Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

[ ] Dr. Vegatron: Vegatron meanwhile had produced a BlokBot that, when he snapped his finger, transformed into a tractor. His proposal, which had won him the prize, was to blur the line between machines by giving them the ability to recongfigure themselves between multiple different alt-modes in order to make Tekket robotics even more disgustingly versatile. Unlock for research next turn Protean Class Bots, Bots which can switch between a handful of alt-modes. Unlock for research next turn Vegatron Transformers Protocol.

I want Macross-class ships please. Turn our ships into mechs. Fight the powah.
 
[X] Plan: Get that ship out there
-[X] TTK Endeavor
--[X] Drydock
-[X] EXP (24)
--[X] Construct Endeavor Class Ship +20 (20/20) -2 NM
--[X] Perpetunite Nuclear Stockpiles +1 (1/1) -1 NM
--[X] Lunar Spire +3 (9/10)
-[X] CUL (13)
--[X] Advanced Therapy Promotion Project +8 (10/10) -1 Network
--[X] Lunar Salvage Cabals +5 (5/10)
-[X] FTH (18)
--[X] Great Conclave +12 (12/25)
--[X] TekShrines +6 (10/10)
-[X] Dr. Zwerg
-[X] ACD (18)
--[X] Warp Drive +8 (10/10)
--[X] Advanced NukeTek +10 (10/10) -1 NM

Well it's been over 2 hours, so I might as well start voting. As much as Dr. Vegatron call to me through the power of having a cooler name and transforming robots, the ability to pick up parts/weapons of dead units and equip them to living ones sounds like a really cool gimmick for our faction. The ability for bigger robots to turn into multiple smaller robots upon death also sounds cool, but I don't know how that will play with needing dead bot pieces laying around for upgrades if they're all used up in the new bots.

I'm not sure how useful the Gnome bots will be themselves, but I suppose if we could get them to assemble into Security Bots instead of just Golem bots they'd be pretty good. Maybe we could use them as our scarab swarm equivalents after we crack Ultra Miniaturization for NukeTek too.
 
Last edited:
[X] Plan: Orbitals, Lunar and Blood
-[X] TTK Endeavor
--[X] Drydock
-[X] EXP (24)
--[X] Orbital Defense Arrays +10 (10/10) -1 NM
--[X] Lunar Monasteries +10 (10/10)
--[X] Lunar Spire +4 (10/10)
-[X] CUL (12)
--[X] Advanced Therapy Promotion Project +2 (4/10)
--[X] Blood for Art +10 (10/10) -1 Warp
-[X] FTH (18)
--[X] Great Conclave +12 (12/25)
--[X] TekShrines +6 (10/10)
-[X] Dr. Sprocket
-[X] ACD (18)
--[X] Warp Drive +8 (10/10)
--[X] Advanced NukeTek +10 (10/10) -1 NM

Some changes to the other plan, Orbital Defense instead of another exploration ship, finish the Lunar Spire and Monasteries, and Blood for Art for the significant increase in CUL.

Plus I would prefer the bot that makes other bots over the Gnomes.
 
[X] Plan: Flying HIgh
-[X] TTK Endeavor
--[X] Drydock
-[X] EXP (24)
--[X] Construct Endeavor Class Ship +20 (20/20) -2 NM
--[X] Lunar Spire +4 (10/10)
-[X] CUL (12)
--[X] Advanced Therapy Promotion Project +8 (10/10) -1 Network
--[X] Lunar Salvage Cabals +4 (4/10)
-[X] FTH (18)
--[X] Great Conclave +10 (12/25)
--[X] TekShrines +6 (10/10)
-[X] Dr. Zwerg
-[X] ACD (18)
--[X] Warp Drive +8 (10/10)
--[X] Advanced NukeTek +10 (10/10) -1 NM

I agree with the majority of things, but I do have to ask how the nukes are meant to help us, give that we're flatly not winning space battles against anything but the most trivial threats regardless. It's not like we get anything for 90% completion.
 
Last edited:
[X] Plan: Get that ship out there
[X] Plan: Flying HIgh

I would be all for Dr. Vegatron, If we knew it eventually scalled to our ships. Since then we dont need to worry about building Mil/science/colonizing ships. Since any of the ships can just transform into the other.
But I also like the pure unit retention potential of Zwerg's

I agree with the majority of things, but I do have to ask how the nukes are meant to heop us, give that we're flatly not winning space battles against anything but the most trivial threats regardless. It's not like we get anything for 90% completion.
I think the idea is for them to get the advanced nuketech, to get Even better nukes. Which they are building.

[X] Plan: Addressing Needs
 
Last edited:
The idea is to get many-many points.
Edit: Changed Vr Simulators to Advanced Therapy

[X] Plan: Maximum Ship Upgrades

[X] Plan: LunaTek
-[X] TTK Endeavor
--[X] Drydock
-[X] EXP (24)
--[X] Lunar Spire +4 (10/10)
--[X] Lunar AutoRecycler +10 (10/10)
--[X] Lunar Monasteries +10 (10/10)
-[X] CUL (12)
--[X] Advanced Therapy Promotion Project +2 (4/10)
--[X] Lunar Salvage Cabals +10 (10/10)
-[X] FTH (18)
--[X] TekShrines +6 (10/10)
--[X] An Unending Appetite +10 (10/10)
--[X] NeuroChoirs +2 (2/10)
-[X] Dr. Zwerg
-[X] ACD (18)
--[X] Warp Drive +8 (10/10)
--[X] Advanced NukeTek +10 (10/10) -1 Network
 
Last edited:
If you feel like ignoring the ominous voice that can take over all of our machines telling us to get our asses moving, then you do you.

