Xeno Diplomacy 101

## Aflicoe Part 1

The Aflicoce are among the more eosetric species that have made common cause with you, though as you board the ship where their "chosen many" await you for negotiations you can't help but see a certain beauty in the bioluminescent-multicolored organic structure.

The interior of the ship is similarly magnificent though sadly you don’t have much time to admire it as you approach the Centeral chambers , with you are Lavyrisa and two beta telepaths by the names of Marsm and Kasi who will act as translators for the for the xenos.

You mentally review what you know of this species.

Species name : Afliccoe

Technology level : unclassifiable (organic)

Brief overview: The Affliccoe can only be described as an intelligent lichen-like colonial organisms who communicate through chemical signals among themselves but are capable of low level telepathy to communicate with other creatures. The Afliccoe do not have technology in the conventional sense but large enough colonies can form a wide variety of structures that mimic technology. The Afliccoe have spread far and wide by bartering their services as cleaning crews (they are hyper scavengers feeding on anything organic or inorganic) and back up low maintenance support systems. They joined the Bartota expedition for this reason. Proposals for integrating them into space habitats and navy ships are being considered.

Finally reaching your destination you see various lichen like structures forming into a vaguely humanoid shape , probably for your convenience.

The creatures welcomes you as the “Chosen Alone one” and negotiations begin afterward.

The xenos demands are there simple and straightforward; they only seek new habitats to colonize and aren’t that picky about where that is so long as there is plenty of waste for them to consume and their adaptive nature means that they have no specific requirements though they prefer orbital habitats as they make use of the radiation for energy

In return they offer their services as being living recycling centers who within enough generations can adapt to do anything from generating oxygen for life support system to cleaning up radioactive waste.

Which offer should you propose :

Choose 1 (48 hours )

**Allow them to inhabit Orbital structures (small to medium size only) :** Though the Xenos are not hostile you still aren’t aware of how their unique physiologies would interact with the intricate mechanisms of orbital structures so best to not risk any of your critical structures and use the smaller ones as testing grounds first.

**Allow them to inhabit an Arcology (choose which one)** : Lasirvya offers you another proposal ,to sidestep the issue of space structures entirely and instead offer them to inhabit an arcology of their choice, this option gives the xenos plenty of space but also lets you monitor them closely and eliminates the issue of space structures falling from the sky.

**Write In**

## Aflicoe Part 2

Vote closed [x] **Allow them to inhabit Orbital structures (small to medium size only)** is chosen

You decide that its best to let them inhabit orbital structures for the time being and when informed of this they accept without issue though they ask that any structures they inhabit be kept as far as way from Dis as possible for they sense a "a dark cloud of shrieks and agony" emanating from it which does little to assuage your fears of Atlantis' infamous moon. The rest of the meeting is spent in discussions about more mundane issues like citizenship, what roles will the xenos be assigned to in their new homes and the like. Everything goes smoothly and they even agree for your researchers to study them; non-invasively of course.

(Costs of building small-medium structures are reduced by 50% , +5 Alfioce opinion and +1 opinion from all other xeno species. )

(Dominion gains trait xenophile : +20 to diplomacy rolls to xenos empires or human empires with the same trait. -50 to diplomacy rolls to human empires without this trait)

Diplomatic talks roll: 3d100=197. Success. Talks end without issue.

## Bazak'at Part 1

The Bazak'at are similar to the Alifoce in that they too are a hivemind-like species though in their case they are at least capable of conversing normally with humans without the aid of a telepath.

You arrive at the "ship" which is in reality the Bazak'at themselves merged into a single superorganism something that you find awe-inspiring and quite puzzling at the same time for how could such a wide range of subspecies develop alongside each other and be able to recognize each other as kin during their evolution especially as many of the "castes" differ from each other in the same way Fluffy differs from you. Alongside you once again is Lavryisa, who was still adjusting to her bionically enhanced body which had to be reconstructed after her disastrous attempt at negotiating with the captive Space Marines (Though the Shiva Marines Chapter Master begrudgingly agreed to speak to you peacefully, the other one went berserk almost immediatly and managed to break out of his restraints almost bashing her head in had it not been for the quick reflexes of the claws).

You meet the Bazak'at leader or rather more accurately their brain who is extremely cordial. The brain asks only that its people be given a moon or planet to inhabit and in turn they assure you that they will transform that planetary body into something you will find valuable; for as she tells you though humans can't really inhabit Bazkatformed planets , the xenos are fully capable of harvesting that moon's resources and are willing to give you half of what they find, in addition many of the chemicals they secrete are valuable (which includes a variant of juvenat).

Lavriysa tells you that there are two moons that might suffice for the slugs' purpose; one is a small cold dwarf planet just beyond Atlantis V which is believed to have abundant resources that are hidden too far deep to be extracted efficiently with the technology you have but this gives the slugs a rather large base of operations relatively far away from you (and thus a potential breakaway state) and such a planetoid might be useful for human colonization once future technologies are uncovered.

The second option is a small moon in orbit of Colossus, one that is small, airless and found to be mostly barren in terms of resources. If given such a moon, the slugs are unlikely to pose a threat in the future but they are also unlikely to be as productive as they would be otherwise.

Choose 1 (48 hours)

* Dwarf Planet
* Colossus moon
* Write in : Perhaps there might be some other moon/planet that would be more appropriate here.

## Bazak'at Part 2

You decide that it would be best to let the Xenos have the dwarf planet, the promise of gaining access to its rich resources proving to be too tempting to pass. Besides at this point, the dominion needs strong allies more than it needs dependent vassals. The slugs are overjoyed to hear this and pledge to stand by the dominion whenever you need them. Their new home will be named Halzu and for the time being, will be under Atlantean protection until the Baza'kats have sufficiently built themselves up to be self-sufficient.

* Baza'kat opinion increased by +20. Overall opinion is now 34 (Trusted allies)
* Dominion acquires new territory in the form of the new Baza'kat colony now named Heazlw. Will start generating income after 1 turn.

The remainder of the talks is spent on more mundane matters such as trade deals, assistance in scientific research and the like; in return for your generosity, the Xenos are happy to send a team of their scientifically inclined castes to help with Dominion research.

* Gain asset\*: Baza'kat scientific teams: +30 research points and +5 bonus to xenotech research.