An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
What did the forge world give since it was a excellent result and u mentioned it?

And did 382 planet comment mean the new size of our domain now ( forgot the polity name) .

Also what about future updates , i hope they update on alot better scheadule than this did.

the best guess for divining issues is that someone is f-ing with our divining from the comments from magnus
 
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What did the forge world give since it was a excellent result and u mentioned it?

And did 382 planet comment mean the new size of our domain now ( forgot the polity name) .

Also what about future updates , i hope they update on alot better scheadule than this did.

the best guess for divining issues is that someone is f-ing with our divining from the comments from magnus

The forge worlds are rewards themselves, I think. An entire planet geared towards advanced, ancient technologies that would take even us a long time to understand, and can maintain and repair our star nation's equipment, ships, and craft. That can communicate and synergies with the other forge worlds with each of their own synergies.

There are quite a few good reasons to have more than a few friendly forge worlds in your empire.
 
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Presumably we don't want to wait until the Orcs have finished building their War World and are ready to attack us, unless delaying a major campaign would allow us to increase our own military strength by an even greater margin. Assuming that the latter is not the case, should we ready some kind of pre-emptive strike? While it might be prove very costly, with 382 worlds as opposed to 30, we should be able to absorb more losses than the Orcs, provided at least that we keep the conflict away from our own worlds.
 
@Sir LagsAlot GET YOUR DAMN ASS IN HERE WE GOT WORK TO DO

AND BY WE I MEAN YOU WITH ME SOMETIMES HELPING.
I haven't even read the update yet but it happened the one night I had stayed up for 50+ hours straight and decided to go to sleep early. :facepalm:

Just my luck. :p

I'll be back in a couple hours to start organizing a spreadsheet and any help I can get.
 
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Maybe go with IX Primarch kind of mechanic?

That we have percentage of conquest rate and condition of planet that contribute to our conquest and production cost?

We are supreme diplomat so our conquest policy is always set at "Diplomacy".

The Krork is the reason that Big E feel the need to race against time for resource and turn all human world united against The Krork.
 

What @cheesyme said. Eldar's war machine is a bunch of orders of uberspecialists - from what generalists they have - dire avengers to the super specialised ambush fighters like striking scorpions to ultra mobile skirmisher unit - warp spiders, to heavy weapon specialists dark reapers and commanders - autarchs. So when all parts of the war machine are present they are really efficient but when something is missing noone can make up for that - noone knows how to. And Serras is implementing exactly the opposite - we are all really good generalists, able to exploit what weaknesses enemy specialists have and fight at any required capacity at least decently.

Which makes sence if Serras plans to use specialised xenos (eldar) squads where some really really high skill is needed (which is very very rare).

I thought the system of paths came along further into the canon timeline?

Tbh, I have no idea.
 
Which makes sence if Serras plans to use specialised xenos (eldar) squads where some really really high skill is needed (which is very very rare).
Not to mention all the other xenos that fall under Bastion's umbrella and can contribute to the war effort. From Juraxis war beasts (tamed raptor packs and armored triceratop line-breakers), to Transformer infiltrators, Bastion itself has its pick of specialized units to call on.
 
Turn 16 Options
With the powerful Ork Empire that threatens your border, preparations need to be made.

Turn 16 Options.​

You have 23+2(C.A.T.) Major Actions available. Major Actions will be a separate update from Minor/Integration/Free Invention. You are currently voting for Major Actions and Perks.

Production: 382*14660= 5600120+560012=6160132+1571000000(Stellar Bellows)=1577160132-50100(Dreadnoughts and Shipyards)-463500(Cruisers and Shipyards)-455600(Escorts and Shipyards)= 1575740032. Maximum Production Usable: 40110000.

[ ] Ship Building. With new Waaghs on the horizon, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, and though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Dreadnought, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 0/115 have been used. 8 will be taken for free due to Mining Ships. 21 sets of berths are now available for each category. 0/44 Dreadnought berths filled. 44/44 Cruiser berths filled. 220 Cruisers will be built automatically. 44/44 Escort berths filled. 440 Escorts will be built automatically.

