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

tbh it a minor point in your plan I don't think it be a big deal if you changed it. If you really want to make sure if people are good with it what I do and have done in the past is just ask the thread if anyone opposed this change and if no one oppose it after x hours then I change it
I can do that, sure.

Does anyone mind if I swap out Perpetual Engines for Anti-Mutation Medication? If there's no objections after three hours I'll make the change.
 
I think part of the problem is that we don't have enough points in any section other than EXP. We need to swallow our worries and pump out a turn dedicated to increasing ACD and FTH at the very least.
yah that my plan next turn I gonna grab sleepwalk brew in cul for acd, fth, cul, shrine stuff in exp for loads of fth, fth generating options in fth likely the megashrine if we have not made peace with bugs yet if we have then some other fth options most likely these 2 in the spolier
Occult-Talismans: Shrine-Talismans weren't only good offerings, they could also be used to strengthen certain rituals. A number of Occulteks believed that by developing specialized ritual Talismans that they could reduce the need for blood offerings by providing an alternative. 0/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.

Holy-Talismen:
Talismans could also be used as a form of protection, especially when dedicated to a holy diety: some priests wanted to form their own Talisman Maker orders so as to manufacture these hallowed trinkets and study how best to invoke the divine using said talismans. 0/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.
 
yah that my plan next turn I gonna grab sleepwalk brew in cul for acd, fth, cul, shrine stuff in exp for loads of fth, fth generating options in fth likely the megashrine if we have not made peace with bugs yet if we have then some other fth options most likely these 2 in the spolier
Occult-Talismans: Shrine-Talismans weren't only good offerings, they could also be used to strengthen certain rituals. A number of Occulteks believed that by developing specialized ritual Talismans that they could reduce the need for blood offerings by providing an alternative. 0/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.

Holy-Talismen:
Talismans could also be used as a form of protection, especially when dedicated to a holy diety: some priests wanted to form their own Talisman Maker orders so as to manufacture these hallowed trinkets and study how best to invoke the divine using said talismans. 0/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.
NGL, I can see talismans being a game changer/tipping point in how effective things are. But getting Shrines to procduce FTH, while 20 points upon rereading, is huge considering how many shrines we must have.
 
I think part of the problem is that we don't have enough points in any section other than EXP. We need to swallow our worries and pump out a turn dedicated to increasing ACD and FTH at the very least.
The issue is that even though EXP is still our largest pool, we still didn't invest enough because every time we have an event roll we immediately turn around and literally waste a turn on fortifying. I'd much more want to just waste a turn not "solving" these "issues" and just building on EXP first, then once we have 35+ EXP, we can spend money on them.
 
[X] Plan: Addressing Local Threats
I think the bugs we are dealing with on the moon are Necron scarbs as the living metal also hints to their presence in the system so we might run into actual Necros if we go deep into their scource.
Unlikely. The bugs are described as stone-like (hence quartzbugs) and with four legs, whereas Scarabs are metallic and with six legs. Even if they were an aesthetic variant, they'd still have regenerative properties noted, which they don't.

And also, if they were actually Scarabs they'd have killed all our people on the moon already.
 
NGL, I can see talismans being a game changer/tipping point in how effective things are. But getting Shrines to procduce FTH, while 20 points upon rereading, is huge considering how many shrines we must have.
yah that another reason I want to take them are pretty great options. The occult tailsman decrease how much we do blood sacrfice alwasy a win and gets us some fth/ one warp which is pretty awesome. Then the other tailsman one is great since it a literal holy tailsman for our people to have to protect them against bad juju should be pretty helpful in warp travel too. Then the shrines one are just fucking awesome all on it own though the main draw is the big increase it will create in fth admittedly
 
I have been rereading the updates with the booug and I may have missed something so someone correct me if I am wrong but I can't find any instance of the booug attacking tekkets, the ship itself yah but actual tekkets no
 
The booug turning out to be protective via sabotage would be very interesting, and thematically call back to the impact trauma can have on people. Self-sabotage as a way to avoid further trauma or harm is a thing. Or they're just creepy warp gribbles.
 
