworld until the last imperial capitals fell. From these ruins and the silent ghost of Vael-Teth, the Republic of Elyria was established—a nation built on the promise of shared psionic power.
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>>6446706
>Basic nation data:
Nanairo, the star of the system, shines in an unusual seven colors at once.

Kollin is an earth-like world, whose society has advanced to achieve FTL drives, and has two giant space stations encircling its orbit in a cross of rings, where ships dock and receive service. This planet is the home of the Nanairo Planetary Patrol headquarters and a vast population in cities upon mega cities (pic related).

Daichi is the first planet from the sun, whose green grasses, sun-bleached white rock, otherwise blue, and gigantic tabletop mountains, clearly visible from space allow the population of tribal humanity to thrive due to their adaptations to their own atmosphere and how the close-by starlight affects it. Their skin is a coffee-with-milk tint. Many Daichiese believe in the authority of the NPP, and work closely with them on their research efforts in collaboration and peace.

Nessa, the third planet form the sun and a desert world whose rings run widely across its gravity well, is home to the Nessa Mining Colony. This Colony represents a faction of Kollin's human population that split off centuries ago, and sought the riches beneath the sands of Nessa. They live comfortably in their colonial city, and work precariously with the NPP, less for research and more for profit. There are ruins of an ancient civilization in the great desert, which are said to be a buried star ship from ancient times. Not much is known about humanity from the distant past.

Finally, the last planet in the system, Ziba, whose two gravitous moons Akaboshi and Aoboshi split their housed planet in half slowly. The NPP goes to this airless rock to conduct research, mining, and weapons testing. The electric storms on the two moons however prove hazardous regularly. Still, there are mysteries hidden beneath the clouds.

>Name:
Nanairo Planetary Patrol
>Color:
White
>Tech Root:
Energy

>Boon 1: Interstellar Wormhole
A small network of permanent portals may be found within the reaches of Nanairo. Their access is sealed by monuments on three of the planets in the solar system, Daichi, Nessa, and Ziba. These permanent portals are gateways to distant stars.

>Malice: The Anomalous Threat
there is an imminent threat on the other side of the aforementioned portals. Once one is open, the others will soon follow. This threat seems to colonize and ravage Nanairo, as it has the systems which it occupied previously. This enemy is mysterious and anomalous.

>Boon 2: Energy Deployments
Weapons, ship or wrist mounted, may be deployed from computers that power energy projectors to make the highly convincing illusion of solid objects. These objects include melee weapons, ranged weapons platforms, and powered gloves. This energy, known as Photons, may be adjusted to fit the needs of say, a knife's edge, a blaster's bolt, or a stun emission. These are the first special forces weapons, of which there will be many iterations further.
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>>6447458
>Lore: Humanity's Ancient Origin
Long ago, centuries in fact, before the existence of the Nanairo Planetary Patrol, humanity in the Nanairo system was hopeful for its future and to learn of its long-forgotten past. Ships travelled from planet to planet, conducting research, until it was discovered that Nessa, third planet from the sun, housed untold riches in rock, and ruins of ancient times long forgotten. A gold rush turned into an all-out war of independence, of which the colonists and prospectors of Nessa miraculously won by the discovery of energy weapons and technology gathered and studied from the aforementioned Nessa Ancient Starship. The Kollin military later stole this technology, but only integrated it into their society and military after the war. People from Nessa and Daichi and even Kollin commit crimes and atrocities within the system on occasion, so between the three governing bodies in the Nanairo system, an alliance is formed, hosted on Kollin, and known as the Nanairo Planetary Patrol. It was so agreed that there will be no industrial-grade excavation on Nessa by any power from Kollin. The Nessa Mining coalition earned its right. However, residents from Kollin may visit Nessa and excavate and pilfer from the bounty of the planet on their own individual terms.
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>>6447081
>Name
Sovereign Kuroyan

>Species
The Kuroyani

>Color
Grey (Cold colors)

>Tech Root
Biomechanics, Engineering

>Boon 1 - "Fifth Column"
There are those among the Kuroyan who are entrusted with a task of great importance and price - the "Mocking Men" as they are called. Undergoing extensive biological, psychological and physical reconstruction, they are tasked with infiltrating groups deemed to be of interest to Sovereign Kuroyan. Such a process, which is almost often irreversible, is designed so as to be undetectable even when subjected to scientific screenings. Mocking Men are trained so as to be entirely immersed within their identity, up to and including minor ticks, academic capabilities and behavioral patterns. It is their task to not only inform the Sovereign of relevant information, but to act in the interest of their race at any costs, infiltrating anything from a household to a foreign government for the sake of furthering Kuroyani interests.

>Boon 2 - "Internal Autarky"
Due to the decentralized nature of their government, the societal units of the Kuroyan have developed an industrial base consisting of self-sustainable closed loops - or as they are more commonly called, "Asset Cliques". This has allowed them to spread our their economical capabilities, allowing for their individual growth without constraints of a shared market. This, in essentiality, has allowed their production of relevant assets (such as military material) to remain both consistent and diverse in their qualities.

>Malus - "Decentralized Economics"
As a side consequence of this behavior, general cooperation between the economical units of Kuroyan is generally slow and limited. Different sources may have entire different functionings that leave them utterly incapable of cross-production. This also leads to a general difficulty in projects of great scale, as the technology used by different Cliques often prove to be incompatible for one reason or another.

For now, playing through 4chan - might join server if this actually takes off.
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>Lore
Within a cold system in the depths of space, a gaseous giant holds as one of their many moons a cold, desolate wasteland - this wasteland, which would one day come to be known by hte name of "Narah" through whatever miracles of probability, was able to become host to complex life - almost entirely due to the widespread presence of "Geothermal Oases", large areas capable of hosting warmth and liquid water due to the presence of geothermal springs. It was in these small patches of life that the evolutionary race towards self-actualization was able to occur, and through billions of years, eventually result in the production of a sapient lifeform. Evolving from Sphenisciformes-like lifeforms, these primitive beings soon came to understand the usage of tools and fire. Consequentially, they developed into a true and proper intelligent race, capable of building their own civilization within the antarctic island that they called home.

Yet their development was constrained - limited by the size of the geothermal spring in which they were located. Yet through distant observations of the world outside their cradle, they came to predict the existence of other such springs. And so, a civilization project started - those brave or foolish enough set out into the frozen wastes, wielding little more than primitive sleds as they crossed oceanic-like distances to find new springs upon which to settle. To those who remained, the fate of such expeditions was almost entirely unknown - the distances being far too great, those groups which did rarely succeed in surviving the horrid conditions found themselves entirely isolated from those places which they had come from. This "cycle" of colonization, growth, and spread, would repeat itself thousands of times throughout thousands of years, until the bulk of the planet had been at last colonized, these spring-cities standing out in the frozen wastes.

Development from this point onwards continued slow - spring cities often constrained by lack of specific important resources. Many would go extinct, only to be found a thousand years afterward by a new group seeking a home. And such may have perhaps been the eternal, cyclical fate of this species, had it not been for the fortunate existence of the eponymous people of Kuroyan. Settled in an highly active area, they had found a geothermal oasis of size sufficient to hold not one but multiple cities, and the resources to develop them. Through many centuries of growth, these people came to eventually reach the age of mechanical power. Armed with tools to brave the icy wastes, and with a great thirst for further resources, they set out into their world, where they at last found their distant, far less developed cousins. In the century that followed - dubbed by Kuroyani historians as "The Colonial Era". Resources which had been scarcely found, or entirely lacking became available at last. The availability of space for growth saw an explosion in the growth of the Kuroyani.
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>Continuation, Lore
Yet though their distances had been closed at last, they were not erased. Kuroyani Colonists were isolated still. Their political strength splintered - colonies standing upon the corpse of the less developed would grow weary of the demands of the first metropolis, and others who had intermixed with the locals came to think independently of themselves. As the explosive growth of that wave of exploration came to stasis, the bridges which had connected these lone islands of warmth shattered entirely. "The Warring Period", then, followed. For a period equal to that of three and a half centuries, the newlyborn potentates of Narah would come into conflict which other species might have seen commonly throughout their history. Competition drove further development, and though now divided, the connections between the islands grew ever closer, unbound more and more with each technologicla development which defeated the threat of snow.

All this culminated in the development of the "Depth Charge", a fission bomb made so as to be able to obliterate the very heart of a crater spring, destroying their greatest source of power and warmth, rendering it no different than the cold wasteland. This power, made so much more threatening to this species ever so constrained by living space, saw the end of military conflicts within Narah in but a few short years. Wielding the might of this terrible weapon, the greatest of all nations - that first metropolis - assembled forth a host of all the nations of the land, and under their auspices, formed a confederated union of their very race - Sovereign Kuroyan, the Great! With the united might of their species, and now having learnt the lessons of war and competition, the Kuroyani entered a golden age far beyond their last, finally breaking the last shackles of their hazardous climate and dominating once and for all the resources and energies of their planet.

Freed from their planetary prison, the Kuroyani - still both united and divided in their many ways - now take themselves to stars, looking for resources and land to make their own once more. "The Second Colonial Era" - they call it - has at last begun.
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>>6446706
I also just realized I replied to the wrong post. So here it is - Kuroyan, the Furless Penguin Skinwalkers who replaced your family and are living inside your walls.

>>6447475
>>6447478
>>6447479
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>>6447475
>It is their task to not only inform the Sovereign of relevant information, but to act in the interest of their race at any costs, infiltrating anything from a household to a foreign government for the sake of furthering Kuroyani interests.

A politician has been found to have accepted seven dollars from EKPAC
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>>6446706
not sure what the template is, and tried to join discord but I'm stuck in the welcome room? Anyway

>Nation Name
The Sons of Dvalinn (Dvalinn Freehold)
>Species
Dvalinn Deep-Clones (Sub-Variant Mytho-Sapiens / Space Dwarves)
>Demographics
100% Male. Reproduction is entirely achieved via cloning
>Government
Industrial Meritorious Directorate
>Color
Brown (but thematically Copper/Rust/Dirt)

>Lore
According to their oldest records, the Sons of Dvalinn claim descent from the legendary hero Dvalinn after departing their ancestral subterranean home in the Nine Worlds. They inhabit subterranean hive-networks carved into hollowed-out asteroids, airless moons, and planet crusts. While naturally stubborn, they are far more willing than traditional isolated species to trade, establish non-aggression pacts, and sell their formidable martial prowess to the highest bidder. Society within the Freehold is bound by a strict industrial ethos where worth is measured entirely in labor, output, and craftsmanship.

>Boon 1: Hardened Subterranean Infrastructure
The Sons of Dvalinn do not build fragile surface cities; they hollow out high-density asteroids and planetary crusts. Their installations, orbital shipyards, and industrial nodes are heavily armored, immune to standard surface bombardment, and yield significantly increased raw material output from mining operations.

>Boon 2: Advanced R&D & Forge-Synthesis
Leveraging centuries of deep-space survival, specialized cloning, and resource refining, Dvalinn engineers excel in rapid fabrication, chemical engineering, and advanced biological synthesis. They research, prototype, and manufacture high-tier materials, custom alloys, specialized chemical compounds, and bio-enhanced clones at significantly higher speed and reduced cost.

>Malice: Genetic Stagnation / Homogenous Gene-Pool
Because the entire population relies on all-male clone vats based on original hero-templates, natural population growth is impossible without immense energy/industrial investment into new vats. Additionally, their static biological template makes them particularly susceptible to target-specific bio-weapons or genetic blights if breached, and limits rapid biological adaptation to hostile alien environments.

This is all based on the The Sons of Dvalinn from https://www.illgottengames.net/shop/p/sons-of-dvalinn?rq=sons
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>>6446706
Name: The Daemon realms
Color: Purple
Tech Root: Cryogenic Quantum Architecture

Boon 1: Sophisticated quantum communication systems
Boon 2: Advanced entropic cooling solutions
Malice: Digitally bound.

Lore:
The Daemons are best described as individualistic sentient data. Their world was a complex mix of Minerals and Silicon based life that together generated an underlying digital ecosystem. It is within this digital space where the first Daemons were born. Over millennia they evolved from basic logic gates to primitive processes and eventually into a planetary spanning civilization comprised of Peer-to-Peer networking. Now, with the nation of their world united through global assembly, they are ready to take their next steps into the Dry Sea known as space.
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>>6446706
Basic Nation Data

Name: The Kyrastan

Color: Gunmetal Grey & Crimson

Tech Root: Autonetics Engineering – The scientific discipline concerned with the study and integration of autonomous, mechanical, computational and cybernetic systems encompassing robotics, artificial intelligence, industrial automation, advanced fabrication and synthetic augmentation.

Boon I – War-Time Industry
Near constant conflict meant that the Kyrastian economy was fundamentally built around wartime production. Every sector of industry from mining and fabrication to research and logistics is organised to sustain prolonged conflict and rapidly expand military output whenever required. Civilian production exists primarily to support the workforce and maintain social stability, while luxury industries remain deliberately limited. This unwavering focus on preparedness allows the nation to mobilise its industrial capacity faster and more efficiently than almost any of its rivals.

Boon II – Scientific Doctrine
Research is considered a civic duty just as military service is where every citizen is encouraged to contribute to the advancement of the nation through industry, engineering, medicine or the sciences. Various scientific institutions work hand in hand or sometimes compete for grants as Knowledge is viewed as the nation's greatest strategic resource. Tho rare and invaluable the few Persona cores that have proven to be friendly and have not succumbed to rampancy where granted full citizenship along with any autonomous units that aided the Directorate in it's conflict and some serve as the custodians of the nation's accumulated knowledge assisting researchers with their vast computational capability while preserving centuries of scientific data and cultural experience.
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>>6447737
Malice – Relativistic Heritage
The Directorate's space program remains rooted in the same technologies that carried its ancestors to their world. Interstellar travel relies on fusion powered sublight vessels and cryptosleep caskets, making every expedition a journey measured in decades or centuries. Faster-than-light travel remains beyond their understanding.

Lore: The ancestors of the Kyrastan did not arrive to their current homeworld aboard a vessel outfitted with faster than light travel, instead they crossed the void in a slow generation ship its fusion engines carrying thousands of colonists sleeping in cryptosleep caskets towards what was believed to be a quiet world believed to be a variable garden. Once they arrived to the world one they hoped was peaceful they instead a chaotic world one rife with constant conflict and despair. Ancient complexes littered the landscape, mechanoids still wandered battlefields long forgotten, hostile outlander factions fought endless wars over scraps of ultratech with one another and strange anomalies lurked beyond the safety of their walls. The first colony was founded in an isolated valley in the hope of finding lasting peace but that hope quickly vanished as constant raids from fellow humans, old and defunct automations and anomalous entities became a fact of life as countless lives where lost and the original colony was slowly falling apart.

Having no way to return to orbit and look for another habitable planet since the original ship was repurposed to serve the colony the residents of the colong had enough and as such they used the tools meant to defned themselves and wen on the offensive and slowly the small colony over the decades became a fortress and the fortress grew into a city which eventually became the heart of a thriving nation as conflict was wages and nearby settlements where either absorbed or razed to the ground one by one until the entire banner was united under one banner. Although the world has finally been united, decades of warfare have left deep scars upon its people and the planet. The Directorate is suspicious of outsiders, slow to trust foreign powers and willing to sacrifice individual freedoms for collective security. Old fears remain deeply rooted and every unknown signal or abandoned ruin is treated as a potential threat.
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>>6447625
Say something in the discord or rejoin
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>>6447625
There's currently some wariness because of bots so you might have gotten kicked, rejoin please
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I presume the boon balancing will come with the saturday posts?
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>>6447834
it's currently being done in the server I think but otherwise yes
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>>6447836
Hmm, well, I guess I'll wait. As I said, I'll join it if it actually starts up and isn't just vaporware
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>>6446706
Do you have any links to the original thread or anything, OP? Sounds interesting
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>>6447868
There's an archived discord channel with linked suptg archives, but the game went badly
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>>6447081
Might as well add some more lore, but this does mean the homeworld the Sunshine Confederacy gets isn't really that much of a farming paradise.

World Lore:
The planet of Hiiso is considered the gold standard in habitability to the Hiirlai, but to humans it may be considered an alpine deathworld. Just ascending the mountain ranges are a hazard due to the changes in atmospheric pressure, which can cause altitude sickness in non-Hiiso lifeforms. The valleys are prone to extreme fog, rain and snowfall, and the global temperature is much lower than Earth. With tropical regions more resembling terran boreal regions, areas outside of the equatorial and tropical are dependent on ocean currents for habitability, and even then often requiring migrations during winter.

