Colonial Armaments

Colonial Armaments are Dalmer military technologies that are designed especially for the conquest of a hostile Realm or other celestial body.

# Colonial Technologies

## Realm generals

Realm Generals are real Dalmer warped to the realm, giving them advanced powers and the ability to travel instantly from one city to the other.

## Realm ships

Units that require water transportation have unarmed deployable sailboats as part of their technology tree. Most units prefer armed transports anyway.

## Realm resource identifier

Realm resource identifiers are small satellites that detect specific resources when clearance is given. These resources are then exchanged for a resource the colony requires to grow.

The realm identifier usually identifies military resources such as iron, aluminium, gunpowder, uranium, as well as the raw materials needed to build mechanimals and vehicles

## Realm colony

The point of a realm colony is to ensure its dominance from the other megacorporations present on the celestial body. These victories are of different orders, either by military dominance, tourism and cultural prominence, political strength, technological deterrence or other competitions the Dalmer impose on their megacorporations they send to realms.

### Realm imports

Realm resources are products made on realms and exported to the Empire. These resources are exchanged for what the colony requires to continue to grow and prosper. The imports the realm can receive can be in several forms.

#### **Tourism visas**

Depending on the realms lifestyle and culture, a colony can receive a certain number of tourists from Welt or other realms. How these visas are attributed is at the discretion of the colony

#### **Diplomatic favor**

With the other megacorporations on the realm as well as the other administrative subdivisions found on Welt.

#### **Favorable politics**

From the megacorporation or the government it falls under the jurisdiction of

#### **Supplies**

To continue production of construction and maintenance projects, which can quickly turn to rebellions should a deficit of supplies arise.

#### **Gold**

To pay civilian and military salaries, purchase premade products from the megacorporations rather than build them on site.

#### **Processing power**

To ensure all production operations are done as quickly as the central processor can handle.

#### **Skill Clearance**

In order to unlock better technologies that the colony has the technical skill to use effectively.

## Deployment plan

In order to pacify the realm, the Dalmer follow a deployment plan in order to conquer the realm while chartering and mapping it at the same time.

## Process

### Reporter rain

The first step in hostile colonization events is the launching of Reporter Stones in order to gather intelligence on the landing area. The Stones will move about on articulated legs until they find a suitable area to bury themselves and begin collecting data.

### Hands on approach

Once a suitable area for colonization is found, the dalmer send their first non exploratory units in the form of Supervisors.

If unwanted presences are detected, Supervisor robots are sent to remove them from the area. If the presences are too strong, the Dalmer must find a better area, with the help of the stones preliminary scouting work. if no area is suitable, the original area will be pacified by Guardians.

### Guard duty

If hostile presence is detected, guardians are deployed in order to neutralise any opponents and secure the Dalmer landing zone.

### Home base deployment

The home base deployment is the installation of a resurrection sanctuary, which serves as headquarters for the campaign as well as the warp relay to medbay facilities on Welt.

### Towering Presence

Once the home base is installed, the Reporter stones find areas to place regional scanning towers.

### Sanctuary

After the resurrection sanctuary is installed the other sanctuaries are installed, providing habitations, hydroponic farms and industrial capabilities to the colony. This also allows for warp points to be activated in colonies, and ease travel. During this process depth furnaces are deployed to supply power to the young colony.

## Colony deployables

**Resurrection Sanctuary**

Basic warp portal, can activate sanctuaries and their associated warp pads, as well as towers and associated security measures. The Sanctuary activates pedestals, pedestals cause towers to rise and settlements to power themselves. Further pedestal manipulating causes a regional scan to take place and furnaces to be lit. Furnaces concentrate power and produce inextinguishable blue fire as well as weapons and outfits.

**Sanctuaries**

Underground sites used by the Dalmer for various reasons. Most of them are houses, or industrial factories. Furnaces power the facility using geothermal or solar energy. Sanctuaries are activated using a Slate, which activates its warp pad and opens its main entrance hatch. Non habitation sanctuaries mostly serve to harbor certain technologies, infrastructure or machines.

**Towers**

Built to detect signs of life and emerge from the ground when fed energy. When activated, these Towers glow with a bright blue and their pronged tips will split open like a satellite. At the top of every Tower is a Tablet Terminal that can install data onto a Tablet, which gives a detailed map of the surrounding area.

**Supervisor**

They have the ability to transport intruders back to the entrance of a building if it is grabbed by one. Also, there exists a variant which resides on the floors of buildings, rather than the ceilings.

**Guardians**

There are many different types of guardians built by the Dalmer. Some guard realms where particularly valuable dusk relics and treasures are kept. The majority are used to protect castles and high value targets, and to patrol underground Sanctuary cities. They use beam and energy weapons in combat. Classes include Octopods (Scout and Tank variants), Acrodactyla and Sellularis.

**Reporter Stones**

The stones are data collection devices with certain added features. They are typically underground unless summoned by a specific song.

