We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

[X] Plan Starless Preaching, No Sorcery
-[X] Speak to the People! (DC ??)
--[X] Dana
--[X] Connection
-[X] Modernize your Dogma (DC 75)
--[X] Dana, Niamh
--[X] Connection
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] 1 Manpower, Amelia, Elliot
--[X] Connection
-[X] Party Time! (DC 50) (1 Manpower)
--[X] 1 Manpower, Layla
--[X] Elysium
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] 1 Manpower, Dana, Layla
--[X] Elysium
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] 2 Manpower, Amelia
--[X] Weaving

Chances per action:
Speak- ???, +20 = ?? DC
Modernize: 75, +30 = 45 DC
Census: 60, +30 = 30 DC
Party: 50, +20 = 30 DC
Guests: 70, +40 = 30 DC
NOMAD 1: 70, +40 = 30 DC
 
On the subject of some actions. It bears asking Alectai whether delaying Dogma will lead to another situation where we may pick a Doctrine involuntarily. Like if we expand the Cult too much or something else happens. This is also why Census is a must, to not accidentally alienate people.

I also assume that the actions will take place in the order it makes sense to, like when we finished writing the Book at the very same time we raised our Cult Rating (which was the trigger for Doctrine gain without our own input) back in the day. So taking Dogma at the same time as Census should not impair either.
 
So here's what I'm currently thinking.

Triple up Heroes on building a place for our guests. We do not want that action to fail.

That's one from Dana, Layla, and Elliot, and 3x domain tokens; Weaving + Earth + Elysium. 1/5 cult actions spent, 1/3 Dana, 1/2 Layla, 1/1 Elliot. +60 bonus to the roll.

3 tokens, 6 hero actions, 4 cult actions left.

Modernizing our Dogma is probably pretty damn important; it's been a hundred years since we last interacted with our Cult in any meaningful way, and I'm sure some really weird shit has gotten into the system. This should go hand-in-hand with saying 'hello' to everybody.

Modernize Dogma pulls one from Dana and one from Niamh; 2/3 Dana, a cult action, 1/1 Niamh, 1 favor token (Connections)
Speaking to the People pulls one last point from Dana, a Cult action, and 1 favor token (Connections again)

1 token remaining. 2 Cult actions. 3 Hero actions.

The last thing that I think needs to be done is the Infiltration action. Check up on our populace. Amelia (1/2) + Connections + Manpower. Again. Connections is good, okay? It's also the only option there; probably the reason we even have the action in the first place.

0 tokens, 1 Cult actions, 2 Hero actions.

Amelia's the only one left with an action, and while we could put her on the Reactors... I'd rather wait to double or triple down our expertise for that one. It's a Charity action, and we can put three Heroes (Dana, Elliot and Layla) and two Tokens into it - I'd rather do that for a +50 bonus than not and have a +10 or +20.

This leaves us with Kinetic actions, a cult action, and two hero actions. And no favor remaining.

... nuts.

If I pull one from 'Make a nice place for guests', I can get moving on one of them with some measure of efficacy... I'll do that. Or I can turn Sorcery On... I'll do that instead.

[X] Plan Only the Best for Our Guests
-[X] Speak to the People! (DC ??)
--[X] Hero Units: Dana (1/3)
--[X] 1 Manpower (1/5)
--[X] Connections (1/6)
--[X] Sorcery OFF
-[X] Modernize your Dogma (DC 75)
--[X] Hero Units: Dana (2/3), Niamh (1/1)
--[X] Connections (2/6)
--[X] Sorcery OFF
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] Hero Unit: Amelia (1/2)
--[X] 1 Manpower (2/5)
--[X] Connections (3/6)
--[X] Sorcery OFF
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] Hero Units: Dana (3/3), Elliot (1/1), Layla (1/2)
--[X] 1 Manpower (3/5)
--[X] Elysium, Weaving, Earth (6/6)
--[X] Sorcery OFF
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Hero Units: Layla (2/2), Amelia (2/2)
--[X] 2 Manpower (5/5)
--[X] Sorcery ON

+20 to Speak to the People
+30 to Modernize your Dogma
+20 to A Quiet Census
+60 to Make a Nice Place for Guests!
+30/40 to Project NOMAD Part One (Depends upon whether our Weavers apply - they probably do, but I don't know). Sorcery turned on for the shot at a Miracle.

Goes all-in on Making a Nice Place for Guests. If whomever it is is amenable to discourse, I want to get some measure of leverage right off the bat. If they aren't? Well, we'll have a spectacular place for the next group that comes along.

Niamh on Modernize Dogma because she's the leader of the Sithe, and their role in it should be addressed with her input.

Layla + Amelia on project NOMAD pt 1 because it's a FOB Layla is probably going to command from until we get proper Starships up and running, and Amelia is going to deploy from it in her Rafflesia. Also using it to 'test' Sorcery; worst case that I can think of is that we need to start from scratch again. Which would be funny, if not particularly useful.