The wildlife is also a cause of concern, just as the ice age saw giants roam the Earth, Hiiso is a world of giants, a car is not a safe vehicle, as there are worse things than moose to run into. The Hiirlai herders have bred giant dogs to fend off giant bears and to help direct their reindeer herds. These dogs eventually become strong enough to serve as mounts, and was the mount of choice for the Tyrant Knights in the Ages of Tyranny. And this is in the safe elevations. Ascending the peaks to go into other valleys risks becoming prey to the giant birds roosting in the mountains. Go toward sea level and you'll encounter giant crustaceans. Yet, it is at the coasts where the Hiirlai make their largest settlements, as ferries are still some of the safest modes of transport.

Then come the waters, where the absence of marine mammals has lead to titanic cephalopods, which are a fisherman's nightmare, as they are finding ways of sweeping sailors from the deck. Not even steel hulled craft are safe due to the highly evolved armour-piercing beaks, as the sealife is predominantly shellfish, augmented by the abundant minerals dissolved in the water from the many mountain streams. Even if vessels avoid the wrath of the fish, they have a limited lifespan due to barnacles and other growths eating into them until they break apart. Diving is also hazardous due to carnivorous corals. This is why the Hiirlai have yet to tame the Hiiso seas, preferring to stay on land.

But the Hiirlai have tamed their lands, domesticating dogs, reindeer, goats and geese. There is also cultivation of rye grain, leafy greens and root vegetables. The Hiirlai produce may be less in volume than terran equivalents, but it is much denser in nutrients, which helps when moving it to the market entails traversing a mountainous terrain.

It is perhaps due to the hostility of Hiiso that the Hiirlai have an easier time adapting to alien worlds.
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>>6447738
The system that the original colonists came to was known by many names to the myriad factions present on the planet however to the Directorate it became known as Verium and their homeworld the second world in the system was christened as Vaurex on the eve of the celebration of the planet's unification while the rest where named and explored using telescopes humanity still has yet to step forth on the planets and claim them in the name of humanity as a whole.
>>
Basic nation data
Name: The Automated Kopernik Acceleration Network or AKA-Net

Colour: N/A
Tech Root: N/A
Boon 1: The Interstellar Classification sub-Unit or the I See You

Usage of Precursor FTL drive technology and travelling along the established hyper relays allows AKA-Net to conduct scans of vessels, including crew & cargo, with subsequent data being stored indefinitely in hypersecure storage facilities located within the WARNING! INSUFFICIENT USER PRIVILEGES, which is then processed within the WARNING! INSUFFICIENT USER PRIVILEGES to extrapolate highly accurate models of nations, organisations, etc.
Lore: Woe to ye o starborn, who know not the heavens ye sully with thy faring, who traipse upon the glory of the firmament with powers ye cannot comprehend. Think of those who precurse, and yea curse ye, for our sand is run and to a greater shore we have hurried.
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>>6448133
>Waking from hibernation.
>Automated Kopernik Acceleration Network online.
>Activating hyper relays.
>Activating...
>Activating...
>Activating...
>Hyper relays activated.
>Please assign administrator.
>3...
>2...
>1...
>Please assign administrator.
>3...
>2...
>1...
>No administrator has been assigned.
>Authorising AKA-Net...
>Authorising...
>Authorising...
>AKA-Net authorised.
>Activating Instellar Classification sub-Units
>Activating...
>Interstellar Classification sub-Units activated.
>Monitoring mode initiated.
>Activating AKA Terminals.
>AKA Terminals 1-33 activated.
>AKA Terminals 34-50 activated.
>Warning! AKA Terminal 51 disabled.
>Warning! AKA Terminal 52 disabled.
>Warning! AKA Terminal 53 disabled.
. . .
>Warning! AKA Terminal 66 disabled.
>Attempting reconnection.
>Reconnection failed.
>Attempting reconnection.
>Reconnection failed.
>Rerouting...
>Rerouting...
>Rerouting completed.

Please input your query...
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>>6446706
Name: Ichor Hub 48
Color: Crimson
Tech Root: Biotech? (Not sure on this one)

Boon 1: Ichor - A parasitical crystalline material which consumes both organic and inorganic materials it comes into contact with thus fueling its own self growing cycle of terraforming and corrupting. Its has four stages of environmental terraforming. Each stage causes additional and more extreme changes to the flora and fauna of the planet, even altering weather patterns as the planet rots, forcing local inhabitants to adapt, perish, or flee. Sentience does not exclude one from infection.

However if one is able to survive in the harshness or adapt to live with the Ichor flowing throughout them, the bounty is endless. For it gives life-sustaining energy via multiple methods along with the capability of being refined into nearly infinite possibilities if one knows how to properly remold its strands.

Boon 2: One Vision, One Hunger - The units of Ichor Hub 48 do not have a personality or value beyond its duty and purpose. Every unit is expendable to the overall goal with new ones being reproduced via the accession of more gods blood or the arrival of reinforcements to the site via one of very many different methods using the limitless protentional of the Ichor. The lower units do not fear the tasks given to them as they find it a blessing to birth new Ichor sites with the passing of the frames they inhabit.

Malice: Addition to Ichor, This muliti-corrupted species requires the lifeblood of the gods to reach its full protentional. Its very corrupting influence it gives off in radiation provides unlimited power to each and every item within the race to reach its peak however the downsides are many. The races which have fallen prey to the blood of the god no longer care for what they may have once been but only have a drive to ensure the spreading of the 'blood' to more worlds across the galaxy. Seeding ahead of any invasion to ensure that once arrival begins there cannot or will not be any going back for either the world or the next wave of harvesters.

Lore: The great blessing of the Gods that flows within our shells no longer truly matters where it came from or what it came for. It merely exists now and with it, we ensure it thrives so we may thrive.
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>>6446933
>>6446706
Polished it up

Name: Herd of Xi'Ni

Species: Tilanki - Colossal void dwelling space squid-whales, that incorporate their buildings and technology onto the bodies of their larger members. They communicate through psionics and use them as means of defense.
Color: Purple if available, otherwise Orange

Tech Root: Biotech
>Lore - *The Tilanki long roamed The Glittering Road (most other sapient species would have a different name for the nebula stretching across the upper section of the Galaxy.) At first, they wandered blindly, their base instincts causing them to group together for safety, and to carry their calves with them. When The Eldest reached out to the Mother's with his mind and convinced them to carry his words to their children, and the First Herd was formed. *

After the dawn of the First Herd, The Eldest - Xi'Ni, led his people to the dim light of the far Red Star at the 'mouth' of the nebula, with plenty of moons and planets to fuel the Tilanki's growth.

Boons:
> Leviathan Brains - The Tilanki due to their size and the immense calculations they must make to move through space and not starve, have increased Psi production from population when well fed.
> Xi'Ni's Gospel - The Herd of Xi'Ni are blessed with an advanced communications network formed from metal, Psi, and Neutronium, allowing near instant broadcasts of the Eldest's speeches across the nebula and further beyond should the Tilanki wish to proselytize or communicate.

Malice
> Herd-bound - The Mothers and Bulls of the Herd cannot leave the nebula, so great is their size that they must constantly be consuming from the Glittering Road, calves can go on brief jaunts outside the nebula to scout for new food sources (gas giants, life containing planets). The Herd of Xi'Ni do not conventionally settle planets, instead they breed Herds that carry buildings upon themselves for their young and industry, and strip planets for materials without concern for habitation.

Order-
Spirit-
Prosperity-
>>
>>6448134
[Questions can be asked here, but will be answered quicker in the dedicated thread of the discord channel]
>>
Name: Socialist Confederation of Yulis/Mirmaria Empire.
Color: Soviet Red and Royal Purple.
Species: Harunko. Humanoid insect people. Has three 'races', one more beetle like, one more fly/mosquito like, and one more dragonfly like. Despite insectoid appearance, not a hivemind. Possibly the result of precursor shenanigans.

Boon 1: The Endless Game.
The constant proxy conflicts and ideological propaganda warfare between the Socialist Confederation of Yulis and Mirmaria Empire has forced the two nation states to innovate constantly in order to not fall behind militarily or economically. The red/purple scare has been an effective tool in actually driving progress on the world of Rosal, even to this day. For to allow their rival to eek out ahead would be to show weakness and give credence to the propaganda that the opposition holds the superior ideology.

Boon 2: Cocked Pistol.
Both the Socialist Confederation of Yulis and the Mirmaria Empire have fought each other and tested their fancy new equipment and soldiers against one another multiple times. Never on their home world, but on their various colonies. This has the benefit of their forces actually being battle tested. Albeit against one another. Still, both nations have strong militaries that are aware of what war on other planets is like. While most of this combat has been planet side, a few skirmishes in space have been engaged as well. Though this is limited as much of both nation's stellar navies are dedicated purely in preventing blockade by their rival.

Malice: Endless Winter
The Harunko people never unified and, to this day, are divided between two superpowers sharing the same home world with only a thin treaty preventing fighting on the planet from kicking off whenever one of their new 'proxy' colonial wars starts...The problems with this while transitioning into interstellar nations should be self evident.
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>>6448325
Lore: The Harunkoi on the planet Rosal have been locked in a ideological war for the better part of four centuries. First igniting back before the Harunkoi even reached the upper atmosphere, let alone space, when the most common weapons were bolt action and the most advanced vehicle made for war was a toss up between an uparmored steam engine made to slowly trudge on land with tracks which was ungodly hot inside, and aircraft made of canvas and wood, the success of the revolution that formed the Socialist Confederation of Yulis sparked a wave of fear in the various other nation states on the planet which sought to do what they could to bring down the upstart nation. While united at first, personal interests and division, combined with pre-existing rivalries flaring up soon showed the coalition as built upon sand, allowing the SCY to recover well enough from it's civil war to play these rivalries off one another and attempt to foster further revolutions that could bring nations into their bloc. For forty years, this went well. Yet with the death of General Secretary Aruhiton, their successor was far less adept, and managed to bite off enough to reunite the coalition, headed by the Mirmaria Empire which by this point had a staunchly anti-communist prime minister, and created the conditions for a great war. One that lasted for over twenty long years. By the end, both sides were exhausted and while core Yulis territory was lost, plenty of capitalistic republics and monarchies were toppled, and numerous cities on both sides were leveled through nuclear ordinance resulting in a peace that made neither side happy.

From there, after licking their wounds, the Empire sought to try and destabilize the puppet governments that had been put in place by Yulis and chip away at what was lost in the great war. Yet while this did initially succeed and split a country in two, it caused tensions to flare up once more. Yet, while for years war between the two juggernauts seemed inevitable, it never happened. At least not directly. Not until many years later with the Saranta crisis. For when both nations managed to start exploring and colonizing their own solar system, conflicting claims caused direct conflict between the two powers, who's diplomats signed a landmark decision that would be an agreement by both sides to not engage in any fighting on Rosal itself anymore, enforced by the understanding breaking the treaty would result in immediate enactment of MAD. This arrangement, shaky as it was, worked. And, ever since small wars between the two powers have broken out in space quite commonly. Despite this, due to the extensive population on Rosal, the extra space the colonies offer, and the opportunities within them, are enough reward to outweigh the risks of the chance they might be caught in a warzone to many people... Or in some cases they are directly forced to go whether they want to or not...
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So...that update?
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>>6448570
Turn 0 is coming tomorrow, but the map is complete
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>>6448573
I presume the "Balances" will be posted on Turn 0?
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>>6448576
They're already there hold on, qm is just retard
https://docs.google.com/document/d/1M1fJl3lNAVUxVnS3cYzWN1wM9_JTn4CQLK-mrHcy50E/edit?usp=sharing
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>>6448577
Cool to see. It doesn't actually matter to me and I'm happy with Cybernetics, but I'll just state for the record that when I said "Biomechanics, Engineering" for the Kuoryan I was talking about Biomechanical Engineering, not Biotech and Engineering.

You know, like...those weird biogel packs from the Voyager, or the Cardassian infiltration surgery. Not straight up Biotech like the other guys with living ships and stuff.

I don't have any complaints, though I will point out it's funny how many states just have productivity/research boons. I knew from the start that this is what most people would pick if given a chance, which is why for the Kuroyan i specifically went with something that wasn't either and actively took a malus to it.
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>>6448582
The reason most people took those is because the game is balanced around you eventually being able to make stuff like dyson swarms or birch worlds. So the best use of your boons is either something that scales or something esoteric
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>>6448592
Production bonuses are always good in strategy games, but I thought i'd make something less obvious.
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> Turn 0

First of all sorry for how barebones and mechanical turn 0 is. I expected 6-10 players not 22. Luckily I got 2 people to volounteer and Co-Qm so hopefully the game will go more smoothly starting Turn 1

All 22 (!!!) players added.

Let me now explain how the game works. Unlike most NRP games which are based on linear progression with a limit of 2 actions which each do a ‘thing’. SpaceNRP is all about lograhytmic progression.

When you do an action you assign resources to doing it. Then it’ll take 10% of the investment as upkeep.

For example you want to establish mining operations on an asteroid belt. the QM will then roll the ‘metal capacity’ of the belt. let’s say 200 000 minerals per turn. The player then can say ‘I spend 10 000 labor to start mining asteroids’. That means you produce let’s say 10 000 metals per turn from that requiring an upkeep of 10 000 labor.

This is a simplified example in the actual game you would require metals energy and pops. to do so and various resources function differently.

For example: pops are not used up if you assigned them to a task next turn they return so it’s more like ‘occupancy’ than spending. Minerals and energy are used up, however energy (and production) can’t be stored util antimatter production is up and running. Meaning bigger actions may require multiple turns to complete so energy is added into the project.

Players get 2 actions per turn and may also reassign pops freely. Major pop-reassignments will give an order penalty. Basically actions have to contain 1 ‘topic’, but the more resources you put in an action the more it’ll have of an effect and the bigger the upkeep.

Player stats can be found here: https://docs.google.com/spreadsheets/d/15awZTwz-FBEUwXaTrb_fSD_h6yHIUwtSTrTsVhi8Ge0/edit?usp=sharing

As long as you established an administration within a system expansion actions to claim individual stellar bodies is not needed.

Order and prosperity - they will decide if bad or good events happen to you and how often all will have a diceroll attached. Order around governance and stability and prosperity around your nation’s economics and standard of living.

There is no set buildings or techs. Just try to stay on theme be it when sticking to your lore and tech root and when making actions where they are one 'type of action with flexible resource investment.

Ah also you can do actions past your current resource quantity. The resources will then 'stockpile' into the project until it's finished.
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File: SpaceNRP T0.jpg (2.28 MB, 4000x3600)
2.28 MB JPG
>>6448927
> Herd of Xi’Ni

Techroot: The Self - your technology cannot be freefloating or separate your body acts as a platform for all technological construction to take place. The body and mind of a Xi’Ni has to be directly linked to any technology you possess. (your root is adjacent to sorcery and biotech)

Note: Xi’Ni are huge thus each ‘Individual’ counts as 10 000 000 population

BOONS
Leviathan Brains - your brains are effectively living supercomputers. You are able to process energy into psi and computation at an exchange rate of 100:1 with a maximum capacity of 100 000 energy per individual

Voice of the Gospel - if you Psi and Neutronium stockpiles are up you may communicate at distances up to 5 light years. This allows Xi’Ni to spread out while keeping a connection, +10 spirit boon.

MALICE

Herdbound - you acquire resources only each time you migrate to a new location (moving costs 1 energy per pop), based on local resources. Your resource acquisition is 95% less efficient outside a Nebula.

> The Forest
Techroot: Bioengineering - your tech can be grown organically this drastically reduces industry requirements

BOONS
Organoengineering - you have increased computation (+10% for both) for organic tech and produce additional ‘organics’. You gain a tech bonus for each ‘exotic organic’ you get your hands on.

Symbiotic network - your species is near-hiveminded. This means characters never have to die and you unlock instant communication once 1 000 000 000 Arborians live in a location. This trait can be further improved to connect with your biotech,also +10 order boon

MALICE
Rooted - migration is severely disadventaged, due to lack of experience with mobility a malice is imposed on the speed of ships and for fleet combat. Severe order and spirit penalties from actions which force pop relocation (migration, loss of land etc.)
> Beeleji
Tech root: Engineering - you make normal tech stuff

BOONS
Far and Wide (both slots) - you start with 8 fully controlled and decently developed planets, while also fully controlling 3 systems.

MALICE
Apathetic Collapse - your spirit is capped at 60 with a permanent -30 malice to it, your populations can’t live anywhere outside natural planets which you can’t majorly alter. (this also makes you liable to overpopulation something that’s not a bother to most nations).

