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

I would like to say that given the recently demonstrated power of life essence, researching better means to harvest, store, and utilize it should be moved up a bit. Which means more FTH. We should definitely see about getting rites which can use it as fuel. Also, with that interaction between reactors and lifeforce I think we should invest in those Reactor altars finally, because I feel like that could have some major beneficial effects.
 
Well, shit.

[] Plan: Mt Wander, Stay Over Yonder
-[]FLEET
-[] Survey Broken Edge Ship Graveyard
--[] TKK Endeavor
-[] Dry Dock
--[] TKK Accomplishment
-[] EXP (30/30)
--[] Living Metal Farming +3 (20/20) +1 LM
--[] Specialist Electronics Production +10 (10/10) +1 ACD +1 Network -1 NM
--[] Naklis Elemental Shrines +7 (7/15)
--[] Lunar Fortifications +10 (10/10)
-[] CUL (19/19)
--[] Orbital Pioneer Initiative +6 (10/10) +1 EXP
--[] Antianima Translator Matrix +3 (3/10)
--[] VR Simulators +10 (10/10) +ACD
-[] FTH (19/19)
--[] Mystek Protective Wards +9 (24/40)
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep: +10 (10/25)
-[] ACD (18/18)
--[] Perpetual Engines +10 (10/20)
--[] Anti-Mutation Medication +8 (15/15)
-[]ECON SUM
--[]NM: 3 -> 2
--[]Warp: 1
--[]ART: 2
--[]Living Metal: 0 -> 1
--[]Network: 1 -> 2

Modified @10moorem II 's ACD for Days plan. Given the mutation plague Mt. Wander just unleashed on us, AMMs just became of the utmost importance. We can't complete Shrine of Mountain Melatonin in less than two turns anyway so we keep plugging away at Wards. Likewise, we can't print an Endeavor this turn due to Mt. Wander, but we can print one the next without assistance assuming that malus goes away, so it's OK to work on other things in the meantime. Such as lunar fortification, so we don't get completely pushed off the moon.

EDIT:OK, I don't know what I was thinking about the Endeavor. We can do it, just not that, fortifications and polishing off LM farming at the same time.

EDIT:Switched out Gravity Engines for Perpetual. I keep forgetting that's the one with the Scan bonus.
 
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Orkoid Xenobiology: The species you had found was deeply fascinating and many wanted to study it further. While direct contact wasn't allowed, dissection of ethically acquired corpses would be, allowing you a great deal of insight into how the species functioned. It would require the help of a Warp-capable ship in order to acquire specimens, however. 0/15, unlocks Orkoid Physiology, giving you insight to the greenskin biological makeup. Requires an Endeavor Class to construct a Xenoobservation outpost.

Orkoid Culture:
Many Xenoanthropologists wanted to study the culture of the natives of Green Giant. While the Prime Directive meant that they couldn't contact them, it would at least allow the Directorate to understand the civilization better, meaning that should they make their way to the stars, conducting diplomacy with them should be less fraught with misunderstandings. 0/10, unlocks Orkoid Kultural Studies, providing a slight bonus to diplomacy and tactics with and against Orkoid factions. Requires an Endeavor Class to construct a Xenoobservation Outpost.

Oh dear. We're in for a terrible surprise.
 
Given that we're seeing more stars going kablooey, could we look into putting up some more deep space observation?
Uh, what? Citation?

Yes, let's give the mountain more energy so it will live longer eventhough we already hurt it. I say study it and find a weak point.
It's a gorram mountain. You think there's going to be a thermal exhaust port or some such?

Second drafts.

[] Plan: Mt Wander, Stay Over Yonder
-[]FLEET
-[] Survey Broken Edge Eco-Station
--[] TKK Endeavor
-[] Dry Dock
--[] TKK Accomplishment
-[] EXP (30/30)
--[] Living Metal Farming +3 (20/20) +1 LM
--[] Specialist Electronics Production +10 (10/10) +1 ACD +1 Network -1 NM
--[] Perpetunite Production Facility +7 (7/20)
--[] Lunar Fortifications +10 (10/10)
-[] CUL (19/19)
--[] Orbital Pioneer Initiative +6 (10/10) +1 EXP
--[] Antianima Translator Matrix +3 (3/10)
--[] VR Simulators +10 (10/10) +ACD
-[] FTH (19/19)
--[] Mystek Protective Wards +5 (20/40)
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep: +14 (14/25)
-[] ACD (18/18)
--[] Perpetual Engines +10 (10/20)
--[] Anti-Mutation Medication +8 (15/15)
-[]ECON SUM
--[]NM: 3 -> 2
--[]Warp: 1
--[]ART: 2
--[]Living Metal: 0 -> 1
--[]Network: 1 -> 2

Figure it's either the Perpetunite or the Elemental Shrines--and we might not need the Perpetunite with the new Naklis options, going forward. Thoughts?