Am willing to swap a point of Manpower into the Dogma action. Might be worth it.

Pseudo-edit: Oh right, moratorium's up. X'd.
 
[X] Plan Risky Plowshares before Swords
-[X] Modernize your Dogma (DC 75)
--[X] Dana (2 actions remaining)
--[X] Niamh (0 actions remaining)
--[X] Connection (5 Favor remaining)
-[X] A Quiet Census! (DC 60)(1 Manpower)
--[X] 1 Manpower (4 tokens remaining)
--[X] Amelia (1 action remaining)
--[X] Elliot (0 actions remaining)
--[X] Connection (4 Favor remaining)
--[X] Sorcery ON
-[X] Speak to the People (DC ??)
--[X] Dana (1 action remaining)
--[X] Connection (3 Favor remaining)
-[X] Party Time! (DC 50)(1 Manpower)
--[X] 1 Manpower (3 tokens remaining)
--[X] Dana (0 actions remaining)
--[X] Layla (1 action remaining)
--[X] Elysium (2 Favor remaining)
--[X] Sorcery ON
-X[] Make a Nice Place for guests! (DC 70)(1 Manpower)
--[X] 2 Manpower (1 Token remaining)
--[X] Layla (0 actions remaining)
--[X] Elysium (1 Favor remaining)
--[X] Sorcery ON
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70)(Manpower cost waived by remaining Tokens)
--[X] 1 Manpower (0 tokens remaining)
--[X] Amelia (0 actions remaining)
--[X] Weaving (0 Favor remaining)
--[X] Sorcery ON



[X] Plan Plowshares before Swords
You have a wrong X for the Nice Place action
 
[X] Plan Sacred Hospitality
-[X] Speak to the People! (DC ??)
--[X] Hero Units: Dana (1/3), Niamh (1/1)
--[X] Connections (1/6)
--[X] Sorcery OFF (Speak)
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] Hero Unit: Amelia (1/2)
--[X] 1 Manpower (1/5)
--[X] Connections (2/6)
--[X] Sorcery OFF (Census)
-[X] Party Time! (DC 50)(1 Manpower)
--[X] 1 Manpower (2/5)
--[X] Dana (2/3)
--[X] Sorcery OFF (Party)
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] Hero Units: Dana (3/3), Elliot (1/1), Layla (1/2)
--[X] 1 Manpower (3/5)
--[X] Elysium, Weaving, Earth (5/6)
--[X] Sorcery OFF (Guests)
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Hero Units: Layla (2/2), Amelia (2/2)
--[X] 2 Manpower (5/5)
--[X] Weaving (6/6)
--[X] Sorcery OFF (NOMAD)

Mostly identical to [] Plan Only the Best for Our Guests by @Raising Kittens but with the 50 DC Party instead of the ?? DC Speak To The People DC 75 Modernize your Dogma, allowing a domain on NOMAD instead of sorcery.

That said, I still like Only The Best enough to approval vote:
[X] Plan Only the Best for Our Guests

Edit: On second thought, switched from replacing Speak to the People with Party Time to replacing Modernize your Dogma. We can update our holy texts after we talk to people and find out what's wrong, and after they've seen that we're not some kind of pervert who likes dressing pure maidens up in tight costumes and doing bondage-y things with them... Also, this lets us use both +Preaching heroes on Speak to the People, increasing our bonus against the unknown DC.
 
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The most notable that making our guest-quarters would be a all-mortal effort without divine oversight with Domains, but instead allow them to test flexing that Sorcery muscle.
This is, I think, a mistake. This is our big External Diplomacy project. We should not risk failing this or getting a dangerous Phenomenon from Sorcery - move some domains in from elsewhere, preferably Weaving (so it becomes biotechy enough for the Weavers of Life bonus) and Elysium (again, diplomacy).

Teamwork makes the dream work, and we dream of fixing the setting - we need the best possible alliances.
 
Hmmm...
A thought:
If rolled doubles with "Sorcery on" produce "extra effects", from awkward to disastrous, how about 77, being double of the holy number of the maiden, producing something extra positive?
 
This is, I think, a mistake. This is our big External Diplomacy project. We should not risk failing this or getting a dangerous Phenomenon from Sorcery - move some domains in from elsewhere, preferably Weaving (so it becomes biotechy enough for the Weavers of Life bonus) and Elysium (again, diplomacy).

Teamwork makes the dream work, and we dream of fixing the setting - we need the best possible alliances.
I won't be changing my plan at this point, when people have already voted for it. If people will want alternative plans, they can make them and then vote for those, and we already have quite a lot of plans on table from which people can choose from.

On reasons why I chose the guest-quarters as the testing grounds, or at least one of the reasons, is that our visitor are still not here. If anything truly catastrophic happens, we should probably have at least a chance to fix or mitigate the problems if they do come up. The other main reason why I allocated the Tokens and Sorcery effects was getting to spend more much safer Divine Favor Tokens elsewhere where I think the risks would be greater.