Okay with that confirmation I will posit a theory the boog aren't trying to hurt us they are trying to help us. They know this realm for what it is a nightmare realm filled with horrors ready to kill the tekkets at any moment so they are therefore desperate to have us leave. That why they don't attack tekkets at all only the machinery of the ship in what I think is attempt is to force the tekkets to leave warp.
The Booug had also rampaged, as if incensed by something: many of those afflicted by the contagion of that realm would report that they almost understood what the Booug were saying. Warnings and pleas, warnings and pleas, all about predators worse than the Booug, hungry things circling the waters. Here and there, crewmembers would disappear only to be found dead with their bodies beaten savagely as if in a blind, inchoate rage: at first, the Booug were believed to be the culprit...until a Huntsmaster managed to ambush a creature that resembled almost a bloody sphere of roiling shadows and smoke woven out of blades, body releasing a horrible chiming noise as it moved, that had itself been attempting to ambush a lone crewperson. A spirit of Warp-Space, this shrieking bloodball was destroyed via proximity mine shoved inside its core. In the coming days, more of these Bloodballs would be found throughout the ship, slinking about in the hopes of catching Crewmembers alone and vulnerable for them to maul to death. In response, the crew would adopt a buddy system: despite their viciousness, the strange apparitions were fundamentally cowards, refusing to approach larger groups of Tekket. Meanwhile, the Huntsmasters of the ship would attempt to exterminate the malicious murderous poltergeists, who seemed to get more and more enraged and more and more and more bold as they were denied easy victims.
That why when the gellar field shut down they rampaged even more than usual cause they knew the much more dangerous fiends would be in route as a result and with reality fraying we were finally able to start to understand what they are saying it desperate pleas to get them to leave this accursed place in there eyes. In conclusion the evidence points to the booug not being malevolent toward us but in actuality begin in really trying us to GTFO out of this accursed place. However until we are able to communicate with them we will be stuck in the currently equilibrium of the booug thinking they are helping us and us thinking they be crazy monsters so that why we should take this option soon so we can hopefully break that equilibrium
Antianima Translator Matrix: The Booug had been observed several times conversing amongst themselves mid-rampage, meaning they were, hopefully, intelligent. However, their language consisted of what your translators seemed to think was pure gibberish. Some Xenotheorists believe that the Booug use a type of hyper-dense high-complexity language that likely requires an extremely complex decryption program to understand: if they could find a way to communicate with the Booug, perhaps there was hope for diplomacy yet, especially since you seemed to have a common foe in the Bloodballs. 0/10, grants Crude Antianima Translator Matrix, allowing for communication with the Booug.
 
I've heard no objections so far, so I'll make the change, and repost the plan in the hope it'll fix the Tally.

EDIT:Attempt two to fix the tally, by deleting this vote.
[]Plan Dance Of Naklis
-[]FLEET
--[]Drydock
---[] TKK Endeavor
--[] Explore Galactic South
---[] TKK Accomplishment
-[]EXP (31/31)
--[]Living Metal Farming (6/20 + 1=> 7/20)
--[]Naklis Residential Spire (10/10) +EXP
--[]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
--[]Naklis Comm-Hub(10/10) +1 Network +ACD
-[]CUL(21/21)
--[]Orbital Pioneer Initiative(10/10) +EXP
--[]VR Simulators(10/10) +ACD
--[]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
-[]FTH(20/20)
--[]Lunar Festival(10/10) +FTH +CUL
--[]Temple of the Dancer (10/10) +CUL
-[]ACD(19/19)
--[]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
--[]Anti-Mutation Medication (0/15 => 7/15)
-[]ECON SUM
--[]Nuclear Material: 2 => 3
--[]Artifacts: 2
--[]Warp:1 => 0
--[]Living Metal: 0
--[]Network: 0 => 1



Woltaire said:

This plan is about doing a full throttle push on Naklis really building up the place so it can be sending more stuff back to be used in director space, making it more connected to it and make bigger overall with more people. Another side effect of that is a lot of the options taken generate ACD points for us something we really need more of with all the ground breaking tech in there so along with ACD generating stuff taken in CUL we will see a dramatic rise in ACD. In CUL I grab simulator for the nice ACD but also because they unlock a entirely new tech chain for us alongside grabbing orbital pionner intative since it a nice low hanging fruit that are people are very interested in and should help support our mining operation in the belt. In FTH and ACD I work toward trying to make peace with the bugs by taking lunar festival and starting toward quartzbug anatomy which should work toward making peace with them. Then dealing with out warp troubles by taking the roadguide making warp travel safer/making us safer overall against maglin influence alongside finishing up lifeforce so we finnaly know what going on with life force. I don't want to do more on living metal until the bug threat has decreased since I don't want to piss them off even more. I also have the edeavor be drydocked to be repaired since it need it and send the other ship to study black holes since that what we were trying to Endeavor it do last turn. In conclusion this plan is about a full throttle expansion on naklis in order to better utilze it/make it more connected with the rest of our space, generate a hell of a lot of ACD points, alongside a decent amount of EXP with some CUL/FTHt. It also works toward making peace with the bugs so we can live in harmony with them.
Click to expand...

Woltaire said:

if someone could post this plan when the vote starts that be greatly appreciated

[] Plan: Expansion, Protection and Peace with Bugs
-[] Drydock:
--[] TKK Endeavor:
-[] Black Hole Study Duty:
--[]TKK Accomplishment
-[] Geode Canyon Extraction Operation: 1/10, generates EXP, generates 1 Nuclear Material.
-[] Specialist Electronics 10/10
-[] Naklis Comm-Hub: 10/10
-[] Naklis Residential Spire: 10/10, generates EXP.
-[] Orbital Pioneer Initiative: 10/10
-[] VR Simulators: 10/10
-[] Wonderpark Fungineering Guild: 4/20
-[] Lunar Festival: 10/10
-[] Temple of the Roadguide: 10/10
-[] What Even Is Lifeforce?: 25/25
-[] Quartzbug Anatomy: 7/20,

[] Plan: Protective Spirit Network



EDIT: And the answer is NO, it didn't fix the tally at all!
Adhoc vote count started by Woltaire on Mar 17, 2023 at 3:20 PM, finished with 100 posts and 30 votes.

