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

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.
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
As a ship, the point of a Valiant-class is to be able to move and take it's fighting capability elsewhere away from Teklia. That's why I was talking about making the Valiant-class the ship to explore interstellar space rather than the TTK Endeavor in my proposed plan last turn: as the more heavily armed dedicated warship, it would have been far more likely to survive than the Endeavor I'd it ran into something on outside of our system and alone without support. Given this is 40k, that's just good sense.

If you want something to sit in-system and defend us as it's primary job, you shouldn't be building the Valiant-class, you should be building the orbital defenses. For the same number of EXP points that would get us a single Valiant-class ship, we could build four entire orbital fusion cannon satellite arrays, which would also be a hell of a lot harder for any enemy to take out than any single Valiant-class we can build for the near future just by how many of them there will be.

I want an Endeavor-class to poke around out of our system real soon because of the warning we were given, and because I think a Valiant would take too long to build for this now. I want a second Endeavor-class to continue scanning everything we haven't in our system and deep scanning everything we already have so we don't fall behind on that because we only have one Endeavor-class that's stuck doing exploration outside our system. Building this second Endeavor-class will literally only take a single turn, so if we want to start beefing up our planetary defenses we can start pumping out the orbital defense arrays immediately after. They only cost 10 EXP per tier, so even if there is other projects that we really want to do, we can still pump out 1 per turn with ~15 points left over for the other projects still.
 
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There are three main ship upgrades (Advanced NukeTek, ShipShieldTek, and Warp Drive) and two compartment upgrades (Frontier Explorer Compartment and Mystek Ritual Compartments) that can help bring our fleet into a combat-ready state. Of these, Advanced NukeTek is the easiest and leaves us with enough points to bring ShipShieldTek halfway, and we can slow-roll the compartments. The Warp Drive should wait until the Mystek Ritual Compartments are done, and other than that, finishing half-complete projects is probably the best way to distribute our remaining points.

Fleets: 1/1
Expansions: 24/24
Culture: 13/13
Faith: 18/18
Academy: 18/18

[X] Plan: Maximum Ship Upgrades
-[X] Fleet Actions
--[X] Survey Erichtheo
---[X] TKK Endeavor
-[X] Expansion Projects
--[X] Construct Endeavor Class Ship (0/20 --> 20/20) -1 Nuclear
--[X] Lunar Spire (6/10 --> 10/10)
-[X] Culture Projects
--[X] Advanced Therapy Promotion Project (2/10 --> 10/10) -1 Network
--[X] Frontier Explorer Compartment (0/20 --> 5/20)
-[X] Faith Projects
--[X] TekShrines (4/10 --> 10/10)
--[X] Mystek Ritual Compartments (0/20 --> 14/20)
-[X] Dr. Zwerg
-[X] Academy Actions
--[X] Advanced NukeTek (0/10 --> 10/10) -1 Nuclear
--[X] ShipShieldTek (0/20 --> 8/20)

Nuclear Material: 4 --> 2
Living Metal: 0
Network: 1 --> 0
Art: 1
Warp: 1
 
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[X] Plan: Maximum Ship Upgrades

Okay, if we want our warp drives to work properly we need Mystek Ritual Compartments.
 
If we are not building a warp drive this turn i think it is better to expand our resources to build more ships later

Fleets: 1/1
Expansions: 24/24
Culture: 13/13
Faith: 18/18
Academy: 18/18

[X] Plan: Infra for ships
-[X] Fleet Actions
--[X] Survey Erichtheo
---[X] TKK Endeavor
-[X] Expansion Projects
--[X] Lunar AutoRecycler 0/10 --> 10/10) +1 Nuclear
--[X] Lunar Spire (6/10 --> 10/10)
--[X] Comm-Net(0/10 --> 10/10) +1 Network
-[X] Culture Projects
--[X] Advanced Therapy Promotion Project (2/10 --> 10/10) -1 Network
--[X] Frontier Explorer Compartment (0/20 --> 5/20)
-[X] Faith Projects
--[X] TekShrines (4/10 --> 10/10)
--[X] Mystek Ritual Compartments (0/20 --> 14/20)
-[X] Dr. Zwerg
-[X] Academy Actions
--[X] Advanced NukeTek (0/10 --> 10/10) -1 Nuclear
--[X] ShipShieldTek (0/20 --> 8/20)

Nuclear Material: 4 --> 4
Living Metal: 0
Network: 1 --> 1
Art: 1
Warp: 1
 
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@The Bird it looks like you forgot a project when it comes to Cul Points, Zero G is listed as giving us 1 but brainscan storage also increased CUL and is not listed so we should be at 13 CUL. Also ACD should be 18 as the compartment we finished gave us +1 ACD and we had 17 last turn.
 
ngl pretty surprised and disappointed that we only got three exp points from taking a 20 points project and then another ten point exp project

also not gonna vote for a plan until bird clarify on points in ACD and CUL
 
[X] Plan: Maximum Ship Upgrades
-[X] Fleet Actions
--[X] Survey Erichtheo
---[X] TKK Endeavor
-[X] Expansion Projects
--[X] Construct Endeavor Class Ship (0/20 --> 20/20) -1 Nuclear
--[X] Lunar Spire (6/10 --> 10/10)
-[X] Culture Projects
--[X] Advanced Therapy Promotion Project (2/10 --> 10/10) -1 Network
--[X] Frontier Explorer Compartment (0/20 --> 4/20)
-[X] Faith Projects
--[X] TekShrines (4/10 --> 10/10)
--[X] Mystek Ritual Compartments (0/20 --> 14/20)
-[X] Dr. Zwerg
-[X] Academy Actions
--[X] Advanced NukeTek (0/10 --> 10/10) -1 Nuclear
--[X] ShipShieldTek (0/20 --> 7/20)
 
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