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

[X] Plan: Protection from Warp

I've been convinced by the explorer compartment argument.
 
Without a Frontier Explorer Compartment or a Pioneer Class Ship, we won't be able to fuller capitalize on that exploration. The goal is to move beyond our home system, but without them we only get a snapshot we'd have to wait another turn to touch and risk Warp Space without a Participle Barrier. All the downsides with none of the benefits.
The galaxy isn't going to stay static and let us take as long as we like to do whatever we want. Sending a ship out now, not as fully equipped as we would prefer, has one major benefit that delaying doesn't, we get out there much faster.

We have delayed for so damn long on the warp drives and everything associated with them. We had them available to poke at on turn 1. We can't afford to delay any more, no matter how much we'd like to for extra tech. Having to send out a ship with subpar protection is just poor decisions made without the benefit of hindsight coming home to roost, delaying even further now is just doubling down on a poor decision.
 
The galaxy isn't going to stay static and let us take as long as we like to do whatever we want. Sending a ship out now, not as fully equipped as we would prefer, has one major benefit that delaying doesn't, we get out there much faster.

We have delayed for so damn long on the warp drives and everything associated with them. We had them available to poke at on turn 1. We can't afford to delay any more, no matter how much we'd like to for extra tech. Having to send out a ship with subpar protection is just poor decisions made without the benefit of hindsight coming home to roost, delaying even further now is just doubling down on a poor decision.
You're missing the first part of my argument; we don't get out there much faster. Without a Pioneer Class Ship or the explorer compartment we don't have the ability to colonize any planets we find which defeats the whole purpose. The lack of Particle Barriers just changes things from "redundant" to "redundant with extra risk."
 
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You're missing the first part of my argument; we don't get out there much faster. Without a Pioneer Class Ship or the explorer compartment we don't have the ability to colonize any planets we find which defeats the whole purpose. The lack of Particle Barriers just changes things from "redundant" to "redundant with extra risk."
Do we absolutely need to colonize a new system ASAP? We've got a ton of space left to grow on both Teklia, Luna, and our orbital cities now that we've done all the arcology and other associated actions. If we need more materials or rare materials, every planet in system except Spraa'ng has the scan level for a colony and means we can travel to and from it regularly without having to worry about the building problem from repeated warp jumps with our primitive drives and shielding.

A simple snapshot of the state of the galaxy outside our system is exactly what I want, because that way we at least have an idea of what's going on beyond our borders unlike what we have now.

It's possible to keep focusing on our in-system infrastructure and still not turtle by sending ship out to have a poke around, it's called just going for the low hanging fruits that cost much less to start up than an entire new extra-system colony.
 
Do we absolutely need to colonize a new system ASAP? We've got a ton of space left to grow on both Teklia, Luna, and our orbital cities now that we've done all the arcology and other associated actions. If we need more materials or rare materials, every planet in system except Spraa'ng has the scan level for a colony and means we can travel to and from it regularly without having to worry about the building problem from repeated warp jumps with our primitive drives and shielding.

A simple snapshot of the state of the galaxy outside our system is exactly what I want, because that way we at least have an idea of what's going on beyond our borders unlike what we have now.

It's possible to keep focusing on our in-system infrastructure and still not turtle by sending ship out to have a poke around, it's called just going for the low hanging fruits that cost much less to start up than an entire new extra-system colony.
I think I'm misunderstanding something here; I thought the argument was that we shouldn't be turtling and that we needed to leave the home system. If we're not colonizing with our explorations, then why are we using the Warp Drive at all?
 
I think I'm misunderstanding something here; I thought the argument was that we shouldn't be turtling and that we needed to leave the home system. If we're not colonizing with our explorations, then why are we using the Warp Drive at all?
Because the Warp Drive is literally the only way we have right now to send a ship beyond the borders of our system. Without doing that, our current knowledge of the wider galaxy can be boiled down to: We know the Destroyers exist and they came from the North, we think there might be an alien civ to the South but we don't know what they're like even if there is one, and there's some old stars and a nebula to the West and East respectively in addition to a sky storm.

Even if that snapshot doesn't give us anything but: "there is nothing in the immediate vicinity that will try to kill us right now and we can breath easier for a bit" I still think that's worth it given just how little information we have on the wider galaxy right now.
 
Hmm. OK, mind changed.

[X] Plan: A Whole New World To Explore

I do want temple of Toymaker or Lantern keeper on the next turn, though. They have very important effects.
 
Regarding the Toymaker Holy Site, given it says children do you think that could also include machine spirits? They could easily be described as progeny given all the effort, love, care, affection, and literal sacrifice that goes into the creation of spirits as well as their continued growth and development.
 