  • [X] Plan: Addressing Local Threats
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Explore Galactic South
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[X] Living Metal Farming (6/20 --> 17/20)
    --[X] Naklis Comm-Hub (0/10 --> 10/10) +1 Network
    --[X] Naklis Residential Spire (0/10 --> 10/10)
    -[X] Culture Projects
    --[X] Orbital Pioneer Initiative (0/10 --> 4/10)
    --[X] Wonderpark Fungineering Guild (3/20 --> 20/20)
    -[X] Faith Projects
    --[X] Lunar Festival (0/10 --> 10/10)
    --[X] Mystek Protective Wards (5/40 --> 15/40)
    -[X] Academy Actions
    --[X] What Even Is Lifeforce? (13/25 --> 25/25) -1 Warp
    --[X] Anti-Mutation Medication (0/15 --> 7/15)
    [X]Plan Dance Of Naklis
    -[X]FLEET
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Explore Galactic South
    ---[X] TKK Accomplishment
    -[X]EXP (31/31)
    --[X] Living Metal Farming (6/20 --> 17/20)
    --[X]Naklis Residential Spire (10/10) +EXP
    --[X]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
    --[X]Naklis Comm-Hub(10/10) +1 Network +ACD
    -[X]CUL(21/21)
    --[X]Orbital Pioneer Initiative(10/10) +EXP
    --[X]VR Simulators(10/10) +ACD
    --[X]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
    -[X]FTH(20/20)
    --[X]Lunar Festival(10/10) +FTH +CUL
    --[X]Temple of the Dancer (10/10) +CUL
    -[X]ACD(19/19)
    --[X]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
    --[X]Perpetual Engines(7/20)
    -[X]ECON SUM
    --[X]Nuclear Material: 2 => 3
    --[X]Artifacts: 2
    --[X]Warp:1 => 0
    --[X]Living Metal: 0
    --[X]Network: 0 => 1
    [X] Plan: Protective Spirit Network
    -[X] Drydock:
    --[X] TKK Endeavor:
    -[X] Black Hole Study
    --[X]TKK Accomplishment
    -[X] EXP (31)
    --[X] Living Metal Farming +14 (20/20) +1 LM
    --[X] Naklis Comm-Hub +10 (10/10) +1 Network
    --[X] Specialist Electronics Production +7 (7/10)
    -[X] CUL (21)
    --[X] Wonderpark Fungineering Guild +6 (9/20)
    --[X] Secondary ShipShrines +15 (15/15)
    -[X] FTH (20)
    --[X] Enshrined Spirits +10 (10/10)
    --[X] Mystek Protective Wards +10 (15/40)
    -[X] ACD (19)
    --[X] What Even Is Lifeforce? +12 (25/25) -1 Warp
    --[X] Perpetual Engines +7 (7/20)
    [X] Plan: Expansion, Protection and Peace with Bugs
    -[X] Drydock:
    --[X] TKK Endeavor:
    -[X] Black Hole Study Duty:
    --[X]TKK Accomplishment
    -[X] Geode Canyon Extraction Operation: 1/10, generates EXP, generates 1 Nuclear Material.
    -[X] Specialist Electronics 10/10
    -[X] Naklis Comm-Hub: 10/10
    -[X] Naklis Residential Spire: 10/10, generates EXP.
    -[X] Orbital Pioneer Initiative: 10/10
    -[X] VR Simulators: 10/10
    -[X] Wonderpark Fungineering Guild: 4/20
    -[X] Lunar Festival: 10/10
    -[X] Temple of the Roadguide: 10/10
    -[X] What Even Is Lifeforce?: 25/25
    -[X] Quartzbug Anatomy: 7/20,
    [X] Plan go fast and bump points
    -[X]FLEET
    --[X] Drydock: TKK Endeavor
    --[X] Explore Galactic South: TKK Accomplishment
    -[X] EXP (31)
    --[X] Living Metal Farming 6 -> 20/20, 14pt, +LM
    --[X] Naklis Comm-Hub 0 -> 10/10, 10pts, +NT, +ACD
    --[X] Geode Canyon Extraction Operation, 0 -> 7/10, 7pts, (later) +EXP, +NM
    -[X] CUL (21)
    --[X] Wonderpark Fungineering Guild 3->20/20, 17pts, +CUL, +EXP, +orbital engineering
    --[X] Mobile Shrines 0->4/20, 4pts, (later) +FTH, +EXP
    -[X] FTH (20)
    --[X] Temple of the Roadguide 0->10/10, 10pts, +malign influence resistance
    --[X] Lunar Festival 0->10/10, 10pts, +lunar festival, +FTH, +CUL, -bug aggression
    -[X] ACD (19)
    --[X] What Even Is Lifeforce? 13->25/25, 12pts, -WP, better techs
    --[X] Warp-Drive Refinement 0->7/20, 7pts, (later) -WP, faster travel
    [X]Plan Dance Of Naklis
    -[X]FLEET
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Explore Galactic South
    ---[X] TKK Accomplishment
    -[X]EXP (31/31)
    --[X] Living Metal Farming (6/20 --> 17/20)
    --[X]Naklis Residential Spire (10/10) +EXP
    --[X]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
    --[X]Naklis Comm-Hub(10/10) +1 Network +ACD
    -[X]CUL(21/21)
    --[X]Orbital Pioneer Initiative(10/10) +EXP
    --[X]VR Simulators(10/10) +ACD
    --[X]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
    -[X]FTH(20/20)
    --[X]Lunar Festival(10/10) +FTH +CUL
    --[X]Temple of the Dancer (10/10) +CUL
    -[X]ACD(19/19)
    --[X]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
    --[X] Anti-Mutation Medication (0/15 --> 7/15)
    -[X]ECON SUM
    --[X]Nuclear Material: 2 => 3
    --[X]Artifacts: 2
    --[X]Warp:1 => 0
    --[X]Living Metal: 0
    --[X]Network: 0 => 1
 