The stones have many uses. They indicate treasure, tell time, reveal information, give helpful hints, indicate the nearest shelter and will give a fairy in exchange for a small fee or a song. They warn of incoming celestial bodies. The stones reveal information to those who have the Helm of truth application installed on their HUD. To those who lack the app, the stones give basic functionality, some of them run mini games, others are vending machines and automatic teller machines. Reporter stones can also give psychological support to the recently reanimated. Reporter stones blast off if hit by explosives. More elaborate versions exist and are known as Charms. They are the size of acorns and are used as necklace pendants. These versions allow long distance communication.

When wearing a Helm of truth, Reporter Stones will reveal secrets to people. This is a spy tactic by rulers.

During massacres, some used underground caves with Reporter stones to save themselves.

**Colonial power sources**

Colonial technology uses solar and geothermal power. Depth furnaces collect blue flames from the earth using pipes. They also use furnaces for energy, and electrical stones and balls. Pyro electricity from crystals who develop energy when heated or cooled, Piezo electricity is made from pressuring crystals. Any tech that doesn't have a cooldown requires physical fuel (IE runes versus the master cycle).

#### **Units**

Colonists have access to several units and technologies, most notably deployable ships for realms with large bodies of water. Other realm colonization units include city deployment units, resource claimer builder, all destined to tame and develop the lands, and in case of hostiles, weapon system deployment units. Sometimes colonization is extremely hostile, as such requires the deployment of supplementary **Colonial Armaments**.

#### **Agriculture**

Agriculture ensures the supply of food sources appreciated for their decent yields that require tier 3 clearance for plantation and irrigation systems. It also tends to spread rapidly in rainforests and humid, water rich climates. Vertical farms of produce are often welcome to feed growing colonies. Technologies such as irrigation systems, plantation engineering, smart farming, agricultural drones make producing these goods easy and manageable. Typical crops include Bananas Maize, Rice, Wheat, Olives, Spices, Sugar, Tea, Tobacco, Truffles, Cinnamon, Citrus, Cloves and others.

#### **Husbandry**

Vertical farming, husbandry AI’s and agricultural drones were the dawn of ensuring sustainable usage of cattle herds of cattle, sheep, deer, ivory and horses for the Dalmer. Cattle are now used for all their useful parts; milk, meat, veal (picked from artificial uteri), leather, horns, bones, dung and even methane gas. However, due to the husbandry AI and complete mechanization of food industries, cattle is no longer used as draft animals. Better yet, generations of selective breeding was reversed, leading to the reappearance of lost generations of animals, such as Aurochs.

##### **Motherhen AI**

The AI that cares for animals during their off time.

##### **Farmhand**

Agricultural tool that is a mechanical bull whose horns are plows, has flamethrower for getting rid of weeds.

#### **Pisciculture**

Pisciculture follows the same basic principle as cattle farming in order to provide sufficient yields of Crabs, Fish, Turtles and Whales and ensure the welfare of the animals. Crab farming is a useful business for a formative country as it is a relatively rare foodstuff, crab chitin is difficult to synthesize.

#### **Geoculture**

In order to produce usable mineral materials such as stone, Jade, marble amber, gold ore and bricks, a geoculture factory is a business that aggregates minerals and mineraloids into usable blocks. This allows the speedy construction of habitations and fortifications of settlements.

#### **Industry**

The idea of mass production is usually limited to the IECCC in order to fulfill the needs and desires of the Empires population. It is usually limited to agriculture, construction and warfare. The need for interchangeable parts and assembly lines for the production of goods on realms made it a necessity to have offworld production capabilities more in line with an Elected Kingdoms output. The Dalmer began mass-producing ships to maintain their grip on the realms in their reach, using prefabricated parts and assembly lines that would not be matched for output by the other races. At its peak of efficiency, the industrial capacity of a realms automated goods could produce in a day the needs for ten thousand citizens.

Meanwhile, the Aether Web gave rise to another kind of mass production, standardized textbooks produced cheaply for the masses. Although the products of the mass media were not as elegant nor as durable as hand-copied tomes, they were inexpensive and firmly established the idea of uniform quality in the midst of quantity. Meanwhile, molds were being used to create ceramic and metal products in large numbers that were identical, and mills staffed by hundreds of spinners and weavers were churning out standardized woolen and paper garments.

##### **Jomon Guardian Fountain**

These flame-shaped pottery fountains are mobile devices lugged around in order to convert what is underneath them into usable parts. These machines are used to mass produce power cores, gears, shafts, springs, treads, and all kinds of tools on the field when solutions to resupply are scarce. To use these fountains, magnesis pull is used while on the fountain (on flat enough terrain that is), and the fountain is pushed until it spouts usable parts, when it does it means that it is on top of a loam of usable material to build parts.

For reasons unknown, placing these fountains on rafts makes them fly. The other races are fond of hacking off a fountains limbs and flying off with it in crazy imprecise flying machines. When the dalmer adapted the fountains to have laser cannons as defense, the Other races developed their airships to use the fountains laser cannons as defensive cannons. This technique works only when fighting the other races since that's what the fountains are programmed to do.