... Again... how does another Endeavor help? We have one, it's scanning shit. There is literally nothing another one will do to help, escape scan faster, which we can can do more effectively by building better scanners and engines. What we need is a Valiant or three so our explorer can range further afield.

[X] Plan: Addressing Needs
-[X] TTK Endeavor
--[X] Survey Naklis
-[X] EXP (24)
--[X] Construct Valiant Class Ship +20 (20/40) -2 NM
--[X] Lunar Spire +4 (10/10)
-[X] CUL (12)
--[X] Advanced Therapy Promotion Project +8 (10/10) -1 Network
--[X] Lunar Salvage Cabals +4 (4/10)
-[X] FTH (18)
--[X] Great Conclave +10 (12/25)
--[X] TekShrines +6 (10/10)
-[X] Dr. Sprocket
-[X] ACD (18)
--[X] Warp Drive +8 (10/10)
--[X] Advanced NukeTek +10 (10/10) -1 NM
 
I agree with the majority of things, but I do have to ask how the nukes are meant to heop us, give that we're flatly not winning space battles against anything but the most trivial threats regardless. It's not like we get anything for 90% completion.
Beyond what @dbRevned said about a chance of them getting the upgrade applied since we're unlocking it at the same time, the nuclear torpedoes appear to be the only significant weapon noted to on the Endeavor-class, compared to the Valiant that specifies it carrying both nuclear torpedoes if available and fusion cannons. So the torpedoes look to be the difference between sending out an Endeavor that's effectively unarmed into 40k, or sending out one that at least has a chance.

Again I really don't understand the utility of another Endeavor at this stage.
It allows us to start poking our nose outside our system without sacrificing our ability to keep exploring inside it, given that we have both a good portion of our system unscanned, a bunch more coming off cooldown that could use deeper scans, and being told IC to not fuck around for too long before going interstellar at risk of finding out.
 
We need to build ships that can actually defend or speed up expansion. We can't take advantage of anything we find in the neighboring systems unless the endeavor can lug it back, or a pioneer can build a colony nearby.
 
We need to build ships that can actually defend or speed up expansion. We can't take advantage of anything we find in the neighboring systems unless the endeavor can lug it back, or a pioneer can build a colony nearby.
I would've preferred to send a Valiant-class out on interstellar exploration. I actually proposed a plan do start making one last turn that would launch with even more bells and whistles after this one to do exactly that. But that plan didn't win, and we delayed an entire extra turn before even considering to start shipbuilding.

If we start building a Valiant now, it will launch and start exploring a whole four turns after the Configuration fell. The entire prologue of the quest was only six turns long. A torpedo-armed, warp capable Endeavor can get out an entire turn earlier, which is worth it IMO given the warning we got.

The Endeavor-class being only half the cost and 1-turnable means that we can also get back to spending our EXP points on other things we really need to that much faster, such as the Lunar MegaHub to help fix our current crippling Network lack, autorecyclers for more Nuclear Material, the Living Metal farms now that we've unlocked a bunch of new projects requiring them, or any of the other EXP projects.
 
I would've preferred to send a Valiant-class out on interstellar exploration. I actually proposed a plan do start making one last turn that would launch with even more bells and whistles after this one to do exactly that. But that plan didn't win, and we delayed an entire extra turn before even considering to start shipbuilding.

If we start building a Valiant now, it will launch and start exploring a whole four turns after the Configuration fell. The entire prologue of the quest was only six turns long. A torpedo-armed, warp capable Endeavor can get out an entire turn earlier, which is worth it IMO given the warning we got.

The Endeavor-class being only half the cost and 1-turnable means that we can also get back to spending our EXP points on other things we really need to that much faster, such as the Lunar MegaHub to help fix our current crippling Network lack, autorecyclers for more Nuclear Material, the Living Metal farms now that we've unlocked a bunch of new projects requiring them, or any of the other EXP projects.

Here's the thing, building another endeavor doesn't let us off the hook for the Valiant. The role of the Valiant is to stay here, while the endeavor goes and pokes around.

A nuke equipped endeavor means we get one hard encounter before we're back to square one, and have spent 3 NM.

A valiant means we can handle encounters more consistently and costs 2 NM.
 
The Endeavor-class being only half the cost and 1-turnable means that we can also get back to spending our EXP points on other things we really need to that much faster, such as the Lunar MegaHub to help fix our current crippling Network lack, autorecyclers for more Nuclear Material, the Living Metal farms now that we've unlocked a bunch of new projects requiring them, or any of the other EXP projects.

I don't see the endeavour fixing the crippling need we for anything that can at least do SOMETHING against any imperial or other forces that show up. So I'd we spend 20 points on it there will still be a pressing need from the player base to get a warship. Which turns the 20 EXP expense into a 60 point one. We may as well just get the Valiant
 
Even a Pioneer would be better since at least then if the next system over isn't awful we can colonize it real quick.
 
Even a Pioneer would be better since at least then if the next system over isn't awful we can colonize it real quick.
Isn't awful is a bad choice still, given in the chapter it's mentioned with unrestrained population growth there's still room for the population for hundreds of thousands of years. That's just on planet too, its not counting the rest of the system.

For something to be worth colonising, trading with, building defences, building ships and orbital infrastructure ect, it has to have something unique or that we can't acquire here.

One of the main things thats notable would be trading with other minor races for items/goods/knowledge unique to them, as this wouldn't require making ourselves vulnerable in another location and is ideal with the Star Trek lite narrative going on with Explorer corps.
 
Back
Top