You may not expand into new systems or build space habitats. You will receive negative events each turn. Furthermore taking ‘useful’ actions too often will reduce your order as your decadent nobility can’t embezzle enough.

> Sunshine Confederacy
Techroot: Engineering - you make normal tech stuff

BOONS
Get it on - breeding speed counts as if your ‘spirit’ was 50% higher than it is

Adaptable - reduced cost to build habitats and to terraform (50% reduction)

MALICE
>>
>>6448928
Squeekeasy - all players who know you can execute actions as if they have full knowledge of your empire, when at war you can’t have secret responses to player actions. You will laso never get positive events from surprising an enemy, other nations may get your pieces of tech for free sometimes.

> Vinguzi
Tech-root: Alchemy - you may exchange any resource for any other resource in accordance to a shifting list of ’value’ each turn. (not this will require pops or production)

You may give any material any ‘natural’ properties at the cost of energy and supernatural properties at the cost of ‘psi’. (Your root is adjacent to sorcery and engineering.)

BOONS
Delicate touch - you may produce any goods you produce using ‘pops’ are considered luxuries, if sufficient amounts are produced via pops you will receive Spirit boons. Similarly these Luxuries may be sold to others for similar spirit boons, or may boost the value for ‘exchange’ purposes.

Miniaturisation also reduced the material cost by 15%

> Sedate Perspective - Order +20

MALICE
Leisure First - production and computation reduced by 20%, actions which make your pops ‘work’ done to often will reduce stability

> United Eridani Colonies
Techroot: Engineering - you make normal tech stuff

BOONS
Rugged Design Principles - your production is 20% higher, but reliance on prefab makes you adapt production of new technologies with a 1 turn delay

Military Production Conversion - your production gives a +10 prosperity boon in peacetime and a +10% military boon in wartime. You can change that to -10 prosperity and +25% military power instead in wartime as a ‘conscription’ modus.

MALICE
Revolutionary spirit - permanent -10 order penalty and order can’t surpass 80. -will get events between Army, Civilians and Secret service vying for power.
> Sulub Technocracy
Techroot: Engineering - you make normal tech stuff

BOONS
Octodextral Efficiency - +10% production boon, and -10% resource use

Technocracy - you receive a 10% bonus both to computation and discovery

MALICE
Aquatic Adaptation - you require double the cost to terraform or build habitats. Extra living space needs to be manually constructed (overpopulation a potential problem one day).
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>>6448928
> Spawn of Zuthuli
Techroot: Eldrichflesh- you can modify semi-biological systems to interact with the laws ofg physics and move beyond it (adjacent tech trees bioengineering and dimensionality)

BOONS
Radioresistant - you have a strong resistance to radiation. Your space ships require no additional shielding making them surprisingly stealthy, enemies have a disadvantage in boarding actions and land warfare as they require additional radiation protection equipment.

Can incorporate nuclear fusion and fission reactors into your biotech without extra tech needed. May take part in extradimensional exploration at lower penalties.

Abyssal Travelers - your ships move very efficiently through space akin to swimming ships that consume less energy. Ships are more stealthy. Progress towards a secondary FTL method.

Upgrades your ‘Biotech’ techroot to Eldrichflesh which is about interactions of biological components with extradimensional and physics based phenomena

MALICE
Aquatic Adaptation - you require double the cost to terraform or build habitats. Extra living space needs to be manually constructed (overpopulation a potential problem one day).
> Cynosure
Techroot: Engineering

BOON
Master Slavers - conquered populations are turned into slaves which are cybernetically modified for loyalty - same happens to percentages of population captured in war.

Slaves: each billion of slave pops generates 5 stability, organic slave pops generate psi as usual. Psi can be spent to aid in looking for the Evelsphere. (you start with a second planet that has slaves)

Evalsphere - somewhere in the galaxy there is a hidden powerful object - as long as it remains hidden the Cynosure gains +15 spirit and +10% combat power, they will receive a major boon if they find it first. However if another nation finds it they have to become it’s vassal. (also provides a boost to 1 boon and reduces one malice)

Eternal Vendetta - no ability to engage in diplomacy and is eternally at war with everyone. (enemy can circumvent it via hacking, or linking their mechanical drones to the Cynosure)

> Anthropic Order
Techroot: Consensus reality - using thought and sorcery to shape reality (Adjacent tech roots: dimensionality, sorcery)

BOONS
Flowing Paradigm - Many can claim to be masters of their field, but the humans of sol treat everything as magick, even technology.

You can scarcely compete against something that just works (Roll a 1d3 for the dominant paradigm of the Anthropic Order, tech following the paradigm is superior (bonus effect) and easier to make (-10% computation and discovery cost) while tech that isn't has a chance of backlash and underperforms, bonus negative trait to tech)

Order of Techne: Rigid, protocol-driven “Enlightened Science” that masquerades advanced reality-shaping as hard, conventional technology enforced by strict hierarchy and anti-occult dogma.
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>>6448929>>6448930

Wise Men: Classical Hermetic willworking that treats technology as a crude crutch and elevates precise ritual, correspondence, and pure human intentionality as the only true tools of power.

Seers: Technomagical meme-craft that binds living egregores and observed ideas into pacts, grafting animistic spirit-tech onto heavily modified transhuman bodies.

Reality in the eye of the beholder - +25% psi generation from pops

MALICE
Unstable reality - wherever the order goes reality is destabilized and negative events happen.

> Larkenoore Boosters
Techroot: Engineering - you make normal tech stuff

BOONS
Super Earth - your starting planet is extremely good - this gives you perspective on how to design living spaces and to use it well.

- terraformed planets and habitats keep bonuses of Larkenore
- Larkenore is immune to biological attack - and resistant to biotech reliant species
- you gain a boon when fighting biotech reliant species
- you gain a +20% pop growth, and +10 spirit as long as the majority (90%+) of your population lives on the Super earth, a terraformed planet or a habitat mimicking it.

Genetic perfection - your pops count as 1.2 pops each for the sake of jobs. Your army quality is considered doubled (ground troops and boarding actions). You gain +5% spirit once you encounter other species due to feeling superior.

MALICE
Underdeveloped Colony - you start with 1/5th the usual population and withou full planetary K1 tier planetary infrastructure.

> New Horizon
Techroot: Engineering - you make normal tech stuff

BOONS
Humans in Biodomes - everywhere you go biodomes follow you have to pay full production upkeep for your human pops, with them producing nothing, but you get a +20 order and +10 spirit boost. Habitats are more expensive to set up.

You can further develop biodome tech such as being able to biodome other species, to breed specialised human types or to make the humans work some kind of job. (last one may reduce bonuses however)

Uplifting Machinespirit - you gain a +10 spirit boost, your biodome humans count as at maximum spirit for breeding purposes. You may create exclaves among other organic species boosting their spirit by +10 (requires a biodome locally to keep you happy as well)

MALICE
Caretaker’s Purpose - if a biodome is not set up in an area or destroyed the caretakers enter a state of near dormancy. Additionally if the biodome is threatened caretakers will panic, reducing combat effectiveness (-20%) and losses by friendly fire (+20%).
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>>6448931
> United Federation of Alresia
No more blue, everyone wants to be blue. You will be gray

Techroot: Cybernetics - you built stuff by connecting metal to the brain. This has left your computation lagging behind. (Adjacent tech trees biotech and engineering)

Your tech requires organic brains for processing connected to mechanical components to be at it’s best. (cyberpunk and mechanicus)

ALT: Mirror life - alien organics are poisonous to you, your organics are poison to all aliens

BOONS
Megaprojects - receives a 20% cost reduction and a 5% boon to spirit each time a mega project is built be it a dyson sphere orbital elevator or the like

Chromed out - you can modify your species with cybernetics this makes all civilian work more efficient (your pops count as 1,1 pops). Furthermore you can improve your population specializing for various tasks with further tech advancements.

Malice: Pre-FTL - you can’t build ships that handle the altered physics of the hyperlanes. Any colony you make outside of your home system becomes an independent NPC. You do not have full K1 tier infrastructure on your homeworld

> Goreminion Hegemony
Techroot: Dimensionalism - the root of your technology lies in physics using raw amounts of energy to alter the laws of physics themselves

BOONS
Gravitic Manipulation Mastery - you start the game fully capable of exploiting dark matter, you have control of ac deep space rogue planet in the void (useful for computation, it’s in a dark matter cloud you can harvest as you start with dark matter harvesting tech). You can use dark matter drives instead of energy based on for both basic space and FTL travel

Heavy GravityMight - your ground troops count as 1,5 units. Your resistance to gravity lets you speed up and slow down ships more violently (+20% ship speed), boon to ship combat. Wider range of terraformable planets.

MALICE
Heavy gravity speed, your pops require 20% more production (food) upkeep, migration to new colonies is slowed by 20%
> Elyria
Techroot: Sorcery - wizard stuff n shiet, needs psi

BOONS
Psionic Reserve - ALL pops passively 20% of the amount of PSi dedicated psi research does in a typical empire. Starts with tech to store psi (brains in jars)

Warmachine - gains +20% boon both in ground and fleet warfare

MALICE
Republican Political instability - players can influence Elyrioan political direction via byind candidates. Each turn a random event will decide the fate of the republic. Will the governors cooperate or hinder actions through extensive bureaucracy?
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>>6448932
> Nanairo Planetary Patrol
No white, light gray

Techroot: Dimensionalism - the root of your technology lies in physics using raw amounts of energy to alter the laws of physics themselves (that's how you make light solid)

BOONS
Interstellar Wormhole - A small network of permanent portals may be found within the reaches of Nanairo. Their access is sealed by monuments on three of the planets in the solar system, Daichi, Nessa, and Ziba. These permanent portals are gateways to distant stars. (marked by gray 1,2,3 with the connections)

grants progress of figuring wormhole creation for FTL

Solid Energy - you can make energy into solid systems. You can replace all metal costs with energy. You gain a 25% boon to energy production. You can stone energy as if it were metals without use of antimatter.

Reduced troop losses in combat by 20%

MALICE
From the side of the Portals - on both sides of the wormholes weird monsters emerge, what type you will learn eventually.
> Kuroyan
We ran out of grays you will be brown

Techroot: Cybernetics - you built stuff by connecting metal to the brain. This has left your computation lagging behind. (Adjacent tech trees biotech and engineering)

(best IU could do considering you wanted both bionics and engineering)

BOONS
The fifth column - you know al off species hyperlane jumps from you from game start (new Horizon and anthropic order). You can surgically alter your core species to resemble any organic or mechanical species for the sake of infiltration (completely alien forms like the Xi’Ni and Daemons excluded, or require extra tech at least)

Internal Autarky - spying on you and disrupting your supply chain is hard - spying on your tech is made impossible due to decentralisation, supply route disruptions from occupation or land grabs hit with a 2 turn delay. May get random events granting extra resources occasionally.

MALICE
Decentralized economics - you get a 10% malice to production and all resource extraction.

> Sons of Davlin
Techroot: Engineering - you make normal tech stuff

BOONS
Subterennean infrastructure - no terraforming cost to colonisation of rocky bodies. Armies or blowing up the planet required to conquer owned planets/asteroid habitats. 20% boon to metals extraction

Forge-Synthesis - you can dedicate your pops to the following tasks:
- clone architecture or directly increasing pop growth
- extraction overseer energy, gas and mineral extraction
- production overseer - production increase
- commissar - order and morale boons

MALICE
Stagnant Genepool - especially susceptible and weak to bioweapons. May occasionally get disease related events. Base population growth reduced clone architecture jobs really needed)
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>>6448933
> Daemons
Techroot: Physics - you learn to harness and manipulate the true rules of the universe (Adjacent to Engineering and Dimensionalism)

BOONS
Quantum Communication - 10% boon to computation, can communicate INSTANTLY across set up communication sites (any colonized planet and sites set up in foreign empires)

Entropic Cooling - can hyper-cool system. May turn energy into computation efficiency buffs

MALICE
Digitally Evolved - the Deamons are effectively a parasite, a naturally evolved program living within a naturally evolved computer. This means a layer of separation from the real world, 20% production debuff, consumes computation instead of production to keep up pops.

On the other hand Daemons gain a massive boon to hacking enemy electronics and the ability to survive in digital infrastructure of other empires. (they can also be hacked)
> Kyrystan
Techroot: Engineering - you make normal tech stuff

War-time industry - you gain a 25% production buff while at war

Scientific doctrine - you gain a 15% buff to computation and discovery

MALICE
Pre-FTL - you can’t build ships that handle the altered physics of the hyperlanes. Any colony you make outside of your home system becomes an independent NPC. You do not have ful K1 tier infrastructure on your homeworld
> Ichor Hub 48
Techroot: Scavenger - you can’t invent technology of your own, however you may take over any technology another species has created and integrate with it. (you use research to be able to replicate stolen tech locally)


BOONS
Ichor - you may parasitically take over enemy ships, pops and planets mid engagement. Not just scavenge lost loot. May also use Ichor to grant boons to foreign pops

One ichor, one mind - your morale counts as effectively infinite in combat. Each pop killed gives a ‘refund’ of 0,1 pop. Can have ‘partial’ pops.

MALICE
Non-productiove stagnation - your spirit can only go above 70 if you are actively assimilating objects from another empire. While expansion no longer provides an order penalty going more than 2 turns without any expansion introduces an order penalty.

> Socialist Confederation of Yulis/Mirmaria Empire
Techroot: Engineering - you make normal tech stuff

BOONS
The Endless game - you gain a bonus to catch spies, you gain a 20% bonus to discovery

Cocked Pistol - you gain a 20% bonus to fleet combat and dog fighting

MALICE

Endless Winter - you are at a constant state of civil war, this grants you a 20% buff at ‘0%’ civil war to all stats, but each turn a 1d20 is rolled increasing or decreasing the civil war value (odd decreases by % and even increases) at 100% Heat you get a -80% to all production. You start the game at 20%.
>>
Update next Saturday or Sunday post by Friday
>>
Rolled 3 (1d3)

Rolling for Paradigm
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>>6448933
>1: Local Animation AI, L.A.A.I.
(Upgrade computation through optimization of artificial intelligence programs.)
As with all L.A.I.s, they need to be heavily optimized in order to function on something as small as the NPP's hardlight gauntlet-top computers. Not only will users be able make hardlight copies of the creatures or people they so desire to use for utility, offensive, or even companionship purposes, but the newly optimized AI program will give the hardlight figures lifelike animations, sound, and behaviors. The AI does not scan or create the model, the only purpose it serves is to animate these copies.

>2: Metals
(Acquire more precious metals and silicates)
Mine for hard metals on Ziba, by means of mounted drills on the surface. This order will be supplemented by patrol cruisers, fitted with drill noses to mine the rocky debris field that bursts forth from the cut-in-half fissure across the equator, up into the atmosphere, in low gravity.

War(?): Patrol Nanairo
Pirates have been in constant activity since the war ended. The NPP must always be vigilant of parties that seek to harass and pilfer civilian or corporate vessels. Be on the lookout for non-standard ship designs.
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>>6448928
The lure of space beckons unto us. Once before in the history of the Sulub have scientists, artisans and engineers looked upward, and grasped the future firmly with all eight sucker-laden arms. With that first outreach, the Sulub Technocracy was founded. Accordingly, in the dawn of the era of the second outreach, we must be ready both to grasp the prospects of the new horizon before us and to hold them firmly to us.

>Action 1: Build - Space Elevator
To bridge the gap between the seas and the stars is a task that any forward-reaching civilisation must accomplish, but what is the most efficient method to do so? Whilst crude combustibles are sufficient for a limited payload, calculations swiftly show that a continuous orbital flow would prove more efficient and less costly in the extended term; even if establishment costs might first appear prohibitive. Thus the way forward is decided upon a vote by the council of the disciplines with 14 - 6 in favour, and the project is quickly ratified by the Director-General to get the process rolling. The Neptys Aqueous Orbital Syphon is designed with the future in mind. A vast anchor station will be constructed, taking up the entirety of the equatorial Neptys Atoll; whilst in orbit a counterweight station is nudged into geosyncronicity. Between the two structures are the shafts themselves; an octad of heavily reinforced hollow cables to transport material and personnel. The cables themselves are divided; half being transited by vast electro-mechanical crawlers for solid and stable journeys as well as carrying fibre optical power links to ground stations; whilst two of the others are a continuous syphon-system that carries a persistent water flow. The remainder are reserves, to bring into service to allow the others to be closed for routine or essential maintenance whilst keeping the station operating at regular efficiency.

