The Art of the Unliving Form
Metallurgy & Engineering is the discipline of imposing will upon inorganic matter. It is the ancient art of the forge and the modern science of the fabricator, the process of taking the dead, raw stuff of the universe; stone, metal, silicon; and giving it a new and lasting purpose. This discipline is the foundation of all non-biological technology, from the simplest tool to the most complex starship, and is the primary creative act for species like the Artisan.
The journey of a metallurgist in ATET is one of evolving mastery, not just of skill, but of scale and perspective. It is a progression from wrestling with matter directly, to guiding it with artistry, and finally, to orchestrating its transformation through complex, automated systems.
Tier 1: Primordial Forging (The Bloomery Era)
Philosophy: This is the dawn of metallurgy. It is a visceral, dirty, and exhausting struggle against the raw elements. The player is not a master craftsman; they are a survivor wrestling a new kind of fire from the earth. The goal is to create usable, if crude, metal from stubborn ore. The interaction is direct, physical, and deeply grounded.
The Stations:
- Clay Bloomery: A player-built structure made from clay and stone. It is inefficient, temporary, and requires constant attention.
- Manual Bellows: A simple, hand-operated device to force air into the bloomery.
- Stone Anvil: A large, flat rock designated for hammering.
The Integrated Mechanic (The Physical Struggle):
- Loading the Bloomery: The player physically places layers of crushed ore and charcoal into the bloomery structure.
- Working the Bellows: This is an active, stamina-draining process. The player interacts directly with the bellows, and their character’s animation shows them pumping air into the fire. This action raises the bloomery’s internal temperature, which is communicated diegetically by the intensifying glow and roar of the fire. The player must balance their own exhaustion against the needs of the fire.
- The Iron Bloom: The output is not a clean ingot, but a spongy, slag-filled Iron Bloom. It’s a lump of potential, still trapped in dross.
- Hammering the Bloom: While the bloom is still glowing hot, the player places it on the stone anvil. The UI highlights glowing orange “slag spots” on the 3D model of the bloom. The player must physically click these spots with their hammer to knock the slag off in a frantic race against time before the bloom cools and becomes unworkable.
Subjective Feedback: There are no abstract progress bars. An Incarnation’s success is determined by their direct perception of the world. The color of the fire, the sound of the bellows, the satisfying CRACK as a piece of slag flies off the bloom; these are the player’s guides.
Tier 2: The Artisan’s Forge (Crucible & Casting Era)
Philosophy: The player has moved from survival to artistry. This is the era of precision, control, and expression. The goal is no longer just “metal,” but “the right metal, with the right properties.” The interaction is one of refined skill and intimate knowledge of materials.
The Stations:
- Crucible Forge: An advanced, permanent structure that allows for precise temperature control and the creation of alloys.
- Casting Molds: For creating specific parts (hilts, blades, gears).
- Metal Anvil & Trip Hammer: For precision shaping and work-hardening.
- Grindstone & Polishing Wheel: For finishing.
The Integrated Mechanic (The Artist’s Touch):
- Alloying: At the Crucible Forge, the player can mix different molten metals. The “game” is in finding the right ratio of materials, a puzzle of knowledge and experimentation.
- Casting: The player pours the molten metal into molds, directly controlling the tilt and flow of the crucible. A successful pour fills the mold perfectly. A shaky hand (perhaps from a
[Haywire Limb]
flaw) might spill metal, wasting resources. - Pattern Forging: At the anvil, the UI projects a holographic pattern onto the blade. The player must strike the metal with the right timing and sequence to match the pattern, folding the steel to create a masterwork.
- Finishing: The Grindstone requires a “steady hand” mechanic, perhaps tracing a line along the blade’s edge to sharpen it without removing too much material.
Subjective Feedback: The UI now becomes a tool of precision. A high-skill character sees stable, helpful holographic guides. A low-skill character sees flickering, unreliable ones. An Artisan might perceive the metal’s internal stress patterns, an intuitive understanding of its hidden flaws.
Tier 3: The Industrial Symphony (The Factory Era)
Philosophy: The player has transcended personal craft. They are now an architect of systems, a master of logistics. The goal is mass production, supply chains, and efficiency at scale. The player’s creativity is expressed through the elegance of their factory design.
The Bridge to Automation: The Blueprint A successful manual craft at a Tier 2 station can generate a Blueprint: a high-fidelity record not just of the materials, but of the entire process, including the optimal temperatures, forging patterns, and quenching times. This Blueprint is the “software” that can be loaded into industrial “hardware.”
The Integrated Mechanic (The Engineer’s Puzzle): This tier fully integrates with the Logistics & Automation system. The player’s role shifts from Artisan to Architect.
- Programming the System: The player loads their Blueprint into a Central Control Unit.
- Designing the Assembly Line: The player physically builds the factory in the 3D world, using the universal tools of automation to connect specialized, single-function industrial machines.
- The Symphony of Production: The ultimate reward is activating the system and watching your carefully designed machine come to life, a kinetic sculpture of your own ingenuity executing the craft you once performed by hand.
Applying the Flavors of Automation to Metallurgy:
- Mechanical: A classic factory floor.
Conveyor Belts
move ore to anInduction Furnace
. ARobotic Arm
transfers the ingot to aHydraulic Press
that stamps it into a rough shape. - Bio-Automation: A living forge. A
Furnace-Beetle
organism consumes ore and excretes purified ingots.Gripper-Vines
then carry the ingot to a massive, clam-like creature that slams its shell shut, acting as aBio-Press
. - Psionic Automation: A silent, glowing artifice.
Resonance Pads
heat ore to a molten state through focused psychic energy. Shimmering fields ofTelekinesis
then move the molten metal through a series of crystalline matrices that shape and cool it without physical contact. - Interpersonal Automation: A bustling workshop. The player, as a Guild Master, assigns their Blueprint to NPC blacksmiths. The challenge becomes managing their skills, schedules, and social dynamics to ensure a steady output of quality goods.
This tiered progression ensures that Metallurgy is a deep, evolving system that is a core part of the game at every level of societal development, from a lone survivor hammering a lump of iron on a rock to a galactic empire 3D-printing entire battlefleets.