The Templar's Compound

The Templar's Compound is a rather unique structure.  The Divine Protectorate is a theocratic dictatorship ruled by a living god in every sense of the word.  It was written by God himself long ago that upon his death the mantle of leadership shall pass to his council of  high priests.  The membership of this group is in constant flux through the generations, the God King himself is rumored to be many thousands of standard cycles old himself.  His exact age is not known but he has lived longer than any living member of the race that he rules and guides.  It is believed that at the time of the mortal death of the God King, those who are of the chosen shall be empowered to construct a divine place that will contain an essence of the once mortal God himself.  It is also written that these divine locations shall be limited to those who are of the truly chosen at that time and only to those.  At a later point in time there will not exist any mortal remains with which to invest the divine places with the essence of God.

And so it came to pass that as it was written, so it came to be.

Sensing that they had the true seats of power at the time each of the chosen, the Templars as they were known, proceeded to construct protective compounds around the divine places.  The scriptures dictated that those who felt the calling would come to the divine places and there receive training to help them attune their limited prescience to the powers of  The God.  As the generations passed these "selects" expanded their training to include extreme combat skills.  Their own bodies became weapons, their voice alone could cause physical harm.  These skills along with keenly honed abilities with standard weapons turned these selects into a highly skilled fighting force with the abilities to lead others into and back from combat.

Some of these selects excelled in the physical sciences as well.  From them grew a small corps of  highly skilled engineers and fabricators who saw the need in this new galaxy to develop the current levels of mechanics and physics used in the standard space fleets of the day.  Thus were born the New Technology ships.  These ships were combinations and advances on the standard technology of the various races that the Protectorate came in to contact and combat with. 

The Templar's Compound is in actuality a divine training base for the most elite flight crews of the most advanced ships in the Protectorate fleet.  The compounds also serve as central collection points for the tithes collected by local monks.

The Compound has the following abilities:

Tithe Collection Increase tax revenue by 10% on planets with compounds
Divine Glow +10 happiness per turn with an absolute minimum of 50 for colonists/crew/troop/HG/Amorphus Worm Natives in bases with a  Compound.
Worm Call -5 happiness per turn for all worms in non Protectorate bases within 300 LY of a Templar's Compound (includes any allied bases), they feel the call of  their God.

Increases join percentage  and join rate are 3X standard  for all worms on planet with a compound that are not already in the base.

Spice Flow Because there is a piece of the once living God in the compound, the Worms in the base do not stop the production of spice...

5,000KT per turn production limit is not enforced on bases with Compounds.

Spice Vault Protects the 1st 5,000kt of  Lerchin Spice from theft by the enemies of the protectorate
Training of the Selects (High Guard) HG may only be trained in bases with a compound, there is an automatic rate of 1 HG per turn per compound.  This is in excess of normal HG training rate and does not require that there be a trooper in the base.  There are those who are found by the priests who poses natural talents.  Each HG will require 1kt of spice or he cannot be trained.  This applies to all HG being trained except the "1" this HG is covered under the maintenance

HG training rate is 10 per 100,000 troops in the base with a Compound.

Build Requirements:

2000 MC
250 Supplies
1000 Kt Lerchin Spice
Tech 6

Limit of 1 compound per planet. While the GodKing is alive,  no compounds can be built.  Once the Templars of the moment have built their Compounds there can be no more compounds built.  As is common in humanoid species, a hereditary system developed and membership in the Council of  Templars became a Birthright of the eldest surviving heir of the current Templar.  The gender of the heir is not a factor.

Maintenance

100 Kt Lerchin Spice per turn or all functions other than Divine Glow and Worm Call will cease until the Spice flow returns.
1 Kt Lerchin Spice per HG trained above and beyond the 1 free HG

 

Spice House

This structure is a store house for Lerchin Spice, it is constructed deep under ground by creating a large cavern in the most solid of rock formations.  If not built in the densest of rock, the worms will find the spice and reclaim it.  The Spice House will protect the 1st 1,000 Kt of Spice on the planet from theft by enemies of the Protectorate.  If the planet has a Spice House on it and a Templar's Compound is built, the Spice House will be co-opted into the construction of the compound and will cease to exist on its own.

Build  Requirements:

500 MC
50 Supplies
Tech 3
Limit 1 per planet