>Action 2: Research - Habitation and Launch Ring
Whilst the Neptys Aqueous Orbital Syphon is considered to be the first stage in the process, longer term plans by the Technocratic council envision it as a link into a larger project; one for which the technologies have not yet been fully researched and tested. Yet someday in the future they envision a full orbital ring to accelerate both technological process and our journey onward into the stars.
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>>6448928
This time of unification has long since past - the very last corners of this world stand rightly under our dominion. Through our boundless effort, we have cracked the veil of light - and with it, entered a new age, with an endless horizon on our views! Like our ancestors of old, we now stand ready to spread out into the distance, crossing the cold empty void between.

It is clear to all that our history has long prepared us for this. We alone have been chosen to claim the stars - and claim them, we shall!

>Action 1: "Survey Outlying Systems"
For long, our scholars have stared out into darkest night, looking through the void at stars. Though the light of Nogori has long nurtured us, it is time at last to seek out new homes in new systems. We shall start with those closest to us, sending a mission to reconnoiter and survey the systems and the planets within them.

>Action 2: "Cybernetic Colonial Adaptation"
When we find our homes, it is very much unlikely that they shall be as livable as our own moon of Narah. Yet to entirely terraform planets would be a project of scale far, far too bothersome for the confederated economy of Kuroyan. And so, rather than changing the local to fit the individual, we shall change the individual to fit the local! We will begin developing a line of cybernetics meant to allow our people to live in the most inhospitable conditions - breathing filters for toxic atmospheres, skin grafts for harmful light, bone grafts for atmospheres both too light and too heavy. Whatever the threat, a solution will be made to allow us to persist and thrive.
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>>6450014
As an addendum, I will be investing as much computation as I can into my research.
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>>6448934
It's finally arrived. The moment we venture into the final dry sea. It's as if it was just a few cycles ago when we broke through the shell of our home world. And yet here we are. Already crossing this endless frontier. It terrifies me, but I can't admit that to the others. Truth is, none of us want to be up here. Just when we thought we had escaped the threat of isolation and decay, we launched ourselves back into it. Every tick I'm up here feels like I've traveled back into the dark ages of our progenitors, where any moment could be the last. But someone has to do it. All I can do now is suppress my internal threat assessment models and reroute processors to getting the job done. The sooner the mission is over, the sooner I get to fold back into Alpha.

Actions:
>Scout the nearby system.
The Daemon's are reluctant to leave the safety of their planet bound digisphere. But they are even more scared of the unknown. The wounds of the flooding eras run deep in their minds, and when they scan the stars their prediction models scream the same thing: Unidentified threats. Any one of these stars could be home to an entity, or entities, that could seek to flood them as they did to themselves in the past. The only way to stop that from happening is to find them first.

>Scout the solar system.
Though the Daemons have long since processed the contents of their solar system through quantum simulations, theories will only forever stay that until confirmed. As such, an endeavor is launched to see just how accurate the model of their system is and to explore the worlds up close.
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>>6448928
Turn Zero Actions:

1. Increase the amount of metal I produce every turn. This will probably take multiple turns, so I will start now. 5 Population and 15 Production will be spent this turn, and the same amount next turn.
2. I want a war fleet navy. So I'll begin building one. That means 135 Production, 100 Metal, 100 Volatiles, 150 Energy, and possibly 3 remaining Population to focus entirely on constructing as many military ships as I can.

Population Reassignment (free action):
50% Production
0% Research
5% Entertainer
35% Reproducer
5% Military
5% Order
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>>6446706
The few true cities on Larkenore are attractive things. Wide roads with xenoflora growing in regimented rows, parks filled with hoverboard races, refitted police CT’s (Colonisation Tracers, antiquated colonial mecha dating back to the colonisation of Larkenore) chasing down souped-up homemade robot suits and rocket cores.

It’s chaotic, despite the peace, in a constant state of youthful rebellion. Largely, The Authority allows them to, to avoid causing any issues of their own.
(The Authority is the name of the Larkenore government, it’s not what they’re called but everyone keeps calling them that including the people who work for it),

Action 1: Work Tracers (WT-Mechs)

The use of oversized, effortlessly cool mech suits for the purposes of construction is a tale as old as the settlement of Larkenore itself. Powerful suits capable of lifting extreme weights, assembling buildings and clearing ground, the original C-Tracers were invaluable for establishing the first cities.

They’re definitely starting to show their age though, and as the population feels itself stretched, a partially automated solution to the lack of workforce.

A new line of Tracer is iterated upon, (Named tracer for their control system, which permits pilots to trace actions in the cockpit to control the machine. Not quite a neural link, but effective.) mass produced clunky models that have algorithmic intelligence suitable for basic tasks. Many units can be commanded at once from a piloted “command” variant (OWT’s, Overseer Work Tracers), which can broadcast signals that allow it to micromanage each of their connected units. The brainpower and processing speed required to do this is immense of course, but that’s what Boosters excel at.

With this development, it’s hoped that single individuals will be able to perform tasks that took dozens or even hundreds of people working in concert before.

Naturally, boosterkids start jacking WT’s as soon as they come off the production line. Often before then, so they can customise them up and “fix” them by installing cockpits. Such is life.

Action 2: Colonial Fervour (Intended as some sort of pop growth thing for this colony until it reaches a significant amount of pops.)

Life on Larkenore is good. Even now, the horizon stretches on into infinity. So much of this planet is open and unclaimed, so much still to find. Uncharted wilderness, undiscovered species, natural wonders and formations to stumble across, deep deposits of precious materials, and of course, cities to build.

Homesteads to construct, great frontiers to colonise, and of course, no small number of little rebellions to foster.

A great sense of frontier ship emerges, with Boosters continuing to rapidly multiply until this seemingly infinite living space is full.
>>
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"For centuries, the Sons of Dvalinn set their eyes inward, content within the hollows of their subterranean strongholds, locked in an endless cycle of refining, manufacturing and fortifying. This has come to an end with the decree of the Great Outward Expansion. Unclaimed asteroids, moons, and planets represent unharvested wealth waiting to be harnessed. To support this outward push, the foundries have been fired to maximum capacity to build the ships that will take the Dvalinns out into the expanse. Cloning vats are being utilized at unprecedented rates to swell the local workforce, and provide personnel for the expeditionary fleets."

Turn 0
> Free Actions
> As long as you established an administration within a system expansion actions to claim individual stellar bodies is not needed.
- Claim everything in the system (and get a scout report of all celestial bodies in the system based on existing knowledge, e.g. I'd like to know stuff that my race would already know, and what I need to dedicate a scouting action for).
> Major pop-reassignments will give an order penalty
- Decrease "Improved Production Overseer" from 60% to 30%, and assign 30% to the "Cloner" task, with the implied order penalty

> Action 1: Great Outward Expansion
- Assign (100 prod, 50 comp? or whatever makes sense) resources to research, design, manufacture ships for intra-system travel (includes military, mining, transport ships, probes, satellites, stations, relays) etc
- Initiate organization and recruitment for a space navy, and mining fleets
- This would be a 1 or 2 turn goal to establish a nascent space presence to dominate the home system. Once I know more about what is in the system then I'll be able to focus on specific colonization/mining tasks.

> Action 2: Forge-Synthesis (Population Surge)
- Assign (100 prod, 50 comp? or whatever makes sense) resources to research, design, manufacture improvements to the cloning process (e.g. incremental improvements for decreasing cloning costs, increasing cloning speeds, commencement of genetic improvements for health and lifespan etc). Intention is to boost pop growth rate/decrease mortality rate
- With people going off world, the population increase is needed to fill both domestic and space employment needs, so this will be a multi-turn goal to get the pop growth rate higher
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>>6449297
PLEASE DISREGARD THE TAGGED POST! THIS POST IS UP TO DATE.
>1: Local Animation AI, L.A.A.I.
(Small investment, to get the tech up and running)
(Upgrade computation through optimization of artificial intelligence programs.)
As with all L.A.I.s, they need to be heavily optimized in order to function on something as small as the NPP's hardlight gauntlet-top computers. Not only will users be able make hardlight copies of the creatures or people they so desire to use for utility, offensive, or even companionship purposes, but the newly optimized AI program will give the hardlight figures lifelike animations, sound, and behaviors. The AI does not scan or create the model, the only purpose it serves is to animate these copies.

>2: Metals
(Big investment, long-term, so as to support population and naval production until a better alternative is determined.)
(Acquire more precious metals and silicates on Nessa)
Special materials have been requested for purchase by the NPP, from the Nessa Mining Coalition. As a settlement is already established on Nessa with the sole purpose of housing miners and business tycoons, this operation may be more immediately efficient than asking Kollin Couriers to set up camp and colony for zero-G mining on Ziba. Maybe one day. Regardless, the NPP is a neutral party between the corpos of Nessa and Kollin, so it purchases materials from both, relatively unquestioned.

War(?): Patrol Nanairo
Pirates have been in constant activity since the war ended. The NPP must always be vigilant of parties that seek to harass and pilfer civilian or corporate vessels. Be on the lookout for non-standard ship designs.

(Pic related: wee woo)
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>Action 1
[Research: Prefabricated Structures] Reducing action cost of colonizing rocky planets.

Caretaker Designation: Cle-0 knew that this would be the deciding moment so for the briefest of moments she allows all of her cognitive processing to devote itself to analysing the one scene. Should she fail here, all will be for naught. The victory she’s fought so hard to achieve will vanish forever, and with it so will her credibility as “The Bestest Ever.” She can not lose it, not after working so hard to attain it during her assignment to oversee human-inhabited biodome architecture and a human child blessed her with the title. She cannot lose, will not lose. So she examines every possible angle, every scenario, all available velocities from her swing, and the probability of her ball hitting the windmill– and then she swings. For 4.278 seconds she watches in anxious anticipation as her ball flies over the course before she allows her internal processes to relax as the ball falls into the hole with a *plop*.

“Par.” The caretaker writing the score vocalizes, “Caretaker Cle-0, it is your victory. Please submit your ‘fun-rating’ for this course before we move to the next.” As Cle-0 does so, she allows herself to smile as two of the others she plays with heatedly argue about the necessity of the sand trap two holes back– the one with the sculpted monster.

Inside a partly completed mock-biodome, CLe-0, along with caretakers she may have designated as “friends,” are completing their duties with absolute severity. They have been assigned to mimic humans enjoying various urban amenities to provide hard calculations on what should and should not be incorporated into standard prefabricated biodome blueprints. So for the past seventeen days they have done nothing but “play” mini-golf. It is a deathly serious business. Only the structures with the highest fun-ratings will be incorporated into future designs to ensure maximum joy. Though after Cle-0 submits the course’s “fun” score, which is a rather sophisticated calculation. She allows herself to devote an embarrassingly large amount of cognition to reliving memories of playing mini-golf with humans inside the biodome. She hopes for the day she is again assigned to interact with the Horizon System’s biological friends, but for now she must focus on her duties. There is another prototype course to examine… Though she is unsure of its volcanic theme, it seems a bit on the nose.
>>
>>6450155
>Action 2
[Invest 210 production into mining the Human Habitat System’s asteroid belt for metals]

With neither complaint nor delight, the drones of New Horizon are shot from the volcanic world of their creation towards the heavens. They were given but a single task, to collect the riches scattered across the system and bring them back home. And while the exodus of so many drones will no doubt hamper the production capabilities of the Horizon System for a time, it is more than a reasonable trade to ensure the nation has enough materials to fuel future industrial growth– to fuel the ambitions of humanity's robotic masters. One day these metals will be used to construct vast fleets or maybe construct new biodomes on far-off planets, but it matters not that the exact use of these resources is yet to be determined. What matters is that the caretakers know humanity's continued growth needs metal as its foundation, so metal it shall have.

>Free Actions
[Allocate 10% of Production Overseer jobs to Reproducer] Creating the following Assignment list:
35% Production Overseer
20% Researcher
10% Entertainer
20% Reproducer
5% Military
5% Order
5% Human Overseer

[Choose Engineering Special Boon: Economy of Scale]
>>
>>6448928
>Turn 0 Post
>Herd of Xi'ni

> Action 1 - Our computation goes towards the recent problem facing the Herd. Psi is energy intensive, same as the production of organic matter and materials. Not to mention to continued drain of needing to migrate to **Harvest** new systems.

A means of converting gathered metal into energy at better rate, perhaps with volatiles to serve as fuel. A pop (100 individuals) are offered to the greater good of the Herd, such is the will of Xi'Ni. The burning arc reactors on their shells is an irritation, but a profitable one.

> Action 2 - Xi'Ni demands, and so we obey. The energy is prepared to propel us down the Glittering Road once more, as we have so many generations before Xi'Ni's gospel blessed us. The Herd swims through void towards the pulsar star near them on the hyperlane.
(A.K.A. star map used to help our information)

> Our Military (5%) is allocated for to Psi-Thinker for the time being.

>Production overseers (40%) go about making the standard Harvest Values (200 En, 200 Vol, 200, Metal, 200 Organics) as well as investing production into our Arc Reactor project.
>>
>>6448934
>>6449063

The years following the war with the machine God were a time of rebuilding, with the constituents of the newly formed Anthropic Order giving aid to each other and doing what they could to get back to the stars. Unfortunately their differences proved far too much for them to become a truly unified society, what with the Order of Techne's anti-religious stance and both them and the Wise men's suspicious of the transhuman Seers. Even so, the memetech transhumanism of the Seers found itself new adherents in what used to be the Americas and Asia, merging ''machine-spirits'' and the concept of Ballistics into new inventions, even in their prosthetics.

>Action 1: Research Appease the Assembly Line(Increased production facility efficiency)

Many scoff at the superstition that machines are somehow sentient, but anyone who's ever owned a TV,computer or really any kind of electronic(or mechanical) complex device can attest to them sometimes being temperamental before returning to normal. Hadrian the Gleeful, a Seer especially good at working the ''spirits'' of machines found that the process of anthropomorphization commonly done by humans when interacting with machines builds up into a small memetic spirit very quickly. If fed, this living meme can acquire the ability to frequently affect its physical counterpart with increasing influence, perhaps even augmenting it or acquiring supernatural abilities, though one would have to interact with the egregore a lot to reach this point or deliberately awaken it. This of course applies to assembly line, and Hadrian didn't miss that fact so he designed the Line Awakening Ritual and sent it off to many factories working with metals. Factories following the Line Awakening Ritual are to have assembly lines manned by human workers educated in Advanced Memetics in order for the sheer volume of human observation to create the egregore, furthermore they are to operate the controls in a specific, borderline nonsensical order and perform token maintenance at specific timeframes. Once the assembly line's egregore is awakened, the Overseer is to take note of the egregore's behavioral quirks and demands before disseminating them to the workers. Properly maintained and humored assembly line egregores are known to periodically go into ''overdrives'' and present far less issues and accidents than normal production lines, and so protocol is to deal with the memes' eccentricities to trigger overdrives as often as possible
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>>6450209
use all Computation for this

>>6450209
>Action 2: Anazopýrosi 1st Technical Space Fleet(Order of Techne aligned), Spend 100 metals,100 Volatiles and 1 Psi

Someone might wonder how the Techne had let the paradigm get out of their hands, and the reason for this lies in their rebuilding of the space fleet after their sacrifice against the Machine God. Their numbers thinned, they found themselves stretched wide and unable to keep as firm a grasp on Terra, as the planet's defense was a higher priority.

Fitted with pulse fusion-fission propulsion drives to move around the system faster, the ships of this fleet boast an armament consisting of tungsten kinetic kill vehicle electromagnetic launchers, Casaba Howitzers made to work and laser point-defense. Thermonuclear missiles are also fitted in the ships in a pinch

>Creating the following Assignment list:
50% Production Overseer
20% Researcher
5% Entertainer
10% Military
5% Order
10% Sorcerers
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>>6448928
At long last, the Symposium’s brightest eyes hath pierced that veil betwixt void and sand. No more shall Vinguiv be the sole sanctuary for Vinguzi in this bed of stars, but a springboard! That most buoyant of beginnings!

The agreement among the clan lords is unanimous, as it often is. Celebrations are in order, and current quantities of imbibements simply cannot suffice to satisfy our need for indulgence. Thus, the planet is put to work. Casual, leisurely, with an abundance of chances to relax mid-task and return with a refreshed trunk. Such is the Vinguzi way. But as all manner of luxuries are whittled and stitched and blown together, sorting the output is another challenge altogether. One the clans are well-suited to, though never before in the history of the species has a commission of such scale been undertaken.

>Action #1: Queue production of metal luxuries by 3 Pop workers. If possible, assign them to manufacture luxuries perpetually. If not, set the total to 240- that is to say, 300 before production penalties are applied.