Torus Rings fall under Dreadnought berths. Upon construction, gain 5 effective planets. A +10000 to industry. +1000 to defensive rolls for that planet and +5 of each type of shipyard. May sacrifice two of these bonuses to craft a ring with triple the bonus in the remaining category, each of the three preceding sentence being a category in this case. 2 year construction initially as space elevators occupy first year. Additional rings require 1 year.

Production of ships requires large amounts of production. 1000 for Escorts, 5000 for Cruisers, 10000 for Dreadnoughts, 25000 for Battleships, 50000 for Super-Battleships (10-20km) and lack the tech for anything bigger. Maintenance fee is 10%. Shipyards require half that, both in production and in maintenance. Stellar Bellows drastically reduces difficulty of acquiring resources. Each action costs 1/5 of an AP. Cruiser and Escort berths filled automatically.

[ ] Diplomacy. While you've added a large number of new systems to The Bastion, there are still a number of polities in the sectors surrounding Thernus' that you can reach out to. While you have less information about them than those within your sector, you were going to have to take that plunge some time. 200 systems available for diplomacy. Reward: Depends on Checks passed.

[ ] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 200 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.

[ ] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system, not counting Torus Rings. Time: 1 Year. AN: Will not count against your Ship-Building total thanks to raw resources available from Stellar Bellows. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken. Building Shipyards has also been reduced to 1/5 AP per action.

[/] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses). Reward: Contact with fellow Primarchs. Note, cannot be taken, as none are currently in range and not in contact already.

[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. On the other hand, removing them from the field would nullify the chances of Orkish WAAGHs getting their hands on the derelicts instead. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[X] Stellar Bellows. A Mega-project, which involves constructing a ring around a star, to extract material from said star. Most of it will be hydrogen, but a lot of it will be higher elements, and with your fusion plants, it's possible to create higher elements without too much trouble. However, it is very likely to become a target for subversive elements. As such, it's construction will not be started without your direct supervision. All actions to speed current construction up have been taken. Further Stellar Bellows may not be built until primary Bellows is completed. Completion of current Bellows will occur on Turn 16.

As the first shipments of raw resources began to flow out it quickly became clear that even a quarter of the raw resources available here was more than could be processed. It would likely take years to build up enough to work it all. That being said, the benefits of even an inefficiently used one were enormous. Resources could be devoted into even the silliest of projects without worry, and Cruisers and Escorts were being churned out as quickly as they could be made. Dreadnoughts weren't effortless, but they weren't nearly the expensive projects they were before.

Simply put, using the resources was more of a problem than getting them. The Bastion was teetering on the brink of post-scarcity, were before it was merely pseudo-post-poverty. This would be of great help in the coming war, as well as the expansion of a unified human polity. Father's only reason not to have built one was that he wanted to actually have control of the inner system first. He'd rather not have to rebuild the structure a dozen times.

[ ] Webway Patrol. While elite soldier are being sent in to help the Eldar, contingents of regular soldiers should both help them get real experience, and help clear the Webway. Accelerates timeline for gaining further access to Webway. May be taken up to 10 times per Turn.

[ ] Consumption. With the ludicrous resources available to The Bastion now, allowing even the dumbest projects and most expensive things is feasible. Some of them might even have major benefits. Allow massive resource consumption by anyone with an even remotely plausible idea. Per planet resource consumption increased by a power of 10. Research Coordination Bonus increased by a power of 10. +1000% Morale bonus. Major increase to Mechanicus projects.

Non-Major Actions:

Minor: 57+5(C.A.T.)=62.

Integration: 186.

Survey: 158(109*1.45).

Free Invention: 50+5(C.A.T.)=55.​

AN: So, a week should be plenty of time to figure out what you want to do. That's a deadline of Nov. 6th.
 
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Bruh, like. All the ships.
115 berths - 8 mining ships = 107 ship production slots.

107 ship productions slots / 21 Berths for Dreadnought ships = ~ 5 ship production slots per Dreadnought.

In short we can build them all. Also it's kind of a non choice seeing as all the other berths are currently maxed out.