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I've heard no objections so far, so I'll make the change, and repost the plan in the hope it'll fix the Tally.
The very first instance in the thread for the specified voting period(In this case after the last thread mark) needs to be changed for the votes to do so.
I believe its this one. (this post is the only one before your most recent that has a plan under Dance of Naklis)
[X]Plan Dance Of Naklis
-[X]FLEET
--[X]Drydock
---[X] TKK Endeavor
--[X] Explore Galactic South
---[X] TKK Accomplishment
-[X]EXP (31/31)
--[X]Living Metal Farming (6/20 + 1=> 7/20)
--[X]Naklis Residential Spire (10/10) +EXP
--[X]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
--[X]Naklis Comm-Hub(10/10) +1 Network +ACD
-[X]CUL(21/21)
--[X]Orbital Pioneer Initiative(10/10) +EXP
--[X]VR Simulators(10/10) +ACD
--[X]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
-[X]FTH(20/20)
--[X]Lunar Festival(10/10) +FTH +CUL
--[X]Temple of the Dancer (10/10) +CUL
-[X]ACD(19/19)
--[X]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
--[X]Perpetual Engines(7/20)
-[X]ECON SUM
--[X]Nuclear Material: 2 => 3
--[X]Artifacts: 2
--[X]Warp:1 => 0
--[X]Living Metal: 0
--[X]Network: 0 => 1
which does(E: n't) have the To much EXP used problem (E: weird).
 
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we have 31 exp though and that plan uses 31 exp?
oh it does, (E: for some reason I thought we only had 21. I think I was confusing categories), its the first one in thread with X's in it so any tailly problems should have come from it. My bad.

Yeah the tally version never pops up in thread (since thread mark) so thats bugged. They still needs to edit their new version of the plan into the original post so it isn't seperated (see if that works) E2: Even doing it since post 1644 to current, It does the 17 progress instead of 7 for some reason.
 
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Yeah the tally version never pops up in thread (since thread mark) so thats bugged. They still needs to edit their new version of the plan into the original post so it isn't seperated (see if that works) E2: Even doing it since post 1644 to current, It does the 17 progress instead of 7 for some reason.
Done.

Aaaaaand it still doesn't work.

EDIT:OK, it's even stranger than that: changing Perpetual Engines to Anti-Mutation Medication works, but Living Metal Farming still has too much progress.
Adhoc vote count started by TripleTango on Mar 17, 2023 at 5:15 PM, finished with 103 posts and 30 votes.