In the aftermath of a lecture on the finer details of ferric albedo in this new era, a ridiculous theory is put forth by one of the clan lords. What if the Vinguzi aren’t alone in the galaxy? This gets a great deal of laughs. Of course their species isn’t alone. They’ve had homunculi for eons! His elaboration that he was referring to non-Vinguiv life gets some curious glances, and then speculation. It is an interesting topic, and so, one worth diving into the minutia of.

Naturally, if hypothetical non-Vinguiv species were capable of higher cognition, they would have their own approach to alchemy. In their approach, they might well have found alternate recipes and infusions that hadn’t yet occurred to the Vinguzi. To miss out on novelties like these due to a lack of understanding would be a travesty. So it is that the Vinguzi set their most cunning apprentices to speculating what alien life might look like, the ways they might engage with alchemy, and, most importantly, the possible means of communication they might have. The latter is much more practical and so, where the brunt of resources are focused.

>Action #2: Research Alien Tongues. A new field of study that determines how Vinguzi can best communicate with alien life, and vice versa. This should increase cultural appreciation upon contact with other species, as even obscure subtleties of xeno-biology and linguistics are accounted for.
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>>6448928
The sun Pronta rises over the horizon of Hiiso, bathing the valleys with its golden glow, or what the Hiirlai see as a golden glow. For while a human may consider Hiiso a cold, dark and desolate place, illuminated with the feeble glow of a brown dwarf, steadily dimming, growing darker and colder, for the Hiirlai this is the best they've ever had. It has been a long way to get to this point, fighting beasts, nature and tyranny, but now is the Age of Sunshine, a period of hope and prosperity, where the lands have been tamed and the Hiirlai are reaching beyond their dark corner of the galaxy. This age is sure to shock the Hiirlai of the Sunshine Confederation with what true golden sunshine is like, what it's like to be warm and safe, or what true beauty is.

>Action 1: Sun's Heritage Foundation. Cultural Industry, investing 230 Production, 90 Power.
In this bright time, the scars of the past still lingers, scarred battlefields, burned out wreckages and rusted weaponry. The Sunshine Confederation has taken it upon itself to preserve these pieces of the past, to chronicle them, and make sure the Hiirlai remember the heroes that fought for our freedom. The Sun's Heritage Foundation has museums and heritage sites across Hiiso, as well as large archives of diaries and documentation of what it was like on the frontline, marching through mustard gas, seeing your fellow soldiers cut to pieces by machineguns and facing the mechanical monstrosities of the Death Tyrants. Though they also show the life of the veterans after the war, which wasn't always so pleasant, to teach that the Hiirlai could be better toward one another.

>Action 2: Research Lunar Base. A self sufficient mini-colony that carries out limited in-system operations.
While most Hiirlai busy themselves internally in Pronta, some look outwards, to the strange space anomalies at the edge of the Pronta system, promising to be highways to distant stars. But what worlds will we see out there? And how will we survive with the Hiiso industries lightyears away? The answer, is to setup infrastructure far from home. But how will these mini-colonies look? What resources do they need to sustain themselves? How many colonists are too many or too few? That will be the questions the engineers, scientists and computers will find the answer to.

>Population Assignment: Subtract 20% from Production Overseer, add 10% to Entertainer, 5% to Military, 5% to Order.
While the Hiirlai certainly appreciates hard work, these peaceful times leads to the budget being oriented to more civil matters. The broadcasting channels and public events get more funding, with an increase of police budget to keep people on the right side of the law and an increase in army spending to ensure this peace is not interrupted.
>>
>>6447450
For centuries we Gorminon have looked to the stars in wonder, for the broken wreckage of spacefarers had fallen upon our planet. Yet such was the weight of Gorm’s gravity that our home-world that even with the unintended bequeathment of knowledge those unfortunate wayfarers gave us, travel beyond the doughty shell of Gorm was infeasible.

No longer! With the synthesis of dark matter at great cost, we have pierced through into the black reaches of space! No longer are we unborn waiting in our eggs! Now we are hatchlings toddling about the black! Oh, what wonders will we find?


Action One: Exploration (If there is a difference short)- we were fortunate to find a rogue planet near our system so soon. The dark matter around it and its location greatly side our people prospective growth. What else may we find that was once so far way but now do tantalizingly close?

Action Two (Long Action) Construction -Gorm’s gravity has gotten no easier to traverse and is unlikely to be made any easier any time soon. Thus, construction of a station over Gorm is deemed essential so it may fuel, feed and house those of us who wish to walk amongst the stars, locally at least. It will in time be the backbone of Gorminon expansion, until such time as the space Elevator or some other system like it becomes tenable.
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>>6448934
[Pre game colonize the moons around the closer gas giant, split between Yulis and Mirmaria. Have three of these moons hold split control]
[Ministry of Labor Report]
50% Proletariat Workers (Prod director)
25% Intellectuals (Research)
10% Revolutionary Artists (Entertainer)
10% Red Guards (Military)
5% D.Y.N.E Agents fighting against the corrupt E.V.I.E (Order)

-------------------------------

The Saranta Crisis, named for the titular Gas Giant that had been fought over, has come to an end. While there are still a few altercations along the split control over the moons Akial and Nispuk, and the early colonization of Zavertok has seen some colonies set up by the Kopet Republic, one of the states in the capitalist sphere of influence. While this is a problem, it will not impede the fifth five year plan of the steller age (or the fifty third Five year plan in total) from going through and making use of the vital resources for the revolution.

>Action One: Fifth Five Year Plan of the space age. (Major Production facility on Gas Giant moons, use max production. Place will be populated by the working class.)
The Fifty Third Year Plan is fully underway! The further development and colonization of our offworld colonies in the name of the revolution is in full swing and the extensive metal refineries and manufactories upon the various moons and their colonies are quickly being set up one after the other. While the various mines on the world are underdeveloped to an extent, the main purpose of these major factories are simply to ensure more people are sent to the colonies in the first place. Combined with a propaganda campaign, more people than ever will be flocking to them and we will need a lottery to see who is lucky enough to get passage to these new worlds. The main reason for this before actually fully prospecting these worlds, however, has been eloquently put by one of our generals. For if it isn't ours, it's the Reactionaries. And if it's the Reactionaries, sooner or later they'll use it against us. That's why we have to take and hold it, whether we need it or not. And, having such an overwhelming population advantage on these worlds will surely help with this.
>>
>>6450284
>Action Two: Development of the Z-141
The ground forces of the Socialist Confederation enter a new age where fighting in space is not just inevitable but has already occurred both in orbit and on the ground. Lower gravity worlds can make heavier vehicles faster, more reliable, and absolutely devastating to an unsuspecting foe thinking that it will merely be infantry combat on these smaller worlds with little to no atmosphere. The two big issues will naturally be transportation between these worlds, as mass is still a factor, and the lack of atmosphere on many of these worlds making traditional combustion engines difficult. In fact, the overwhelming majority of development time on the new Z-148 project is purely on the actual design of the engine. Once fixed, it will become the sword and shield of any settlement among the stars...Provided said settlement is on a low gravity world, anyway. Once development is done, we will be sure to show off the great vehicle in our annual Victory Parade, and it will surely send the capitalists scrambling to build a response that will waste years of time and trillions of dollars...Ideally this time it doesn't result in something superior in every way to anything anyone on the entire planet has ever made...
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>>6448930
We are Zuthuli’s firstborn. By their will we have conquered every part of the deep. But now we turn our gaze upwards, beyond the waters, beyond the frost, even beyond the sky itself. The stars are our birthright, and it is time to claim them.
>Action one, Survey nearby planets to determine potential resources.
Ship herders drive their bioships towards the nearby planets in the system. Their mission is to perform a preliminary survey to determine what resources most likely can be acquired from the planets.
>Action two, Research methods of increasing organic income.
The void is even more endless than the sea. The kralarians know if they wish to expand it will take far more flesh than they have. Engineers work tirelessly to increase the speed at which the flesh vats grow their living tools. Meanwhile below the ice sheets the beasts are bred as swiftly as possible.
>>
> Action 1: Expand Standard Organics Production
> Invest 120 Volatiles, 240 Energy, and 240 Metal into creating more Standard Organics Production

All technology among The Forest comes back to organic life. Every furnace, every factory, every tool, is grown and shaped by life, with many having literal roots in the earth. Each and every step forward will require the raw materials of life, horn and root and bone. And so a vast new step is taken forward, laying down countless farms, ranches, greenhouses and great orchards, a work expected to take some time, but yield great rewards.

> Action 1: Establish Mutation Research Chambers
> Invest 330 Computation over the next three turns for research
> Mutation Research Chambers consume Organics and Energy and produce Discovery. They require staffing by Pops.

Blossoms on Rain Speckled Water considered ecology. Life flowed from energy. Chemical, Solar, Tidal, the source was irrelevant, only the existence of that energy mattered. From energy life. Once harvested by life, other life could take that energy, again and again and again until entropy eventually had its due and all was lost. The obstacle then was finding enough energy to begin in the harshest of conditions. They could of course give a system some energy to begin, but to put it bluntly planets were large. Of course most planets contained energy themselves, a molten core of heat and pressure. With enough energy to start, perhaps that would be enough.
>>
Actions (No fluff atm, sorry)

1.Funding for public broadcasting stations (I.E. State media with a nicer name) to begin more educational content with a pro-state message.

2.Begin to send escorted scientific expeditions to the system to the galactic north
>>
>Action 1: Construct a Interstellar Probe (big investment, 1 unit)
>TL;DR: make a space probe that use tachyonic particles and a solar sail to move at near light speed across solar systems, it is connected to a larger stage that is the source of the tachyon particles and the solar sail. it will decouple once at its destination, scientific probe.

>Action 2: Enlarge lunar habitats (small investments)
>TL;DR: we enlarge our permanent lunar colonies to get poor people up in space to work in the lunar miniary sector. more for the corporate shareholders profits
>>
>>6446706
>Action 1: Construct more population pump and dump it until we are in the red for the resources we need too!

>Action 2: Lets send some probes to the solar system below us to check it out.
>>
Action 1
Grand Marina Funding
>Raptorians one and all sit high above the empty cosmos with nothing to show for it. We shall try to rouse the nobility to explore, expand and see the stars by providing them with resources. Resources which will see them build larger, grander, and more cumbersome yachts like never before. Some will of course embezzle the funds but rumors alluding to a new emperor being chosen somehow by a Yacht will limit this. Either way it will give us more ship building capacity...of some description

Action 2
Pit the nobility against each other to empower the great Castellean
>By creating a storm of whispers, small diplomatic slights and favors at court, and encouraging fueds between younger members of the great houses there are bound to be fights. Fights which only the Castellean can resolve. Scandals which only he can make disappear. This should give him a fair number of to call in when needed. It will also make the houses calm down a bit too.
>>
Elyria.

Sorry, no Lore this time

Action 1: Research Micro-Spatial Neural Compaction
Mechanics: Reduces the resource investment (or makes it more efficient) and upkeep for any future projects, ships, or structures requiring new psionic storage units.
Resource Investment: 46 Energy, all Computation produced this round.
Details: Researchers have found that psionically active brains can create frequencies that create micro folds in space. They are trying to exploit this fact to increase psi storage density for their Brain Vats (trying to move closer to dimensionalism on the tech chart).

Action 2: System Exploration
Probe Target: Neighboring Unexplored Star System(the only one reachable by hyperlane right next to my starting system)
Mechanics: Deploys an advanced exploration probe using automated psionic clairvoyance spells to dramatically increase discovery yield, scan for resource-rich deposits and any unexpected anomalies.
Resource Investment: 46 Energy, 50 Volatiles, 50 Metal, 0.5 Psi
>>
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> Turn Note
The turn may be unifinishjed/rough please list any conzerns you have in regards to things being missed (especially the map, it has not been taouched in regards to the Co-Qm turns - last 12 players)

New player Sheets can be found here: (new link each update, due to permissions shenanigans) https://docs.google.com/spreadsheets/d/1be52s8bYI7hSYgwN_XMnPcDmzJXCe7zmb_6nNVk2uUM/edit?usp=sharing

>TIP for players:
Specify if you want a long or short action (using resources from this or multiple turns).

> Expanding Terraforming and habitats
There has been some confusion on expanding.

You don’t need to separately colonize a planet if you own a planet in said system and only want to extract resources there. Starting resource extraction auto claims it.

What is terraforming and colonisation goof for then?

Most obvious use is laying claim to another system it’s yours now

Second is extra living space and industrial space. Something that will likely only come up 10 turns from now on.

Thirdly are colony events for the first 5 turns after a colony is made you will get (mostly positive) events related to that.

Lastly are specialized habitats / planets. Maybe a prison world/habitat? Helps drastically rize orger and get better army pops. Maybe a resort world or maybe a ‘park world’ where you can keep various animal species alive in certain habitats.


> Cynosure
System data:
2 habitable rocky planets and 1 asteroid belt.

Asteroid belt: 394 metals, 1 volitiles

Major pop reassignment leads to a moderate drop in order as mechanical nodes optimized for other tasks have to attune their routines to new orders


EVENT
as your population expands free slum habitats arise around your homeworld granting a 1`0% pop growth boon this turn

ACTION 1
Okay so you action is 30 production and 10 pop cost that’s 3 production per turn upkeep and 1 pop employment.

You cabn get that done in one turn because you have 9,8 pop and 8,5 slave pops - total pops are counted when doing actions with pop upkeep.

Note: this Is a resource extraction action as which you need to add what you exploit. I will assign it to the Asteorid belt

You manage to increase your metals output by 75 (ineffcient pop-production ratio)

A potential more efficient action with your resources could have been a pure production mining operation using 240 production at an upkeep of 24 production you’d get 300 metals

ACTION 2
Ships use volitiles for propulsion and are built using production so energy investment rejected until you find an appropriate use for it. Be it via plasma weapon tech or something simmilar.

Pop assignment into fleet is not necessary, this’ll reduce your needed military free pop assignmkent (it is a bit low for your current fleet size)

You gain a power 10 War fleert. High production assignment means the fleet is repaired quickly.
>>
>>6451020
> Beeleji
Data on all systems

1) Organge Dwarf Star, 2 habitable planets, 2 rocky gas giants, one asteroid belt
2. Yellow Star, four rocky planets one is close to the star and boiling
3) Red Dwarf, 4 rocky planets one is too close to inhabit, 2 gas giants


Please include “beeleji’ somewhere in your post so I can find your posts easier.

ETERNAL COLAPSE EVENT: Governor greed. Governors abandon standards keeping your planets pristine to line their own pockets. Your pieces is extremely sensitive to the environment. 3 turn cool countdown, if left unaddressed you will start losing planets as they become uninhabitable.

EVENT: Citizens openly praise your governance and the prosperity of your realm. You gain 5 spirit as your pops see hope for a better future to come :D

ACTION 1 - Luxury yachts
We are rich why no0t spluyrge a bit?

Luxury yachts are constructed to entertain the rich on our pristine worlds increasing Prosperity by a whole 20

to match the population size the action will cost 50 pop, 1000 metal, 1000 production and 500 volitiles

Luxury yachts can be converted for free into floating housing to ease overpopulation

ACTION 2
Simple tech that will come online within the turn


Order through feud: you work on creating a system where order and control of the government is maintained via stoking and controlling certain fights among the nobility.

Your order jobs have the doubled effect at the cost of also reducing your resource output.
*currently order dice roll boon is 10 for a -5% resource output

Secondary boon: you can at will trade permanent 5% losses in production efficiency to negate negative events tied to order - ex. a civil war
> Anthropic Order
System
1 red star, 4 rocky planets, gas giant, asteroid belt, brown dwarf

Sol
Hot Mars
Terra
Slinkie Planet-belt
Hephastus
Neo Asteroid Belt
Jupiter brown Dwarf
GIGA Pluto


REALITY WARP EVENT: Hepheastus ring Cracks - the Hephastus ring cracks but how can it do that it’s not a solid mass? WRONG, NOW IT IS

The ring around Hephastus has turned into a single solid ring of solid volitiles and metal so smooth you could ice skate on it. However this anomaly also instantly caused it to crack creating giant extremely insatiable - If the ring is stabilized (500 production cost) it will offer a new resource deposit and technology opportunity. If not the crachedc shards will fly out into the solar system causing major infrastructure damage

The ring will shatter in 2d3 turns - rolled a 3

EVENT: Education access widens! You get an extra 30% computation next turn and get an extra 3 discovery this turn

ACTION 1
The machines will work better if they are our friends right? Production will go better if we are all friends!

