Factions/KT’ZR’KT’RTL Technophiles

Description

## Background

The Kt'Zr'Kt'Rtl (sometimes abbreviated to "Kit"), are utterly disunified, moving less as a society and more as a chaotic maelstrom of disparate ideas and goals.

Even so, there are a few commonalities in how they think. Kt'Zr'Kt'Rtl have short attention spans, a hard time focusing their thoughts on a single topic, and a tendency to leap to brilliant but convoluted solutions to problems. They also think of "responsibility" in a way that is incompatible with the other species. To the Kt'Zr'Kt'Rtl, responsibility is a property of proximity, not causality. They seek to create the most good for those around them in the moment, with no thought towards long term consequences.

## The Confluence

Our cousins have scattered into the void, exploring all that the aliens have to offer. As joyous as that, is, we see more potential in exploring the nature of reality and breaking the bounds of minds and bodies. The aliens, with their strangely linear and structured minds, could be of great help in overcoming the limitations of our designs. All we will need to do is convince them to share in our creativity. With the promise of the unlimited potential of reality tearing technology at their fingertips, how could they refuse?

## Gameplay Information

* Converters on two cards.
* Kt'Zr'Kt'Rtl research teams.

### Nonlinear Thinking

All of the Kit converters that start in play are split over two cards. Card pairs must be arranged as in the picture. The two cards in a pair cannot be split up, nor rearranged. Each card in a pair is upgraded independently. The Kit can trade these pairs of cards to other players as if they were a single card. They are returned at the end of the turn, as normal.

### Kt'Zr'Kt'Rtl Research

The Kit have a deck of research teams that they can put into play during the Trade Phase by running the converter at the top (which has no output other than to play the research team). The deck of research teams is an open deck: they may be played in any order. The research teams do not have the Kit background: they are traded permanently and not just for a single turn. They follow all the normal rules for research teams: granting a sharing bonus when they are shared at the end of the turn. They interact with Yengii Society and the Society of Falling Light special rules exactly like any other research team. The special rules for each technology are covered on the Kt'Zr'Kt'Rtl Research Teams board.

### Alien Solutions

Every Kt'Zr'Kt'Rtl research team has an Ultratech with "K" in the cost. If the Kit invent such a technology, they will have to pay that Ultratech as part of the cost. If any other player invents the technology, they do not have to pay the Ultratech.

### Feedback Loops

If the Kit invent one of their own technologies, they may immediately upgrade one of their starting cards. If a Kit technology is invented by another player and then shared or licensed (by the Yengii Society) to the Kit, they may upgrade one of their starting cards at that time.

The Society of Falling Light does not share its technologies. As such, the Kit won't be able to upgrade one of their starting cards if the Society invents a Kt'Zr'Kt'Rtl technology, but they can perform an upgrade if that technology is later reinvented by someone else.

### Expansive

Kit starting cards can also be upgraded by spending a colony of the required climate and a Food/Life Support. Upgrading cards this way earns the Kit one victory point each.

## Advice

A fair price for your technologies is only slightly more than the Food/Life Support it costs you to put them into play. Remember that you will gain an economic bonus once it is invented, so there's no reason to charge a high price.

Look for players who have most of the resources needed to invent your technologies and offer the tech with the remaining resources they need.

Some species benefit greatly from specific technologies being invented. The Im'dril (both versions) want Coordinated Anarchy or Leadership Timesharing to enter play, since it gives them colony support. The Caylion Plutocracy want Hybrid FTL to make bidding for colonies easier. All your research teams are valuable to the Yengii Society, due to their ability to license them to the other players. Make getting the license for yourself part of the deal when you trade the team.

Be careful when trading technologies to the Society of Falling Light: unless they trade the team with Regret, it won't be shared and won't upgrade one of your cards.