  • [X] Plan: Addressing Local Threats
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Explore Galactic South
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[X] Living Metal Farming (6/20 --> 17/20)
    --[X] Naklis Comm-Hub (0/10 --> 10/10) +1 Network
    --[X] Naklis Residential Spire (0/10 --> 10/10)
    -[X] Culture Projects
    --[X] Orbital Pioneer Initiative (0/10 --> 4/10)
    --[X] Wonderpark Fungineering Guild (3/20 --> 20/20)
    -[X] Faith Projects
    --[X] Lunar Festival (0/10 --> 10/10)
    --[X] Mystek Protective Wards (5/40 --> 15/40)
    -[X] Academy Actions
    --[X] What Even Is Lifeforce? (13/25 --> 25/25) -1 Warp
    --[X] Anti-Mutation Medication (0/15 --> 7/15)
    [X]Plan Dance Of Naklis
    -[X]FLEET
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Explore Galactic South
    ---[X] TKK Accomplishment
    -[X]EXP (31/31)
    --[X] Living Metal Farming (6/20 --> 17/20)
    --[X]Naklis Residential Spire (10/10) +EXP
    --[X]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
    --[X]Naklis Comm-Hub(10/10) +1 Network +ACD
    -[X]CUL(21/21)
    --[X]Orbital Pioneer Initiative(10/10) +EXP
    --[X]VR Simulators(10/10) +ACD
    --[X]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
    -[X]FTH(20/20)
    --[X]Lunar Festival(10/10) +FTH +CUL
    --[X]Temple of the Dancer (10/10) +CUL
    -[X]ACD(19/19)
    --[X]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
    --[X] Anti-Mutation Medication (0/15 --> 7/15)
    -[X]ECON SUM
    --[X]Nuclear Material: 2 => 3
    --[X]Artifacts: 2
    --[X]Warp:1 => 0
    --[X]Living Metal: 0
    --[X]Network: 0 => 1
    [X] Plan: Protective Spirit Network
    -[X] Drydock:
    --[X] TKK Endeavor:
    -[X] Black Hole Study
    --[X]TKK Accomplishment
    -[X] EXP (31)
    --[X] Living Metal Farming +14 (20/20) +1 LM
    --[X] Naklis Comm-Hub +10 (10/10) +1 Network
    --[X] Specialist Electronics Production +7 (7/10)
    -[X] CUL (21)
    --[X] Wonderpark Fungineering Guild +6 (9/20)
    --[X] Secondary ShipShrines +15 (15/15)
    -[X] FTH (20)
    --[X] Enshrined Spirits +10 (10/10)
    --[X] Mystek Protective Wards +10 (15/40)
    -[X] ACD (19)
    --[X] What Even Is Lifeforce? +12 (25/25) -1 Warp
    --[X] Perpetual Engines +7 (7/20)
    [X] Plan: Expansion, Protection and Peace with Bugs
    -[X] Drydock:
    --[X] TKK Endeavor:
    -[X] Black Hole Study Duty:
    --[X]TKK Accomplishment
    -[X] Geode Canyon Extraction Operation: 1/10, generates EXP, generates 1 Nuclear Material.
    -[X] Specialist Electronics 10/10
    -[X] Naklis Comm-Hub: 10/10
    -[X] Naklis Residential Spire: 10/10, generates EXP.
    -[X] Orbital Pioneer Initiative: 10/10
    -[X] VR Simulators: 10/10
    -[X] Wonderpark Fungineering Guild: 4/20
    -[X] Lunar Festival: 10/10
    -[X] Temple of the Roadguide: 10/10
    -[X] What Even Is Lifeforce?: 25/25
    -[X] Quartzbug Anatomy: 7/20,
    [X] Plan go fast and bump points
    -[X]FLEET
    --[X] Drydock: TKK Endeavor
    --[X] Explore Galactic South: TKK Accomplishment
    -[X] EXP (31)
    --[X] Living Metal Farming 6 -> 20/20, 14pt, +LM
    --[X] Naklis Comm-Hub 0 -> 10/10, 10pts, +NT, +ACD
    --[X] Geode Canyon Extraction Operation, 0 -> 7/10, 7pts, (later) +EXP, +NM
    -[X] CUL (21)
    --[X] Wonderpark Fungineering Guild 3->20/20, 17pts, +CUL, +EXP, +orbital engineering
    --[X] Mobile Shrines 0->4/20, 4pts, (later) +FTH, +EXP
    -[X] FTH (20)
    --[X] Temple of the Roadguide 0->10/10, 10pts, +malign influence resistance
    --[X] Lunar Festival 0->10/10, 10pts, +lunar festival, +FTH, +CUL, -bug aggression
    -[X] ACD (19)
    --[X] What Even Is Lifeforce? 13->25/25, 12pts, -WP, better techs
    --[X] Warp-Drive Refinement 0->7/20, 7pts, (later) -WP, faster travel
 
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-[X]EXP (31/31)
--[X]Living Metal Farming (6/20 + 1=> 7/20)
This is the issue I'm 99% certain (E:I underlined and highlighted it). the 17/20 issue is in both plans version of the plan in the tally. and it gets converted to -->. instead of the bold. I would recommend copying what you do here instead since it shows up fine. (I'm guessing the 1 just gets moved to the blank space infront of the 7, because of however the tally is coded to work)
--[X]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
 
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This is the issue I'm 99% certain (E:I underlined and highlighted it). the 17/20 issue is in both plans version of the plan in the tally. and it gets converted to -->. instead of the bold. I would recommend copying what you do here instead since it shows up fine. (I'm guessing the 1 just gets moved to the blank space infront of the 7, because of however the tally is coded to work)
That's done it. I've had to delete my new votes to make mine count properly, but it works now. Thank you.

EDIT: What's strange is that I use => elsewhere in the plan and it works just fine. Maybe because I omitted the space there?
 
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@Hyacinthium contuing our convo from earlier assuming chelle plan wins here what I am thinking for next turn plan is draft so feedback from you and other will be taken into account and might lead to changes. Also assume we have 33 exp alongside minor increase in other categories next turn

Draft plan
[] Plan: Snappy plan name
-[] Exploring the Expanse: A region located to the Galactic West of Teklia. Mostly dead, but perhaps additional focused exploration of the region might reveal some manner of secret. Locations of Interest found: 1/???. Outpost Level: 1.
--[] Accomplishment
get around to seeing what else is in the expanse and hopefully finding some cool things

-[] Follow up exploration in the south
--[] Endeavor
follow up exploration of the south too further invesitgate what we have ever discovered there.
-[] EXP
--[] Living Metal Farming: 20/20, grants 1 Living Metal
finish up what we have started next turn.