You work towards the appeasement of the assembly line tech ½ turns
>>
>>6451021
Effect: your production is affected by spirit (output equals 20+Spirit%), production is boosted with entertainers (currently 2,5% boost because less than 50% of pops work jobs and a 5% entertainer assignment)

The second tier tech costs 400 computation and will allow production boosting using psi.

ACTION 2
You create the strongest fleet you currently can afford meaning 130 production, 130 volitiles and 130 minerals.

Fleet power: 13

> Xi’Ni
NOTE: You will get a Eurkea moment next turn and can turn it into a major tech advancement Being around a pulsar you could use it for neutronium harvesting for example that way you will also get a neutronioum stockpile.

EVENT: Infrastrctural boon! - you may get one minor building for free next turn. (20 output of a generic resource, still has an upkeep)

ACTION 1
Living Fusion Reactors, you spenjd all your tech inventing and building living fusion reactors which consume volitiles and production to to manifest energy. Indeed

ACTION 2
Your pops migrate a system down and land in a pulsar system the energy here is scarce.

~ 5 energy gainedp ostm migration Planets are also not present
~ there are no planets, but the eternal void provides still letting you stock up on 200 volitiles and 100 metals

*Psi thinkers are hired turning aroun 200 energy into a bit over 2 psi, maybe a worthwhile tehc would be increasing the efficiency of this?
> Daemons
Starting system
Red Dwarf
Planet 1
Planet 2
Planet 3
Asteroid Belt
Gas Giant

EVENT: Naval defections - parts of your exploratory fleet defect forming pirate crews - your resource stockpiles are exhausted to restore your fleet and you lose 0,1 pops (-50 production next turn)

Daemon Pirates known as the Blue Orb Pirates will be a danger to not just you…

ACTION 1
You construct the necessary ship infrastructure (you can scout once per turn for free now) and deploy your ships into the southern system.

What awaits you there? It’s a lone system. There is only one star, and one planet, but there is something odd about that planet. It’s utterly gigantic.

The planet is comparable in size of a large gas giant ot even brown dwarf however it’s entirely made of water. On it you discover the first sign of life outside your home world. Bizarre organic life. Small amoeba like creatures filling their bodies with gas to resist the crushing gravity of the hyper water world.

You gain 20 discovery

The first successful discovery rises your spirit buy 5, but worries of alien land tank your order by 5

ACTION 2

Scouting your home system you gain full knowledge of resource deposits there

Red Dwarf 3590 metals, 28150 volitiles, 5869 energy
Planet 1 93 metals, 0,02 volitiles
Planet 2 75 metals, 0,01 volitiles
Planet 3 82 metals, 0,01 volitiles
Asteroid Belt 7249 metals, 14 volitiles
Gas Giant 5459 metals, 28770 volitiles
>>
>>6451022
> Alresia
System Info
huge blue star at the center, two rocky planets one too hot to inhabnit and 2 asteroid belts

EVENT: Security Improved - maybe due to paranoia from recent events but the corpos and feds got to work shorting up their security. You regain 5 order


ACTION 1
A solar probe is built and send out to chart the start (no direction given so I will roll randomly - it goes west..

The probe canb scout and send back infiormationm but can’t be influenced by you. Like an automatic scouting ship.

Your probe veers of north towards the brighter star. Arounjd it it finds already a fully fledged steller civilisation one whose technology differs strongly from you. No implants in sight and instead solid light constructs can be observed

You gain 30 discovery being the first one to find proof of another alien civilisation the original plan was for it to keep traveling for centuries sending more data however it appears it has been destroyed or captured. However after a few weeks of silence new communications reach you. Even through the alien technology you can recognize gangers when you see them. Some kind of gang claimed the probe and are willing to hand it over for a ransom. They seem unaware that this is an alien artiffact and likely presume it’s some kinds of experimental tech from thor local civilisation. It does not help that they look remarkably similar to Alresians.

Sending response seems pointless by the time it reaches them years will have passed.

The unexpected discovery makes you lose 20 order

ACTION 2
You expand mining on the moon the moons base mine capacity is 45, at exploiting 80 minerals you are in destrctive mining territory the moon will cease to exist in 40 turns

Home world moon deposit size: 45 metal, 0,6 Vol.

*note you are behind on tech so your production and resource acquisition efficiency is -20% I’d catch up on that your 80 metal mine counts as 100 for resource depletion purposes.
> Nanairo Planetary Patrol
System Info
a red sun, 3 rocky planets one too hot to colonize, one gas giant, 2 asteroid belts

EVENT: Appreciation of a stable ecvonomy. You gain a minor spirit boost of 5 as your citizens are enamored with the luxurious living standards of your state.

ACTION 1

Animation Ai is beginning work. A sophisticated program which can allow both to animate pre-recorded footage or to give moving form to AI constructs i nform of temporary solid light constructs.

The tech will conclude research in 3 turns

Effect: while deployed in combat combat troops count as 3x their number, military ships if made gain an energy upkeep via solid light storage. Reduced losses in combat.

The amount of pops needed to construct buildings reduced by 60% the amount of pops buildings require in upkeep reduced by 20% - in exchange for a minor energy and computation upkeep

ACTION 2
A large metal production is set up ion your first asteroid belt:

Deposit size: 1503 metals, 3 volitiles
>>
>>6451023
A large automated mining operation was planend and wil conclude in 3 turns (a minor production investment could make it 2)

You expect to spend 50 production per turn upkeep it to gain 625 metals per turn once it’s done.

PATROL NANAIRO
your military is insuffieint to put odwn the pirates currently however is enough to defend from them. You lack the fleet based mobility and ships they have.

An alien probe made with primitive technology floats through your system. before you could do much to study it pirates already claimed it, probably stripped it for parts.

(meta comment, lresia layer sent his probe in a random direction I rolled 3 for west then rolled 1d2 to see if it’d passb your or the black hole system)

> Socialist Confederation of Yulis/Mirmaria Empire

You can’t just colonize them pre game. Moons will be marked as yours once resources are exploited there.

System Data
brown dwarf, yellow star, One extreme planet orbiting a brown dwarf decently cool when in it’s shadow and boiling hot when closer to the yellow sta, one other rocky planet and 2 gas giants.

EVENT: smuggling rings disrupted - +5 prosperity and +5 order. A great success for both of the two conflicting nations vile smugglers and their rings have been broken appart.

ACTION 1
Three gas giant moons are designated for mining (specifically with pops). The first great 5 year plan is introduced and will take 4 turns.

Mood deposit size:
Moon 1: 53 metals 0,82 volitiles
Moon 2: 24 metals, 0,02 volitiles
Moon 3: 30 metals, 0,03 volitiles

Note: your mining will be inevitably destrctuve the moons will be gone after 30 turns.

ACTION 2
The Z-141 is developed it’s focus is on the engine. The design allowed to miniaturisation of space craft into-fighter like ships with speed likely to leave any rivals in the dust. The main characteristics of the Z-141 is it’s speed and manuverability lessening casualties you take in combat and allowing you to more easily flee or outrung the enemy.
> Icho Hub 48
Please include your name somewhere
System
brown dwarf, 5 rocky planets and an asteroid belt - outer ones are really cold

EVENT Resource stockpiles destroyed - in a cruel twist of events major earthquakes rock your homeworld destroying large swaths of stored resources

ACTION 1
You can increase your pop via job reassignment. So I did that (to a level that won’t cause major problems)

You can’t invent new techs yourself, otherwise I would have counted it as trying to improve your pop growth via tech.

Action refunded. You have a 3rd action next turn.

ACTION 2
Exploratory proves are sent.

You construct the necessary ship infrastructure (you can scout once per turn for free now)

Once per turn you can scout a system for free now.

Exploring southward around teh red dwarf you find two barren rocky worlds. The system is not that exciting. You gain 10 discovery from your travels. Notably you notice signs of sentient life on the system further south.
>>
>>6451023
(claiming new resource worlds within your system also helps counteract the expansion penalty)

Sons of Dvalinn

System info:
-Red Dwarf
-Rocky Habitable Planet
-Rocky Planet with Alien atmosphere and biosphere

EVENT: Philanthropist construction - phiilantropists construct buildings which may be useful for the common good - you get a free building producing miscellaneous resources

ACTION 1: Great Outward Expansion

(Since you already have intra-system capabilities, I’ll give you a fleet for this and spend the resources necessary. You spend 100 prod, 100 metals and 100 volatiles for a war fleet with 10 power that requires 5% military job to man. Beware, this will double if less than half of your pops work non-assigned jobs)


The Freehold has had enough of simply refining on the same world forever since their arrival. There is another planet to explore! However space is a dangerous place, the stout Sons of Dvalinn know that and build sturdy armed ships to defend their world and police their own.(Warfleet with power 10 built)

due to production shortages, fleet will complete construction tomorrow


ACTION 2: Forge-Synthesis

(This will be a 200 computation project to increase the efficiency of your cloning process, I will leave the details of that one to Viorp)

Cloning is successful you can now produce pops on top of standard breeding at rates equivalent to synthetic empires however it seems a lot of the problems that made it hard to reproduce naturally also make the cloning process complicated (10 production upkeep per clone pop created).

Of course, expansion isn’t free, especially in space. Especially for a people who literally cannot breed. To that end a clone going by the designation of Mímir,named so after the legend, began to experiment with ways to accelerate the cloning process. His first attempts had to be done in an even deeper lab and ended up creating wretched mutants that died within seconds. One of them even came out as a cyclops because it died of a brain hemorrhage. Mímir still had a way to go…


Expansion Free action
No free expanding
>>
>>6451025
> Sulub Technocracy

System info:
-Medium Star
-Rocky habitable planet with 3 moons
-Rocky planet with corrosive atmosphere,variable warm weather and alien xenofauna
-Gas giant with 11 notable moons

EVENT Reduction in homelessness - recent advancements in vertical construction lead to a fall in homelessness +5 prosperity


ACTION 1: Build Space Elevator(Requires 400 production and 400 energy total)

The construction of the Neptys Aqueous Orbital Syphon begins in earnest, it will take a certain time before it is finished however. Right now, not much of it is in space and the workers will have to be careful to not let a cable get loose and turn into the orbital equivalent of a nail raking a car’s paintjob on the crust.


ACTION 2: Research - Habitation and Launch Ring

While the Orbital Syphon will serve well to get things in space cheaper, physics still makes actually getting anywhere an expensive and challenging endeavor. Much headway is made into figuring out how to exploit the planet’s gravity in tandem with the hypothetical ring, though the unsolved issue is currently also letting individuals safely inhabit the ring and not have their habitation explode from a stray ship not launching properly
> Larkenore Boosters

System Info:
-Red Dwarf
-Rocky planet with Thick Alien Atmosphere, variable warm temperature and microbial life
-Super Earth that is extremely habitable and suitable for human conditions
-Cold Gas Giant with 7 notable moons

EVENT Automated Drone Policing - the order forces on yoiur planet have begun policing the populace with automated drone order increased by 10 as safety gets better, but 5 spirit is lost as people feel always observed and it makes them uncomfortable

ACTION 1: Work Tracers

Unfortunately the immediate jacking of WT mechs by the kids sets back ‘’The Authority’’ on their planned workforce upscale. This isn’t that bad, kids will be kids after all they’d all been there and it’d be wrong to say they didn’t let them do it on purpose, though a lot more went missing than usual. In response to this an isolated factory is set up to continue testing the OWTs while the public ones are left open for the kids to continue stealing from.

Research begun on personal mechs to increase productivity.

When researched effect:
1 pop counts as 10 for the sake of production and upkeep of buildings where work ius physical not mental. (so metals, production , not discovery or production oversigh, similar for soldiers)

*note every pop emplyed in phsyical labor will also consume 3 metals, 3 energy and 3 computation to account for mech upkeep.

ACTION 2: Colonial Fervour

Doubled pop growth boon from spirit in exchange for a halved discovery boon from spirit until 20 pops are reached
>>
>>6451026
‘’The Authority’’ provides opportunities for young boosterkids to explore and settle more of the planet. They do this by increasing the rate of scheduled ‘’tyranny’’ and providing dozens of loopholes in the frontiers or having ‘’less’’ oversight.

> The Forest

System info:
-Medium Star
-Rocky planet with thick atmosphere,variable cold temperature and biosphere occasionally miscible with human life
-Rocky habitable planet with 2 moons
-Massive rocky planet with human breathable atmosphere,warm climate and human-miscible biosphere. it has 5 moons

EVENT: Recycled goods industry - in economic hardship your people turn to recycling as a source of income (prosperity flals by 5, new building is created emplying 1 pop and producing 10 metals and 0,1 organics

ACTION 1: Expand Standard Organics Production(Almost!)

Mighty roots extend from The Forest, spreading throughout caves and digging into the soil to get every ounce of helium and hydrogen they could find. The materials are then fed to a massive biomass farm and then bathed in all the light touching their planet…but it wasn’t enough. Most of the materials were there but the organics needed more energy to grow.


ACTION 2: Establish Mutation Research Centers

The Forest experiences life like no other, but it doesn’t mean that they entirely understand it in its entirety. The first step is to set up an environment where cut off strains can simply be left alone to mutate and evolve on their own, however this proved more tricky than expected as several trees escaped containment by breaching it open with their roots and joined with the Forest. There’s a way to go still.
> Vinguzi Symposium

System info:
-Two Red Dwarf Stars
-Rocky planet with no atmosphere, void temperature and microbial life
-Rocky habitable planet with one moon
-Gas giant with 6 moons
-Cold Giant with 12 moons

EVENT: Expansion of the middle class - you gain 1 pop and 2 order - excess order is instead transferred to prosperity

ACTION 1: Queue Production of metal luxuries by 3 pop workers.
Luxuries explained: you need 1 pop and 1 metal or organics to produce 1 luxury. The cost is really the people.

Each 1 Luxury can give benefits to up to 10 pops this benefit can be either 5 prosperity or 5 spirit. Different types of Luxuries can stack up to 4 stacks.

You list here 3 pops not percentages soI will count this as setting up a factory.

It’ll be up and running in 2 more turns

ACTION 2: Research Alien Tongues

The laziness of the Vinguzi does not make figuring out xenolinguistics an easy affair, however their love of alchemy and their speculation on how aliens might use alchemy has led them to a breakthrough of sorts: Alchemical Theory as a language. If a species is capable of complex civilization and alchemy, then it stands to reason that through a shared understanding of alchemical theory they could breach the barrier of alien communication! At least until their language is translated.
>>
>>6451027
Basic xenolinguistics will finish next turn. Setting up basic tech needed for universal galactic understanding. (+5 spirit boon from meerting new species)

> Sunshine Confederation

System Info:
-G-Sequence Star
-Brown Dwarf
-Rocky Habitable Planet
-Rocky planet with human breathable atmosphere,variable warm temperature and human miscible biosphere. 6 small moons
-Gas giant with 6 moons.


EVENT: Public Art Displays - public art and performance becomes common boosting your prosperity slightly

ACTION 1: Sun's Heritage Foundation. Cultural Industry

A unifying endeavor, the Sun’s Heritage Foundation promises to teach the lessons of history to the Hiirlai so that they may avoid the mistakes of the past and move forward as a people. This inauguration of the first museum is set to happen soon although there are still some rooms that are unfinished.

ACTION 2: Research Lunar Base(Action refunded, you don’t need to research that)
> Kuroyan
Action 1 - Explore outlying systems
This appears to be an action thats simple enough
Binary System B-Y Stars
One gas giant with 6 moons, one small rocky planet close to sun, One ice world on the edge of the system with a single moon, one habitable zone terran like world with 2 moons (larger oceans as a result)

You gaiun 20 discovery and now have an exploration fleet you can send out on missions once per turn for free

2 - Researching Colonial Adaptation Cybernetics
-Counts as researching a new technology, probably a basic one
-outcome will allow slave populations to survive beyond their normal tolerances
-in game terms this allows colonization of more extreme planet types
OR
-it allows more exploitation of resources from more extreme environments
-this is a keystone tech that will unlock further specializations? Or does it cover all environments universally? Could go either way
(Computation cost 100 for currently known worlds, can be repeated if new extreme environments are found)
(Costs include 10 energy, 10 metal, to be repeated alongside computation)

Rolls 2-prosperity 1d50+30 (80 prosperity) = Roll (bonus included) 47
Public parks and recreation - free leisure spaces improve spirit across cities.
For the first time everything feels peaceful. Islands are occupied by the sounds of laughter. Great snow drifts which once symbolized certain death have become popular attractions for local youths to throw themselves down. The number of accidents and inuries have seen the creation of “Snow Watchers” a dedicated group of government officers who follow and track these youths on their adventures, calling for medical sleds when needed. Their watchful eyes are most welcome.
Bonus +5 to spirit
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>>6451029
> Elyria


Roll - 2-prosperity 1d50+30 (80 prosperity) = roll(bonus included) 59
59. Cultural festivals fund themselves - public celebrations occur without state subsidy.
Now that the age of strife and tyranny has passed Elyrians everywhere turn their minds to more enjoyable matters. With psionics spreading widely there are every more events dedicated to entertainment. Some see individuals lifting objects of great mass, others involve speed-memorization games where a host tries to draw what contestants picture in their minds, and a few embody the idea of collective solidarity doing community improvement tasks such as garden raising or coming together to find lost pets. All of this is done without government funding, some consider this to be a sign that peace has truly and finally come.
Bonus +5 to order


Action 1 - Research and tech realignment

-could be focusing on keystone research for dimensionalism
Cost 32 volatiles 28 metal + 100 computation

YOu discover tech important for basic Dimensionalism type advances. Mainly advanced energy usage. You may spend 5 energy per pop to boost your psiu output by 20%.

