What's the point of putting our second ship in dry dock? We'll just have to put them in again when we get warp shields. We could be sending them to survey our system, it's not like they have a warp drive to sustain damage from?
Don't really want to poke blood art. So approval votes for these. I like the focus of the first on putting progress into more anti warp protections. And the second cause we really need to start that military focused ship. We are very vulnerable at this point in time.
Can we please just get a ship out beyond our system? We got told that hesitating too long to explore would risk extinction at the start of turn 6. After that we spent a turn slow rolling Warp Drives, didn't follow up on them the next, and now that we've finally got both them and a ship to spare this last turn the leading plan has it staying in-system.
We need to get out there ASAP and find out what's going on, just because we may be ignoring the wider 40k galaxy doesn't mean they'll be nice and ignore us back.
I'm content to put off heading out by a turn in order to get the actual frontier exploration module and warp shields first. Or actually depending on if the enhanced warp shields are like the warp drive proper and need a drydock turn to take effect just the frontier exploration module, but details.
@Woltaire , Since your plan doesn't complete the Frontier Explorer Compartment. It would make sense not to drydock this turn. since otherwise you would need to do it again next turn to get it.
[X] Plan: Protection from Warp
[X] Plan: A Whole New World To Explore
[X] Plan: Work it Weasels
@Parzival95 and u made a good point will change it so the accomplishment to do some exploring in the solar system. With the vote down to protection from the warp and a whole new world to explore if you wish to stop turtling like the c'tan told us to do or risk extinction then throw a vote toward a whole new world to explore so we can start exploring the galaxy
As much as it'd be nice to turtle and build up some more, we've been all but told that we need to start exploring our galactic neighborhood, otherwise we court disaster. Both of these plans fit the bill.
Edit: To be sure, I'm hesitant on Blood for Art, but I'm even MORE wary of dithering around in our home system while the timer ticks down.
[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Survey Naklis
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 11/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Drydock
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 11/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
It's a close vote. I'd again advocate for Its a Whole New World to Explore, particularly when you consider we got given an explicit warning nearly a century ago in IC time about not playing it safe and turtleing.
You can't wait for perfect scenarios, particularly when you consider from a narrative perspective it wouldn't be as interesting to read or write.
I'm also in favor of Art for Blood as we use it throughout society already and we need to improve our culture points given just how many fantastic options there are, and the plan gets MagTech Reassembly this turn in comparison to the other while still enabling Warp Shields for next turn providing consistent improvement.
[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Survey Naklis
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 11/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Drydock
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 11/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
It's a close vote. I'd again advocate for exploring right now, particularly when you consider we got given an explicit warning nearly a century ago in IC time.
You can't wait for perfect scenarios, particularly when you consider from a narrative perspective it wouldn't be as interesting to read or write.
I'm also in favor of Art for Blood as we use it throughout society already and we need to improve our culture points, the plan gets MagTech reassembly and Shields this turn while enabling Warp Shields for next turn providing consistent improvement.
Without a Frontier Explorer Compartment or a Pioneer Class Ship, we won't be able to fully capitalize on that exploration. The goal is to move beyond our home system, but without them we only get a snapshot and have to wait another turn to colonize them, all while risking Warp Space without a Participle Barrier. All the downsides with none of the benefits.