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

We got the first one.
Very speciefically doesn't work on ships yet. Needs the below tech to do so.
ShipTek Reassembly Protocol: This would probably not stop the Booug, but it would slow them down and allow for your ships to repair most of the damage they could cause, though only for short jumps. And once the Booug were handled, it would certainly prove useful in combat and crisis situations by ruggedizing your ships a bit. 0/40, MagTek Reassembly Protocol modified to work on ships.
 
............... This is precisely what I was hoping block tek meant we didn't have to deal with constantly.
 
Feeling out what next turn would look like if But Think Of The Children Wins.

[]Plan Do The Bloody Research
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Exploring the Expanse:
---[] TKK Accomplishment
-[]EXP (29/29?)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20) -1 Nuclear Material
--[]Lunar MegaHub (11/40)
-[]CUL(20/20?)
--[]Sacred Livestock(2/20 +18 =>20/20 ) +EXP +1 Warp
--[]Orbital Pioneer Initiative(2/15)
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10)
--[]Temple of the Roadguide(10/10)
--[]ShipMind Shrine(5/20)
-[]ACD(19/18?)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 2
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: 0
--[]Network: 0

Why the MegaHub? My thought was MegaHub, LM Farming -> PPF, and then 3 Dreamers, West, South and East.
 
[X]Plan But Think Of the Children Right Temple This Time

I also think it'd be a good idea to start thinking of colonising Naklis. It's right at the centre of our system so it's easy to defend and has sources of both Living Metal and "Rare Elements", both of which could be extremely valuable.
 
Feeling out what next turn would look like if But Think Of The Children Wins.

[]Plan Do The Bloody Research
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Exploring the Expanse:
---[] TKK Accomplishment
-[]EXP (29/29?)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20) -1 Nuclear Material
--[]Lunar MegaHub (11/40)
-[]CUL(20/20?)
--[]Sacred Livestock(2/20 +18 =>20/20 ) +EXP +1 Warp
--[]Orbital Pioneer Initiative(2/15)
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10)
--[]Temple of the Roadguide(10/10)
--[]ShipMind Shrine(5/20)
-[]ACD(19/18?)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 2
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: 0
--[]Network: 0

Why the MegaHub? My thought was MegaHub, LM Farming -> PPF, and then 3 Dreamers, West, South and East.
We should explore galactic south. And also slowly try to work our way to MystTek defences.
 
[X]Plan But Think Of the Children Right Temple This Time

[X] Plan Mind-Machine and Repair Protocol
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
---[X] TKK Accomplishment
-[X] Expansion Projects - 29 points
--[X] Orbital Forests (9/15 --> 15/15)
--[X] Harvesting Facilities - 0/20 --> 20/20
--[X] Heavy Perpetunite Nuclear Stockpiles - 0/1 --> 1/1
--[X] Construct Endeavor Class Ship - 0/20 --> 2/20
-[X] Culture Projects - 20 points
--[X] Frontier Explorer Compartment - 12/20 --> 20/20
--[X] VR Simulators - 0/10 --> 10/10
--[X] Lunar Salvage Cabals - 0/10 --> 2/10
-[X] Faith Projects - 20 points
--[X] Shrine-Talismans - 5/10 --> 10/10
--[X] NeuroChoirs - 0/15 --> 15/15
-[X] Academy Projects - 18 points
--[X] Particle Field Generator - 6/20 --> 20/20
--[X] Repair Protocol - 0/20 --> 4/20

Anyway this is my official plan for the next turn. The goal is that by next turn we should have 3 explorer ships out and about, with the new modules enabling better exploration and potentially outposts, along with making it much safer as we'll have finished our Gellar Fields as well as well as the Repair Protocol minimizing the damage we take every time we travel. This is an incredible foundation to go out and explore and reap the benefits, while still continuing to grow and develop at home.

For this turn it has the ships in dry dock to repair, finishes the asteroid keep expanding our income, completes orbital forest for culture, does the nuclear stockpile so our ships and defenses have better weapons if they need them, as well as starts building a third explorer that we can finish next turn.

For culture I finish FEC, as well as complete VR Simulators. Given that they only came about due to an advanced tech unlock from a C'tan and that they're the start of another line, as well as just how advantageous VR or even just augmented reality (this is probably better and more useful honestly) is this should be a very beneficial tech. Then it starts on Lunar Salvage given all the tech and artifacts that are lying on our moon.

For Faith its simply finishing Shrine-Talismans, as well as completing the other mind-machine tech in NeuroChoirs. Given how impactful faith is becoming to our civilization, as well as the powers of ritual and life energy donation for our rites as well as the cults. NeuroChoirs this turn combine very well with getting An Unending Appetite next turn given it generates Living Metal via life force, which we use to finish Repair Protocol.

Finally for Academy it finishes our Gellar Field tech to increase the safety of warp travel, as well as gets started on researching Repair Protocol for an overall society wide buff. Both Gellar Fields and Repair Protocol synergy fantastically as a fantastic explorer improvement given we'll both take less damage from warp travel as well as needed maintenance, meaning we can take greater advantage of any opportunities that present themselves.

Edit - added an approval vpte
 
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[X] Plan: Ready the Fleet

Been thinking, and MystTek wards early wound real good to me.
 
I don't particularly think Mystek Wards are great at this point in time compared to other techs in that list. 40 points can do a hell of a lot, while still improving our ships in particular.

It's also strange that the plan still hasn't taken Nuclear Armaments even with its very low coat, given we haven't taken it once yet.

I'll approval for the other leading one given I prefer it, and it has some interesting choices.
 
I don't particularly think Mystek Wards are great at this point in time compared to other techs in that list. 40 points can do a hell of a lot, while still improving our ships in particular.

It's also strange that the plan still hasn't taken Nuclear Armaments even with its very low coat, given we haven't taken it once yet.

I'll approval for the other leading one given I prefer it, and it has some interesting choices.

The ships are in drydock in that plan... So while it may be a good idea to build some nukes whether we do it now or next turn probably doesn't matter much. IMO we probably should build some next turn so they are available as an option if our ships run into something nasty while exploring.
 
The ships are in drydock in that plan... So while it may be a good idea to build some nukes whether we do it now or next turn probably doesn't matter much. IMO we probably should build some next turn so they are available as an option if our ships run into something nasty while exploring.
I'm frankly just worried that if we don't do it now it's never going to get done.
 
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