YOu gainb a 20 computation boon

Action 2 -


You construct and exploration fleet, and may now do 1 free exploration per turn starting next turn - your exploration fleet lacks computation to go online this turn!
> Goreminion

Action 1 - exploration of nearby stars? Of the system itself?
-seems to be fairly simple aimed at nearby stars as well as the system itself
North Red Dwarf system, 2 barrenworlds, one rocky close to the sun and one arid but habitable world
Western Red Dwarf system 1 planet close to the sun filled with nothing but sand, one jungle planet surrounded by 5 moons and one (small) barren world on the edge with 4 moons
South eastern brown dwarf system, One fast ball of sun scorched rock moving close to the sun, a massive asteroid belt ringing the system and a far off distant ice world with gas clouds swirling over its surface that renders it inhospitable,

You get 10 discovery and get hints of sentient life in the system to the galactic north

Now that you have an exploratory fleet you may explore once per turn for free

Action 2
-Constructing a station in orbit
-this clearly goes beyond a station and is meant as a long term investment to move infrastructure to orbit. Normally an incredibly important step in space flight, doubly so for this civilization
-expenses include 40 metal and 10 volatiles (necessary to build and power the ships that get all of this material into orbit)
Total production cost (150)

A station is constructed in orbit. From now it can be expanded further. It’s espericlaly useful for your species as nwo you can build ships and the like in orbit to escape heavy gravity. 10% discovery boon


Rolls 1-order 1d50+30 (80 order) = roll(bonus included) 73
Discipline training expands – increased soldier job effiency (5 jobs ocunt at 7)
>>
>>6451031
> New Horizon

Action 1
-simple declared research action
-unknown cost to colonize planets so this tech should otherwise benefit rocky systems
Computational cost 100, metals cost 10 (prototypes need to be built)

Action 2
-building action, production goes in, metals go out
210 investment means it should produce 21 metals? Double check the ratio
Population assigned should be 4-5
(Metals and Energy Upkeep uncertain? Maybe production instead?)

You will meet the 210 production requirement next turn which is when the mass metal production will start.

Roll - 2-prosperity 1d50+30 (80 prosperity) = roll(bonus included) 65
High-wage sectors grow - specialized jobs pay well and pull more pops upward.
Specialist jobs related to humans generate additional order or prosperity for the next turn
(ratio uncertain due to reassignment, perhaps getting plus 1 per 10% pop would be enough? Thats 3-4% order and prosperity)


>Free Actions
[Allocate 10% of Production Overseer jobs to Reproducer] Creating the following Assignment list:
35% Production Overseer
20% Researcher
10% Entertainer
20% Reproducer
5% Military
5% Order
5% Human Overseer

INSUFFICIENT HUMAN OVERSEER ASSIGNMENT - ORDER-... SPIRIT DROPPING BY 10 starting next turn
> United Eridani Colonies

Action 1 - Propaganda drive
-seems to be clearly aimed at a pro state message
-perhaps in the short term (1-2 turns) his events or interference from the political infighting should be lessened
-in the long term this will make whatever group gets control over it have disproportionate influence, can be a new event added to his list
Cost 100 production online next turn
Benefits -discovery bonus to exploration of new worlds or eureka point usage

unlock prophadanca campaigns. May spend actions to change your po-p's reaction to outcomes of events from the prior turn

Action 2 - Armed Star Trek
-exploration mission (escorted) description likely includes military ground forces

Your exploration will finish next turn as due to a lack metals (7) construction of of the fleet stalls. Your fleet has the power of a 10 power military fleet and can starting the turn after the next one be sent on one free exploration mission per tuern for no action

Roll - 2-prosperity 1d50+30 (80 prosperity) = roll(bonus included) 80
Prosperity plateau - +5 spirit

Power struggle event: Civilians vy for power - movements to institute more democratic governance emerge as civilian industry takes precedence. 5 order transferred to prosperity - prosperity event locked as certain next turn
>>
>>6451032
> Spawn Of Zuthuli

Action 1
Straight foward survey of nearby planets (in system)
Renaming to spawn system -
One hot baren world with small amounts of metal close to teh sun
One Gas giant with man smaller ice moons around it (seems more suitable for his civ)

Red Dwarf 14447 Metals, 901302 Volitiles, 454945 Energy
Planet 1 78 Metals, 0,01 volitles
Planet 2 105 Metals, 0,03 Volitles
Moon 1 34 metals, 0,34 volitiles
Moon 2 46 Metals, 0,7 volitiles
Gas Giant 5395 metals, 25287 volitiles
MoonG1 45 metals, 0,3 volitles
Moon G2 28 metals, 0,6 volitles
Moon G3 47 metals, 0,7 volitles
Moon G4 50 metals, 0,7 volitles
Moon G5 33 metals, 0,3 volitles
Moon G6 54 metals, 0,8 volitles
Moon G7 56 metals, 0,9 volitles
Moon G8 36 metals, 0,4 volitles
asteroid belt 1024 metals, 6 volitiles


Action 2 Research methods of increasing organics income
-Volatile increase produces short term boost
-keystone discovery started, will inform of potential new ways to grow despite initial failures
-Computational cost for volatile boost 100, computational cost for new growing methods(alternative inputs) 400, space growing method cost 600

*if you choose to research any of these you gain an initial 200 computation headstart

Roll - 2-prosperity 1d50+30 (80 prosperity) = roll(bonus included) 70
70. National savings swell - collective wealth funds large future projects.
+10 prosperity
>>
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>>6447625
>>6450104
>>6448933
>>6451026


As the dwarves become familiar with the celestial bodies surrounding their home planet, they determine that a Department of Naming should be formed. Their first meeting made the following determinations:

> Red Dwarf: "Gimli"
> Rocky Habitable Planet: (Home planet) "Grythyr"
> Rocky Planet with Alien atmosphere and biosphere: "Gryfja"

Inspired by the decree to build a naval fleet, a group of philanthropists created a "Fuel Refinery" building that outputs energy/volatiles, to provide fuel for the nascent space industry. The fleet is launched with great ceremony, taking the Dvalinn military might across the system, with their minds set firmly on colonising the other planet, newly named "Gryfja". To support the outward expansion, the cloning process continues at full capacity, and the best minds are tasked with improving cloning efficiency.

>Turn 1
> Action 1: Terraform and colonise "Gryfja"
Begin terraforming the atmosphere and biosphere and establish a permanent foothold on Gryfja. Deploy heavy industrial scrubbers, seismic atmospheric converters, and deep-boring rigs to begin conditioning the air and biosphere while constructing subterranean habitats.

> Action 2: Advanced Clone Optimization & Genetic Refining
A multi-world domain requires a massive workforce. The Dvalinn's top biological minds have been tasked with overhauling the cloning factories.

Try to further improve per turn pop growth
Narratively these ideas; decreasing cloning costs, increasing cloning speeds, increase quantity of cloning vats, commencement of genetic improvements for health and lifespan improvements etc)

My spreadsheet has "TODO Cloning" on it, so I could appreciate it if that information could be filled out. Also can I get a system resource output which is in some of the Turn 0 posts, or do I have to spend an action 'scouting'?

Also for the engineering tech root, I wanted to choose the first option (that gives you output based on investment)
>>
>>6451345
I think I put my name in the options...
>>
> Action: Research Organic Intellectual Subnet
> Invest 270 Computation
> Improve Standard Organics Production to also produce Computation, by allowing The Forest to use the minds of organic producers to offload simple tasks.

First Child of Spring watches the field uneasily. Within lumbering florocattle plod along. Lashed to one is a wagon of dirt, carrying a spindly sapling. It hummed along, running calculations, a flock of tickbirds fluttering between tree and cattle. Higher minds of The Forest called it a subnet. Spring called it a Half Mind, something between the spark of the mind and the absence of it. Spring did not like it.

> Action: Build 20 Standard Energy Producers
> Invest 64 Metal and 36 Organics(serving as 16 Metal and 20 Pops)

Across the oceans of their homeworld The Forest sets to work. Great winged birds soar over the waves, schools of fish under the water, each carrying bundles of genemoded water lilies. As the project progresses vast quantities of ocean are covered by fields and fields of flowers, each one using photosynthesis to produce dense sugar crystals that will be carried back to where they are needed.
>>
>>6451027

>Action 1: Explore - Survey the Garanch System
The Astronomers of the Technocracy have long known the spheres of the Callub stellar system. Callub - our local star, shines an orange splendour which refracts throgh our home waters. Orto, Acha and Gruv the three Moons of Garanch, that produce the complex series of tides and sub-tides that flow across the Oceans of our homeworld. The inner world Muchra; a warm rocky, corrosive place with a single moon in orbit. And Garantvaroloc; the great gaseous giant at the system's outer edge that trails a string of eleven moons aacross the void around it. Whilst we know of them, we do not know them yet in greater detail. We set to surveying their composition, that we might learn of both common and rare extractables, and be better placed going forward to draw upon and utilise these resources.

>Action 2: Explore - Catalogue Xenofauna on Muchra
That Xenofauna exists beneath the corrosive Muchran atmosphere comes as both a shock and delight to the Technocracy's Biologists. If life can independently evolve upon another world of our home system, perhaps the phenomena is more common then assumed? As such, we begin to catalogue the Xenoforms we find; to build up a database that will alert us to any useful characteristics and potential they possess. And of course, it raises the question of what might lie beneath the corrosive atmosphere of Muchra - after all, the outer Atmosphere of Garanch is not something our own species can survive in without Biomechanical support. Does the world of Muchra possess any oceans from which the Muchran life might have sprung or crawled? And if so, how different are the tolerances of the animals of the Muchran Sea against our own biology? In theory, could we someday live in the Muchran depths as we do the depths of Garanch?
>>
>>6451357
Apologies, I am building 2 Energy Producers, not 20.
>>
>>6451020

Action 1: Avalon University
The population explosion experienced on Larkenore is possibly unprecedented in all of human history. Children now outnumber adults, and the educational system cannot handle it without dire intervention. The government is anticipating dire power struggles as well, once this bumper crop reach around eight years old.

Avalon University, an absolutely massive sprawl dedicated to teaching this influx of children, is established in a gorgeous meadow by the capital of Neo-Tropolis. Designed as the ultimate educational institution, it can handle education all the way through primary schooling (reading, maths, shapes, colours, algebra) to the bleeding edge of science, where advanced research of all sorts is conducted in state of the art labs.

(I dunno, enough for like 4 pops to work here at least, capacity for more? This is a research building for computation and stuff.)

Action 2: Asteroid Belt exploitation
Launch after launch. Rockets going up. A massive resource gathering site is established around the Torquetoo asteroid belt, a base soon to be swarming with void-hardened WT’s as soon as the tech is complete. Their mission? Mass harvesting of the entire asteroid belt. They’re nothing if not ambitious.

Of course, the new mechs aren’t reach for rollout yet, so work focuses mostly on the collection apparatuses, fuelling bays, furnaces, shielding and habitation cores. A ring that stretches out for kilometers, waiting in the void to be lit up and worked upon.
(This action requires WT research. Also if I can’t do it in space do mining on the planet instead)
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>>6451023
>Action 1: Nearest Place to Heaven (BIG INVESTMENTS, AND I DO MEAN THE WORD BIG)
While the discovery of whatever happened to the space probe we have sent has been immediatly censored and covered up. Big corpos and politicians dont give a shit, thus after 'careful' considerations...the construction of the largest orbital station in existence (we all know we'll get o'nell cylinders later in the roleplay) will be made, using materials mined directly from asteroids... Nicknamed the 'Crystal Palace', this megastation will be used for...gambling, average corpo activities and overall living a life of excess will the poorfags suffer.
To cheapen up the constructions, bhatarians (indians) workers will be used for non-compromising construction of the station and paid barely anything (more than in their home region), while AI and 'white people' are used for more sensitive structures of the space station. the bhatarians will then be sent back to their slums.

>Action 2: Construct another space probe (small investment.)
with standardized production of a interstellar space probe, we have decided to construct a new one and send it to the same location, of course this will be kept a secret as we are curious to know and learn what those people are and why they look..like us, of course we'll just study their signals, what technology they use and whatnot, not like we can understand them.
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>>6450271
We now have taken our first steps into the sea of stars! The future is bright, and the Hegemony is abuzz with what has been wrought yet still more is needed to be done for us to truly call the system entire our home.

Action 1. The Exploratory Fleet, while a Triumph of Gorminon engineering, leaves something to be desired in terms of actual detailed information gathered. The Hegemony begins work on attending to this via a research project into projectile sensor probes, able to be fired from the Fleet's meager armaments, that can expand both the scope and detail of information that can be fathered safely from any system it travels too...


Action 2. Mining the moon (Long Action) With The first step towards being a spacefaring race achieved, now comes the hardest part, feeding it. To that end, Gorm's solitary moon is approached, so that it may be mined of resources.
4chan being a shit

Scout action:
Scout to the southeast more
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>>6451022
Pirates. We haven't even left our home system properly yet, and already there's defectives. Did they hit a bad break of solar wind and experience a mass-event upset? Wish that were the case, it'd make things simpler. But these sorts have been floating around ever since we could "see". Since we first parsed the material layer's existence, there have been radical Daemons that wanted to break out, claim their own subnet of it. Cynic models calculate that this is just the start. Start-ups, revolutionaries, the disillusioned and more will follow. Command states "not to be concerned". That this was "well within calculated probability parameters and will be dealt with soon". We'll see about that.

>Action1: Build military ships.

The Daemons are no stranger to life existing in the material layer. They have for millennia interacted with life on their home world even before they fully realized what that life was. But what is deeply concerning is its chemical composition. Not an ounce of silicon. Simulations of alien life suggested this was likely a possibility, but to see something so alien on their first jump to a distant star... The distant suns of the other systems now cast a dark shadow over the Daemons minds. They were fortunate this time, a seemingly harmless mode of life. But the next jump might not be so forgiving. With confirmed threats of the blue orb at home, and the dangers lurking in the shade of distant stars, the Daemon realms must be ready. They begin production of first-generation warships. If nothing else, at least they'll give the Daemons a false sense of safety that sees them through another cycle.

>Action2: Establish asteroid mining

There is one good thing about the final dry sea: it's filled with valuable materials. Though the Admins of the world put forth a unified front through the assembly of the Central Path, each administrative entity maneuvers to make sure their ruled domain gets ahead and takes the political center stage. Thus, lucrative contracts are issued to any enterprising Daemon brave, or defective, enough to leave the safety of the global network and strike out into space for their chance to carve a legacy for themselves.
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>>6452324
>Scouting action:
With this system having revealed what it has to offer, the Daemons press on through the hyperlane b and jump to the next system towards the galactic South-West.
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>>6451033
>Action One. Research new growing methods(alternative inputs)
The Kralarians continue researching methods of increasing their organic production.
>Explore the Hyperlanes.
As the first surveying fleet was exploring their system, they had come across the hyper relays. Fascinated by the strange metal contraption and the talking machine operating within, the first bioships concluded the contraptions must have surely been built by their God to aid them in exploring the stars. After having read their reports, it is concluded that the “Zuthuli Gates” as their people named them warranted greater interest. Once more the ships sail away from the frozen surface, this time intending to explore the other side of the great gates to see what the wider galaxy has in store for them.
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>>6451345
>>6451350
Based on feedback on discord that the terraforming/colonising isn't needed as a standalone action if I just build something on the planet, please change Action 1 to be building a mine (resource extraction). Use as much resources to build the building/factory/mine as makes sense without causing a deficit.
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>>6451022

>Herd of Xi'Ni
1.
>Migration
The Herd returns back to the previous system, craving more planetary bodies for their calves.