[] Plan: Third Endeavor
-[]FLEET
-[] Survey Broken Edge Eco-Station
--[] TKK Endeavor
-[] Dry Dock
--[] TKK Accomplishment
-[] EXP (30/30)
--[] Construct Endeavor Class Ship +20 (20/20) -1 NM
--[] Lunar Fortifications +10 (10/10)
-[] CUL (19/19)
--[] Orbital Pioneer Initiative +6 (10/10) +1 EXP
--[] Antianima Translator Matrix +3 (3/10)
--[] VR Simulators +10 (10/10) +ACD
-[] FTH (19/19)
--[] Mystek Protective Wards +5 (20/40)
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep: +14 (14/25)
-[] ACD (18/18)
--[] Perpetual Engines +10 (10/20)
--[] Anti-Mutation Medication +8 (15/15)
-[]ECON SUM
--[]NM: 3 -> 2
--[]Warp: 1
--[]ART: 2
--[]Living Metal: 0 -> 1
--[]Network: 1
 
I swapped the Void Train for Naklis Elemental Shrines and put the TKK Accomplishment in Drydock. Next turn we should be able to build another Endeavor, finish Living Metal Farming (we aren't doing anything that needs it right now), and Lunar Fortifications (along with finishing Shrine of Keeping Mt. Wander The F!@#$ Asleep and Mt. Wander) all at once.

Fleets: 2/2
Expansions: 30/35(30)
Culture: 19/22(19)
Faith: 19/22(19)
Academy: 18/21(18)

[] Plan: Placate the Mountain
-[] Fleet Actions
--[] Exploring the Expanse
---[] TKK Endeavor
--[] Drydock
---[] TKK Accomplishment
-[] Expansion Projects
--[] Naklis Heatpump (0/15 --> 15/15)
--[] Naklis Elemental Shrines (0/15 --> 15/15)
-[] Culture Projects
--[] Orbital Pioneer Initiative (4/10 --> 10/10)
--[] Frontier Hospital (0/20 --> 6/20)
--[] Antianima Translator Matrix (0/10 --> 10/10)
-[] Faith Projects
--[] Mystek Protective Wards (15/40 --> 24/40)
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep (0/25 --> 10/25)
-[] Academy Actions
--[] Anti-Mutation Medication (7/15 --> 15/15)
--[] Mt. Wander (0/20 --> 10/20)

Art: 2
Living Metal: 0
Network: 1
Nuclear Material: 3
Warp: 1
 
Right here; it's in "Spoiler: Available Planets and Special Infrastructure"
Deep Space Monitoring System: A Fleet initiative that utilizes a great deal of surplus processing power to scan the sky both to map it out as well as detect incoming threats before they arrive, giving early warning to the Directorate against hostile threats. They had noticed concerning activity from the edge of the Expanse: stars that weren't scheduled to go Red Giant for another few thousand years according to predictions seemed to be exhibiting a number of concerning phenomena. Whatever had happened there was likely hundreds of years passed, but it opened a concerning possibility: what if the state of the expanse is more recent than thought?
 
Naklis Mega-Harvester: Large and substantive deposits of living metal had been found deep in the crust of the floating mountains: the only question was how to reach it. Proposal: instead of attempting to design another Spire, the Directorate could instead create a super-harvester machine capable of serving as a moving city in its own right, designed to tunnel deep beneath the crust of the continent and through the lava seas to locate and harvest living metal. 0/10, generates 2 Living Metal.

…AhahahahahahahahHAHAHAHAHAHAHAHAHAHAHAHAHA!!!

POWER, UNLIMITED POWER!!!

In more serious news I'm not going to vote for any plan that has the Mt. Wander ACD option. We created that thing from mad science and Warp stuff, the sane choice is to not poke it with a stick. Just leave it the fuck to sleep.

Also we may have to do another stockpile of nukes sometime soon, considering how many we used. Shame they didn't do much.
 
In more serious news I'm not going to vote for any plan that has the Mt. Wander ACD option. We created that thing from mad science and Warp stuff, the sane choice is to not poke it with a stick. Just leave it the fuck to sleep.
Pretending it doesn't exist won't make it go away; if the moon is ever attacked or something else disturbs the area, the last thing we need is for Mt. Wander to make things worse, and researching just what it is and (potentially) how to actually kill/cripple it will be crucial.
 
Given that we're seeing more stars going kablooey, could we look into putting up some more deep space observation?
Given my research into the Expanse that's probably the Yu'vath.

Pretending it doesn't exist won't make it go away; if the moon is ever attacked or something else disturbs the area, the last thing we need is for Mt. Wander to make things worse, and researching just what it is and (potentially) how to actually kill/cripple it will be crucial.
Or you'll wake it up again. And we'll have to deal with more damages.

If you truly wish to research it to find weaknesses then I would advise you do so later when we have more advanced weapons that can potentially hurt it if our meddling does wake it up.
 
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[] Plan: Deal with the Homefront
-[ ] Spraa'ng: The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.
--[] TKK Accomplishment: Modest structural damage.


Finally survey the last unsurveyed planet in our solar system so we see what out there and make sure there no other horrors hiding out there too. I use the Accomplishment since it got damaged and having it survey in system so it won't get furthered damage from any warp travel.