Maxing Dread ship production would only cost if I'm reading ilbgar's text right is 4.2 Major Actions, leaving a substantial amount of Major Actions left towards other tasks.

EDIT: Even using the math of 40110000 available "cash" - (10000 per Dreadnought ship * 21 Berths) = 39900000 Cash left.

We got the resources. We can easily afford it.
 
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[X] Plan Serras needs an Adult:
- [X] Ship building x4
-- [X] Dreadnoughts x4
- [X] Build Shipyards. x9
- [X] Webway Patrol. x10
-- [X] Aim for reaching these locations in this order Inwit, Cthonia, Terra, Prospero.

So the plan is to scoop up our brothers and dad if we're lucky well spending the rest of our time ramping up our naval production. We don't need to specify what ships we want the Bastion to build do we?
Adhoc vote count started by Sir LagsAlot on Nov 6, 2018 at 11:44 AM, finished with 503 posts and 41 votes.

  • [X] Plan Serras Needs A Education
    -[X] Webway Patrol. x10
    --[X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    -[X] Consumption
    -[X] Convert 14 major actions to 28 minor actions
    [X] Plan Serras needs an Adult v3:
    - [X] Ship building x4
    -- [X] Dreadnoughts x4
    - [X] Build Shipyards. x10
    - [X] Webway Patrol. x10
    -- [X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    - [X] Consumption.
    [X] Plan Serras needs an Adult:
    - [X] Ship building x4
    -- [X] Dreadnoughts x4
    - [X] Build Shipyards. x9
    - [X] Webway Patrol. x10
    -- [X] Aim for reaching these locations in this order Inwit, Cthonia, Terra, Prospero.
    [X] Plan Serras needs an Adult v2:
    - [X] Ship building x4
    -- [X] Dreadnoughts x4
    - [X] Build Shipyards. x9
    - [X] Webway Patrol. x10
    -- [X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    - [X] Looking For Space Hulks x2
    [X] Plan Serras needs and Adult:
    [X] Plan Serras needs an Adult v3:
    - [X] Ship building x4
    -- [X] Dreadnoughts x4
    - [X] Build Shipyards. x11
    - [X] Webway Patrol. x10
    -- [X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    [X] Plan Serras is an Adult v3
    [X] Plan In Between
    - [X] Webway Patrol. x10
    -- [X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    - [X] Ship building x4
    -- [X] Dreadnoughts x4
    - [X] Consumption.
    -[X] Convert 10 major actions to 20 minor actions
    [X] Plan Serras Needs A Education
    -[X] Webway Patrol. x10
    --[X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
    -[X] Consumption
    -[X] Convert 14 major actions to 28 minor actions
 
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Also webway exploration/patrols and if course getting all the systems and all the extra shipyards, if we've can blot out the skies with escorts then we're doing good, if not we need more shipyards and bellows!!!
 
Should probably mention that AP use rounds up, so you might want to plop that other .8 AP into Shipyard building. Forgot to add that those have been reduced to 1/5 AP too.
 
Should probably mention that AP use rounds up, so you might want to plop that other .8 AP into Shipyard building. Forgot to add that those have been reduced to 1/5 AP too.
Yeah that should be edited into the FAQ.
[X] Plan Serras needs an Adult:
- [X] Build Shipyards. x13
- [X] Webway Patrol. x10
-- [X] Aim for reaching these locations in this order Inwit, Cthonia, Terra, Prospero.

So the plan is to scoop up our brothers and dad if we're lucky well spending the rest of our time ramping up our naval production. We don't need to specify what ships we want the Bastion to build do we?
So about building those Dreadnoughts :V We can fill them all with just 5 AP not counting the new shipyards.
 
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And I just reread the quest. Never commented on here, so forgive me if I am misreading something.
From what I can see, we should probably spend 4 actions on dreadnoughts as well so we can get more ships.
So maybe a plan like this? Bit confused on how the partial AP works, so I just used 4 actions instead of 5.
[] Ships for the ship god
-[] Ship building x4
--[] Dreadnoughts x4
-[] Webway Patrol. x10
-[] Build shipyards x9
 
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