--[] Herdtemples: 1515, establishes Herdtemples, providing FTH and 1 Warp.
do this to get us back into the postive on warp and get some more fth too

--[] Naklis 15/15, generates FTH.
get us some more FTH and preemptively appeases the spirits there so they don't get super pissed off at us for all the mining/expansion we are gonna be doing there

-[] CUL
decided not to try to do sleepwalk brew this turn cause I want to get the translator done next turn I'll try to get that done.

--[] Antianima Translator Matrix: 10/10, grants Crude Antianima Translator Matrix, allowing for communication with the Booug.
reasoning for why I think communication is worth it
Okay with that confirmation I will posit a theory the boog aren't trying to hurt us they are trying to help us. They know this realm for what it is a nightmare realm filled with horrors ready to kill the tekkets at any moment so they are therefore desperate to have us leave. That why they don't attack tekkets at all only the machinery of the ship in what I think is attempt is to force the tekkets to leave warp.

That why when the gellar field shut down they rampaged even more than usual cause they knew the much more dangerous fiends would be in route as a result and with reality fraying we were finally able to start to understand what they are saying it desperate pleas to get them to leave this accursed place in there eyes. In conclusion the evidence points to the booug not being malevolent toward us but in actuality begin in really trying us to GTFO out of this accursed place. However until we are able to communicate with them we will be stuck in the currently equilibrium of the booug thinking they are helping us and us thinking they be crazy monsters so that why we should take this option soon so we can hopefully break that equilibrium

but tldr hopefully this will serve as a way to make peace or the first step to making peace with the Booug and get more understanding of their reasoning for attacking us.

--[] VR Simulators: 10/10, grants ACD and unlocks SimTek.
increase our ACD point while also unlocking a cool new tech for us which usually unlocks further tech options after that and has knock effects of it own.

--[] Orbital Pioneer Initiative: 4/10 --> ?/10, generates EXP.
hopefully we will have the cul points to complete it next turn but if not I'll throw the extra points to get this close to completion as possible for next next turn but I rather increase ACD point than EXP but if people pefer the late I can switch it around.

-[] FTH
--[] Holy-Talismen 10/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.
--[] Occult-Talismans: 10/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.

The occult tailsman decrease how much we do blood sacrfice alwasy a win and gets us some fth/ one warp which is pretty awesome. Then the other tailsman one is great since it a literal holy tailsman for our people to have to protect them against bad juju should be pretty helpful in warp travel too/in general. All of these increase FTH as well allowing us to do more stuff in this category and this also alongside herd temple bring us firmly into the positive on WARP so we have some to spare and don't have to worry as much on spending it.

--[] Mystek Protective Wards 15/40, Mystek Compartment upgraded with Exceptionally Crude Protective Wards, costs 1 Warp.

any excess FTH points we get next turn will go here setting this up for completion next turn(if we gain gain enough

--[] Anti-Mutation Medication: 15/15, grants Crude Anti-Mutation Medication.

Finish up what we started last turn and hopefuly making warp travel a little safer

--[]Academy Fleet Compartment High Energy Lab: A proposed improvement to the Academy Compartments was giving them their own High Energy Labs and self-contained power systems: this would allow them to further meet the fleets technical needs as well as provide, in all likelyhood, a great deal of surplus power for your ships to use. 11/20, Academy Fleet Compartment upgraded with High Energy Lab, increasing available power and efficiency of all advanced subsystems. Costs 1 Nuclear Material.


Doing this cause we have been noted to not have enough power on the ship when we go to warp making our particile fields the one thing keeping us safe from the warp meaning that one power failure could as seen last turn doom us so getting more avaibale power would make our parctile fields more reliable to not turn off. Also is just a general boost to everything which is quite nice and allow us to do more things in space.
 
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I think we need to consider the way finder temple, occult talismans are nice but we need the protective features of the wayfinder more than we need life force savings.
 
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