In the end, not taking enough risks for greater rewards will almost certainly bite us in the ass in the long run. Falling behind is something we shouldn't let ourselves too, even if it raises the chances that we suffer more setbacks in the short term.

EDIT: Oh, and on Elysium, that is a good point. But I think our mortals should be able to do those kinds of effects without our intervention, because they have Sorcery. Which is exactly meant for this kind of delegation of supernatural mojo. Also, the Weaver bonus will most likely apply even without throwing in the Weaving Domain.
 
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Hmmm...
A thought:
If rolled doubles with "Sorcery on" produce "extra effects", from awkward to disastrous, how about 77, being double of the holy number of the maiden, producing something extra positive?

Nope, positive phenomena only happen on a 100:
Discord said:
AlectaiToday at 1:09 AM
Phenomena are usually bad
Not crippling
But never really good
Except a nat 100
Discord said:
AlectaiToday at 1:09 AM
Nat 100 is phenomena that convienently leans into what you were doing in the first place and amplifies it


On reasons why I chose the guest-quarters as the testing grounds, or at least one of the reasons, is that our visitor are still not here. If anything truly catastrophic happens, we should probably have at least a chance to fix or mitigate the problems if they do come up.
We only know that they'll arrive "soon." For all we know, that could mean at the end of the turn, after we finish all our actions but before we have time to fix any sorcery-induced problems.
 
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[ ] Make a Nice Place for guests! (DC 70) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth, Elysium, Sorcery)
You've got guests coming and they might not want to kill you! Just in case, you should make sure there's some pleasant guest quarters in the World Tree for them to hang out in! It'll be nice to have even if they turn out to be bad guys that you need to outfight, because eventually someone is going to want to make friends, right?
I definitely want to do this before people show up, if only because hardly anyone really tries to make friends in Warhammer and it'd be fun to see if it opens up any new avenues.

Plus acting like a stereotypical chaos cult and focusing on building up has already bit us in the ass once so i'd like to try and do something different.

[X] Plan Testing The Waters With A Splash!
 
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We only know that they'll arrive "soon." For all we know, that could mean at the end of the turn, after we finish all our actions but before we have time to fix any sorcery-induced problems.
*Shrug* Then we deal with that if the problems come up. While I understand that you want to minimize the risks, especially for an important action like this, we did end up taking the Sorcery as one of our Domains. If we do not use it to take risks every now and then, we will be intentionally crippling the use of one of the most useful things in our toolbox. Just the fear of there being side-effects ranging from annoying to catastrophic won't deter me from making plans that use it, as I was one of those who were voting for taking it in the first place for this exact reason. Breaking past the mortal limits -debuff in actions when needed is at this point worth far more than the risks it introduces.
 
*Shrug* Then we deal with that if the problems come up. While I understand that you want to minimize the risks, especially for an important action like this, we did end up taking the Sorcery as one of our Domains. If we do not use it to take risks every now and then, we will be intentionally crippling the use of one of the most useful things in our toolbox. Just the fear of there being side-effects ranging from annoying to catastrophic won't deter me from making plans that use it, as I was one of those who were voting for taking it in the first place for this exact reason. Breaking past the mortal limits -debuff in actions when needed is at this point worth far more than the risks it introduces.
So take a risk on a different action. One that won't risk us making an enemy if we screw it up.
 
So take a risk on a different action. One that won't risk us making an enemy if we screw it up.
Well, like I said before (and some new things):

One, I think you are making more of a deal about this than it really is. A 10% chance for sliding range of side-effects isn't that bad when we are not in immediate danger and the danger for the populance is lesser because the action doesn't focus on them. And even if it does go horribly wrong, it just means that we will have to invest more resources in the next turn or whatever turn our visitors arrive.

Two, again, not changing my plan once it has been made and is already being voted for. It is messy, and kind of unfair for those who already voted for it. If I was convinced, I would make a new plan and leave the old one standing so that people could still vote for it.

Three, the potential benefits outweigh the risks. Being scared of bad dice rolls will just see us slowly losing the race with other factions who are more willing to take risks where they can afford it. Being scared of Sorcery because of bad things can happen if we roll badly is no way to go about things.

Also, this is the best moment we will likely have to test these things and how risky they really can be. Were are in no immediate danger, so seeing if we can get a head start with playing a little more dangerously now could bring us some big wins. Because that what the game mechanics in this quest are all about, risk and reward management with the spicy addition of solving the narrative puzzles we are presented with.
 
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[X] Plan Testing The Waters With A Splash!
So take a risk on a different action. One that won't risk us making an enemy if we screw it up.
That's an awfully big assumption to make. The guests aren't arriving soon, so if it does blow up we can spend some time fixing it or just building a slap dash mundane replacement. Supposing that the worst does happen, why would we stick our important guests into cursed suites instead of almost anywhere else?
 
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