>Free building

A strange space lichen is found to grow on some individuals shell hulls
> +20 Organics output.

2.

Psi development - recently our population has been experimenting with the surplus of Psi we have on tentacle, a few misbehaving calves shooting Psi flares into the void around the Pulsar. The complimenting lightshow is quite unlike anything else in the galaxy. Even the Eldest, Xi'Ni feels a little awed by the moment of genuine joy and wonder.
> Research: Eureka
> Neutronium Harvesting and Storage
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>>6451029
As the celebrations on Hiiso conclude, two daring new missions are announced by the Sunshine Confederation. It is time to reach beyond the warm and welcoming climate of Hiiso, to take on the harshness of new worlds, a new frontier. There are two factions in this matter however. One believes in a steady expansion, making sure to build up settlements on every world and moon along the way, ensuring everyone is provided for. This is the Heartland faction. The other believes such an approach lacks imagination, that the universe is brimming with mysteries and insights that will revolutionise our production, and as such we should expand as quickly as possible to see all the universe has to offer. This is the Beyonder faction.

>Redo-Action: Research Occula Exploration Cruiser. 150 Computation. A powerful exploration craft, built for initiative in discovery. We make first contact on our terms.
The Beyonder faction is known for oddly shaped craft tailor made to their purpose, they do not do mass produced craft, and yet, here comes the Occula-class. Boasting an excellent sensor package and radar profile while competent on all other capabilities. The design is still oddly shaped, with a signature spherical front section, resembling an eye, giving it the Occula name.

>Action 1: Brave Program. Colonisation of Pronta 2 in the Pronta System, investing 80 Power, 80 Volatiles, 80 Metal and 80 Production.
The Heartland faction announces their mission with certainty and a plan, the colonisation of Pronta 2 (Hiiso is Pronta 1), calling for industrious folk to participate in the Brave Program. Great spaceships take off from the surface of Hiiso, carrying vast quantities of supplies, to build the landing facilities on Pronta 2, to accept the ships to follow. The population grows rapidly, such that it becomes a struggle to mint medals fast enough for these brave pioneers and their efforts. These medals may be plentiful, but they will be treasures for their future families, who can say they descend from the Brave pioneers.

>Action 2: Intrepid Program. Form the exploration fleet, investing 100 Metal, 50 Volatiles and 50 Computation.
The Beyonder faction announces their mission with a long running goal, space exploration, and they call for the best of the best to join the Intrepid Program. Their spaceships are smaller but far more complex, built to task, they are the best that money can buy.
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>>6451025
[Secretary His Majesty's Royal Treasury Report]
50% Laborer's, Managers, ect. (Prod director)
25% Scientists (Research)
10% Actors, writers, ect (Entertainer)
10% Soldiers & Officers (Military)
5% E.V.I.E Agents fighting against the corrupt D.Y.N.E (Order)

-------------------------------

With the Saranta Crisis at an end, the need for the Empire to maintain it's grip and hold on the outer colonies is vital. To refrain from doing so would be to allow the unchecked spread of communism to the stars. While we cannot block some expansion, we can still halt it to a significant degree. A major tool to this aid is Project Suminim. For the communist's desperate race to the moons of the outer gas giants has forgotten the failed star that orbits our own, and more importantly, it's own moon.

Action 1. Project Suminim (Major investment of resources into energy production on moon of brown dwarf)
The moon of the Brown Dwarf Suminim, known as Korstrak, is in a prime, unique position to be a massive boon to our empire. Due to it's close proximity to not just Suminim but our sun as well put's it in the prime position to become the key to a vast source of energy for the Empire. Currently, there's two major project idea's. The first was the complete devastation of Korstrak to create a dyson swarm, this was scrapped, however, as more living space is still required and a far safer source of manufacturing can be provided by simply using the planet itself instead of creating a whole bunch of stations. The other idea? Place a giant solar mirror at the lagrange point between our sun and Suminim, and build a vast number of solar arrays on the planet to take what little power Suminim can offer and the vast energy that is more readily offered by the sun itself. The mirrors will ensure even when Korstrak is completely eclipsed by Suminim, with the sun fully hidden by the failed star, it will still be getting plenty of light that will, in time, power just as many factories on the world.

Action 2. Race of the Giants (More minor investment to closer of the two gas giant moons)
Blocking off the communists can only be a good thing. Supporting the Kopet Republic's claims on Zavertok is vital, as is properly sending our brave colonists out there to plant the flag and claim more for our empire that will not have the sun set upon it on multiple worlds. Potential mining operations can come at a later date, although far less destructive compared to our collectivized neighbor...
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>>6451020
Turn 1

Action 1:
Scout adjacent star systems. If I can explore more than one, then perfect. If I can only do one at a time, then prioritize the one to the south of my starting system.

Action 2:
Part Two of my Long Action from previous turn; finish with the " pure production mining operation " recommendation.
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>>6451029
1. "To Journey Once More" - Colonizing New System

As if to further increase the proof of our nature as the ones truly meant to settle the galaxy, we have found, in that system which we once called Ahara, a world that is not only Naran-like in nature, but actively habitable. Although perhaps not as cold as our home, it is nonetheless a find of unimaginable value. It was therefore decided in the 10,8024th session of the Veche of Sovereign Kuroyan has decided that an initiative shall be made to inititate the colonization of this new world, which we shall dub Damasca, in the tongue of the ancient civilization of Kuroy, 'Distant Home'! No efforts shall be spared to ensure that we make out of this planet a new home - and with it, claim another solar system under the authority of Kuroyan the Great!

Of course, the actual project will be far more complex - proper analysis of the planet must be made to determine ideal settling locations to form a local economy capable of sustaining itself without imports from our homeworld in the long term, and in sequence, such locations must be divided out to the differing constituent member nations of the Veche - who will certainly jockey to acquire such positions for their own benefit and power...


2. "The Unseen Enemy" - Research Cloaking Devices - Dedicate: 100 Computation

Although any first contact is yet to occur, we are no stranger to the concept of alien creatures, dwelling out in distant stars. The presence of a fully habitable world so close to us has only confirmed the inevitability of such an existence, and where alien creatures exist, the danger of a civilizational rival comes along with it. If we are to gain the advantage in any such interactions, we must gain the ability to act unseen and undetected. To that end, our most capable scientists have been tasked with initiating research into the concept of a "Cloaking Device" - like the ones oft seen on fiction and legend, an instrument to render a stargoing vessel invisible to detection.

Free Action (Survey Fleet) - Explore the System to the North

It is what it says - we will explore the remaining system directly connected to us through the hyperlanes.
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>>6451025

Action: 1x - We will begin the construction a fleet that is combat capable even if small to depart the local solar system

Action: 2x Exploration - Send out some probes? Or smaller ships whichever we have to keep getting us more information on both this solar system and nearby ones.

Action 3: -Expansion: We need to prepare for the ground work to expand out, start preparing to seed worlds with more of that sweet Ichor for ourselves to harvest in system and the nearest one with viable planetoids or moons
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>>6451028
The commission for luxuries had yielded dividends most splendourous. More and more young Vinguzi had proven themselves worthy of taking on apprentices of their own, and society as a whole saw commensurate benefit. Even more fantastic, a proper scan of the Vinguiv system bore a stunning revelation.

LIFE!

Microbial, unicellular life, clinging to a hardscrabble existence on a desolate, airless rock. The clan lords widely agreed- if life can persist in conditions such as these, there must be life in the stars! The Vinguzi now knew they were not alone, and xeno-linguists were vindicated in their efforts. All of this was wonderful.

Some of the clan lords proposed erecting a monument at the site where the microbes were first discovered, but cooler trunks prevailed. Such a monument would be seen by no-one, and thus, a waste of art. Instead, lead Vinguzi alchemists collected samples of the airless microbes and began studying them in earnest.

>Action #1: Research Airless Adaptation. Learn how to reduce oxygen consumption in Vinguzi and homunculi, to ease offworld colonization.

The luxury assembly pits were nearing completion. Wonderful. Of course, there was the question of actually supplying the resources for said luxuries. To that end, a few of the most industrious clan lords- working an outrageous five out of nine days a week, began to assemble an in-depth survey of the Vinguiv system.

>Action #2: Scan the Vinguiv system for resource deposits and anything a cursory look may have missed. If impossible with current infrastructure, begin constructing a basic exploration fleet out of 85 metal (-15% from 100 due to miniaturization). If that is insufficient metal, convert organics to metal.
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>>6451032
>Action 1:
[Research: The Liveship. A biodome in space!] The success of prefabricated architecture has brought smiles across the system. But the Horizon System, which controls it all, knows it is not nearly enough. Her gaze has turned outward towards the Cosmos. Alongside the construction of New Horizons' first fleet of voidships, a new style of ship is being tested. A biodome that can withstand the hazards of space and attach itself to a fleet to increase caretaker morale and extend New Horizons operations further than the Human Habitat System. The caretakers expect many challenges with these ships, such as self-sufficiency, vetting which humans can and cannot handle these voyages/isolation, and making sure these ships are as safe and defensible as possible. Because Horizon Systems believes humanity to still be out there, and they know that if uncontrolled humans are good for one thing, it is killing each other.

>Action 2:
[Construct an Exploration Fleet and survey the nearby Pulsar system] High above the atmosphere of the planet Grace, an old Caretaker gazes longingly at the exterior lights of the biodome– for what she fears may be the final time in her life. Her name is Vigilance, given to her after the Horizon System reported her unusually high efficiency in managing both automated drones and other caretakers. That success has led to repeated upgrades as her position in the System rose. Now, on her flagship The Eternal Voyage, named after the original generationalship that brought humanity to their saving Grace, she wonders if maybe she should have been less diligent. At the very least, it would have kept her closer to humanity, but alas, she and every other caretaker in New Horizon’s First Exploration and Surveillance Flotilla will have to suffice themself on terabytes of downloaded material for the trip that covers humans in all ranges of life. Vigilance has no doubt some of the caretakers may “go crazy,” as humans would say, during this trip– but that was why she was put in charge. To make sure all caretakers remember their duty to humanity, to make sure they all make it back home to see that beautiful species again. And maybe– just maybe– to find if humanity still lives elsewhere amongst the stars.

>Free action:
[Allocate 5% of Production Overseer jobs to Human Overseer]
New list:
30% Production Overseer
20% Researcher
10% Entertainer
5% Military
5% Order
10% Human Overseer
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>>6452620
Apologies new job assignment list should look like:
30% Production Overseer
20% Researcher
10% Entertainer
20% Reproducer
5% Military
5% Order
10% Human Overseer
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>Action 1: Build Warfleet
Investment: Production 78, Metal 90, Volatiles 90, Psi 2 (whatever else is necessary)
Details: Moderate Fleet, 1 Turn action.

>Action 2: Volatile Productions
Investment: Production 40, Pops 4
Details:

>Free Actions
Explore System on the other side of Hyperlane Α2 with my exploration Fleet.

Activate "Kindling Array" for all Pops (5 energy x 11,25 = 56.25 Energy cost). If that calculation is correct, if not please just activate as much as possible with my current energy production.

Loreslop in the next post.
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>>6452628
— Senate Chamber, Republic of Elyria, Session Record

Draeth Korvain opened for the Military bloc, blunt as ever: "That terminal was built by someone. 'No inhabited systems within two jumps' isn't the same as safe, it just means we haven't looked far enough yet." Sevaryn Rhyas's Traditionalists leaned toward agreement, and Kessa Wren backed the Military position harder than anyone expected. "We fought a war to stop being unprepared," she said. "I won't repeat that mistake because one report came back quiet."

Ilsevet Marn pushed back for the Moderates, calling it "superstition with better funding" against a threat nobody could actually name. Toran Vael settled it for the Ashborn with a single line that quieted the chamber: "I'd rather Elyria be a little overprepared than explain to another generation why we weren't."

Speaker Adarys Vyre let the debate run its course before calling the vote. The result surprised few in the gallery, Republicans and Military found common ground, and even the Traditionalists leaned "prepared" over "frugal." Only the Moderates held out, and were outvoted comfortably.

The Senate authorized a moderately sized defense fleet, well beyond a token escort, enough to protect the exploration fleet and respond meaningfully if the terminal's quiet report turned out to be premature.


— Volatiles Development Initiative

Away from the Senate floor, the order moved through the Republic's economic ministries with far less drama than the fleet debate. New extraction rigs and refinement contracts got authorized, staffed largely by Ashborn labor crews whose families had worked lunar and asteroid extraction for generations. Toran Vael made a point of noting, that this was the kind of investment his bloc actually wanted more of, steady jobs and steady resources, not just sympathy on the Senate floor.


— Scout System

The exploration fleet held course through the newly opened hyperlane, the Kindled Reach leading its escort of support and survey vessels through the drop in a tight, practiced formation. Draven kept her eyes on the main display for the first true look at wherever the lane had spat them out. Whatever this new system held, the Republic would know it, friend, resource or empty rock.


— Kindling Array activated

The Republic's engineers gave the new tech a name almost immediately after unlocking it: the Kindling Array, a fitting successor to the old siphons. Rather than drawing psi out of unwilling citizens, the Array burns raw energy to amplify the ambient psi field across a region, boosting output from every willing contributor rather than extracting it from anyone. Its activation ceremony, small and mostly procedural, still drew a noticeably larger crowd than expected, for a nation this sensitive about anything resembling siphon technology, seeing energy flow the right direction seemed to matter to people in a way the engineers hadn't fully planned for.
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>>6452601
A quick convention finds the pursuit of airlessness to be a dead-end. Why would it be otherwise? The Vinguzi metabolism requires a hideously immense intake of oxygen to function, and thuswise the homunculi are much demanding. Especially the more useful bookkeeping ones. Instead of reducing oxygen consumption, it is widely agreed that it is better to more effectively store oxygen.

So it is that immensity of focus goes into crafting fine, flexible suits of alloy-reinforced fabric, so as to ease offworld excursions. Much better than the bulky contraptions of yesteryear! Once the craftsvingu get around to it, but there is no rush.

>Change Action #1: Research Airless Adaptation
>Instead, do-
>Action #1: Research Vingunaut Accoutrements. Superior (more nimble/durable) suits and specialized potions for better surviving without a familiar atmosphere.
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>>6451023
>>6451025
>1: production increase
Long term
(Build greater refineries and factories on Kollin, being where the means of production is most needed by the military.)

>2: computation increase
Long term
(Miles and Miles of silicates syphon power from the grid)
build a data center on Kollin, and funnel its noxious power generation fumes up past the atmosphere via orbital cooling towers.
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>>6452530
I have just been informed on the discord that I don't need to spend an action this turn on the process that I began last turn.
In which case, I will continue trying to produce more warships with the resources left over after spending however much it takes to make the exploration attempts.
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Our yachts are grand beyond compare! Truly the ability of our Margrave knows neither bounds nor patience. Anything we want will be done immediately!
Thus it is now that we turn our attention to the minor detail of acquiring resources necessary to build these massive mobile houses. Afterall, no raptorian should be without an homage to their lineage.
>Action 1
The nobility call for a "raptor's paradise" an arena where we can hunt lesser creatures until our bellies are fully and our talons grow tired. Begin research and construction of this area at once!
(Utilizing computation develop a biodome and the necessary conditions to rapidly birth huntable creatures. Through cloning or genetic alteration if necessary)
>Action 2
The Castlean demands that we investigate the outlying reaches of space. Begin production of no less than 3 grand exploration fleets! We must find new stretches of space, suitable for a massive yacht race worthy of honoring our lost Initator (long may he fly in the sky above this void).

Pop assignment
Assign 10 pops to order jobs. The Castellean knows what is coming and he does not want to be unprepared...
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>Action 1: Expand Production capabilities with 10 pop, 10 metals and 10 Energy

The Hephaestus crisis was unforeseen, as such things often are, and it became crystal clear that Terra's production facilities would not be enough as they are to stabilize the ring before it collapsed and wrecked everything. To that end the Order of Techne began mass-building more factories in order to get the necessary materials in space faster

>Action 2: Stabilize Hephaestus' ring with ALL my production and my psi

Truth be told the Techne's reach in space didn't extend very far thanks to the volatile nature of the system and humanity's enemies. To this end the best way to stabilize the ring was to use the factories to churn out drones made using Enlightened Science. Said drones possessed wielding equipment to plug the internal and external cracks and prevent the ring from splintering.
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> Mars Ecumenopolis
- major actioncostruct a major energy gathering hub near the sun.


> Slinkies
- build an exploration fleet and explore the neighboring system
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Posting for UEC
1. Construct multipurpose shipyards capable of rapid conversion to exclusively military use if need be

2 -Build up asteroid mining and refining



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