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Adhoc vote count started by chellewalker on Mar 8, 2023 at 12:56 PM, finished with 108 posts and 41 votes.
  • 43

    [X] Plan: Protection from Warp
    -[X] Fleet Actions
    --[X] Survey Naklis
    ---[X] TKK Endeavor
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[X] Orbital Forests (0/15 --> 9/15)
    --[X] CityShrines (0/10 --> 10/10)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[X] Wonderpark Fungineering Guild (0/20 --> 2/20)
    --[X] Frontier Explorer Compartment (8/20 --> 20/20)
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[X] Mystek Protective Wards (0/40 --> 5/40)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [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: Work it Weasels
    -[X] Fleet Actions
    --[x] Explore Galactic North
    ---[X] TKK Endeavor
    --[X] Survey Naklis
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[x] Orbital Defense Arrays (0/10 --> 9/10)
    --[X] CityShrines (0/10 --> 10/10)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[x] VR Simulators: (0/10 --> 4/10)
    --[X] Lunar Salvage Cabals (0/10 --> 10/10
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[x] Temple of the Old One (0/10 --> 5/10)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [X] Plan: The First Step Outwards
    -[X] TKK Endeavor
    --[X] Explore Galactic West
    -[X] TKK Accomplishment:
    --[X] Spraa'ng
    -[X] EXP (28)
    --[X] Living Metal Farming +20 (20/20) +1 LM
    --[X] Lunar AutoRecycler +8 (10/10) +1 NM
    -[X] CUL (14-2)
    --[X] Lunar Salvage Cabals +10 (10/10)
    --[X] Frontier Explorer Compartment +2 (10/20)
    -[X] FTH (19-2)
    --[X] Great Conclave +13 (25/25)
    --[X] Mystek Protective Wards +5 (5/40)
    -[X] Space Madness
    -[X] ACD (18)
    --[X] Particle Field Generator +16 (16/20)
    --[X] ShipShieldTek +2 (20/20)
    [X] Plan: Prep for War
    -[X] Fleet Actions
    --[X] Survey Naklis
    ---[X] TKK Endeavor
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[X] Construct Valiant Class Ship (0/40 —>12/40)
    --[X] Living Metal Farming (0/20 —>7/20)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[X] Lunar Salvage Cabals (0/10 --> 10/10
    --[X] Frontier Explorer Compartment (8/20 --> 12/20)
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[X] Mystek Protective Wards (0/40 --> 5/40)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [X] Plan: Forward
    -[X] Fleet Actions
    --[X] Survey Naklis
    ---[X] TKK Endeavor
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] EXP (28-1)
    --[X] CityShrines +10 (10/10)
    --[X] Lunar AutoRecycler +8 (10/10) +1 Nuclear
    --[X] Living Metal Farming +9 (9/20)
    -[X] CUL (14)
    --[X] Blood for Art +10 (10/10) -1 Warp
    --[X] Lunar Salvage Cabals +2 (2/20)
    --[X] Frontier Explorer Compartment +2 (10/20)
    -[X] FTH (19-1)
    --[X] Great Conclave +13 (25/25)
    --[X] Mystek Protective Wards +5 (5/40)
    -[X] The Booug
    -[X] ACD (18)
    --[X] Particle Field Generator +16 (16/20)
    --[X] ShipShieldTek +2 (20/20)
    [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.
 
[X] Plan: A Whole New World To Explore
-[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.
Hang on, just noticed this only uses 13 CUL; we have 14
 
[X] Plan: Protection from Warp
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Orbital Forests (0/15 --> 9/15)
--[X] CityShrines (0/10 --> 10/10)
--[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[X] Culture Projects
--[X] Wonderpark Fungineering Guild (0/20 --> 2/20)
--[X] Frontier Explorer Compartment (8/20 --> 20/20)
-[X] Faith Projects
--[X] Great Conclave (12/25 --> 25/25)
--[X] Mystek Protective Wards (0/40 --> 5/40)
-[X] The Booug
-[X] Academy Actions
--[X] Particle Field Generator (0/20 --> 16/20)
--[X] ShipShieldTek (18/20 --> 20/20)
 
[X] Plan: Protection from Warp

I was originally in favour of sending a ship out in the great unknown this turn, but the realization that the Tekket really are learning everything about Warp travel from scratch and those descriptions of the Warp jump changed my mind: that was only a test-run of fifteen realspace minutes.

The first real voyage an Endeavor-Class will be a lot longer than that, and it's going to jump blind, so there's a very real risk the ship won't come out of the Warp if it's not outfitted with proper wardings.

I'm going to put in my suggestion in to the Directorate for a permanent facility to be erected: more long term infrastructure is likely going to need to be erected to extract and explore the ships in any reasonable timeframe, considering their sheer size.

We could probably also find some use for the gas.

Also, I take this as a hint that it's time to start sending out colony ships to surveyed planets in order to tap into their resources.

And we really should too, because right now there's just enough EXP to start expanding the navy with a Valiant-Class or solving the nuclear shortage at a brisk pace, but not both at the same time.
 
I really wish people would stop being overly cautious all the time in quests. We were warned that being too cautious is actually going to screw us over since we can't really afford to take the slow route. Seriously, how is this so hard to get and why do people insist on ignoring said warning?
 
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