-[] Broken Edge Xenoobservation Outpost Construction: The planet in the Broken Edge system, temporarily labelled Green Giant, was the homeworld (your people assumed) of a primitive alien civilization. While direct contact was out, many still wanted to erect an observation outpost above Green Giant to study the species and their culture.
--[] TKK Endeavor:


This will likely generate some nice ACD and/or CUL for us alongside getting our tekket more experience with other alien species by observing them and so they can start to grasp the true nature of the orks.

-[] Naklis Elemental Shrines: 15/15
-[] Naklis Solar Satellites: 15/15


The shrines appeasement are for we can preemptively stop a repeat of the quartzebug situation where we got the local inhabitants attacking us for us mucking about in their home. This will also allow us further expansion on ground in naklis with the guarantee we. have appeased the inhabitants. This will also generate some FTH for us which is always nice/need more of with all the commitments we got there. The solar satellites are for unlocking us another shrine to be constructed on the planet since those are massive EXP gain for us and will allow even larger expansion of operations on the planet. There also the fact the sun generate a insane amount of energy and the unlock of the additional solartek will also us to use it to a even greater degree for our tremendous gain(likely huge EXP points gain)


-[] Antianima Translator Matrix: 10/10

To start on the path of peace for the booug and hopefully learn more about the warp/them in turn

-[] Orbital Pioneer Initiative: 10/10

Finish this up what we started last turn and grant us some nice EXP in turn while allowing our people to explore the stars more.

-[] VR Simulators: 3/10, grants ACD and unlocks SimTek.

Start on this to set it up for completion next turn since it unlocks a new type of tek for us which are so far have always been a pretty big deal more so than usual. It also a low point way for us to get some more points in ACD>

-[] Shrine of Keeping Mt. Wander The F!@#$ Asleep: 12/25
-[] Lunar MegaShrine:
7/20

We have 2 pretty big fucking problems at the moment dealing keeping the Mt Wander fucking asleep and to deal with the continual attacks of the quartzbug which have been plaguing our moon colonies for a long time now. We have gotten luckily with our good rolls but as seen this turn that can change on a dime. We now have a massive mountain that could wake up and fuck stuff up again, quartzbug that have been altered to grow way larger and as a result pose way more of a threat in turn. That is why in faith all points are either going to keep mountain asleep and the lunar megashrine. The lunar megashrine should especially by looking at the fluff of the action decisively reduce quartzbug aggression by a large amount finally giving our colonies respite from the constant threat. This will set both these up for completion next turn assuming we get good FTH growth or the turn after that.

-[] Anti Mutation Medication 15/15

Deal with the spate of problems we got with mutations the moon

-[] Quartzbug Anatomy: 3/20

Longterm to get peace with the bugs we need to actually understand the bugs know what makes them tick what are they made out of it ect. This is the route to this since it gets a biodata which we can used to start domesticating them/make them less hostile to us making it so long term guaranteed they will stop constantly attacking us the time. It will also allow us to start to utizle for the benfeit of our civilization to instead of being annoying bugs.
This plan is about focusing on the homefront and dealing with our problems we have let to fesert such a the bugs start to work toward a long term solution while not trying to cause problems elsewhere like on naklis. It also works toward trying to understand other alien specices be they orks which will likely generate some ACD and or CUL and the bugs at home so they stop attacking us. It also sets us up for a lot of EXP gain next turn alongside some FTH and/or ACD/CUL gain.

plan spoilered below if u don't want to look between all the explanations for each action.
[] Plan: Deal with the Homefront
-[X] Spraa'ng: The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.
--[X] TKK Accomplishment: Modest structural damage.
-[X] Broken Edge Xenoobservation Outpost Construction: The planet in the Broken Edge system, temporarily labelled Green Giant, was the homeworld (your people assumed) of a primitive alien civilization. While direct contact was out, many still wanted to erect an observation outpost above Green Giant to study the species and their culture.
--[X] TKK Endeavor:
-[X] Naklis Elemental Shrines: 15/15
-[X] Naklis Solar Satellites: 15/15
-[X] Antianima Translator Matrix: 10/10
-[X] Orbital Pioneer Initiative: 10/10
-[X] VR Simulators: 3/10, grants ACD and unlocks SimTek.
-[X] Shrine of Keeping Mt. Wander The F!@#$ Asleep: 12/25
-[X] Lunar MegaShrine: 7/20
-[X] Anti Mutation Medication 15/15
-[X] Quartzbug Anatomy: 3/20
 
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I am really annoyed by the lack of excitement here.

We have a living mountain! That's fucking cool! We need to strap an anti-orbit cannon on this badboy!
 
I am really annoyed by the lack of excitement here.

We have a living mountain! That's fucking cool! We need to strap an anti-orbit cannon on this badboy!
why kill the mountain when you can become friends with it and then strap tons of weapons on it so it can be the ultimate protector of the moon? Checkmate anti mountainist :V
 
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A lot of questions I would like to note/ask about mount wander. Things that we will likely need that ACD action to find out. What is its blood, can we use it? It would seemingly be either molten rock imbued with insane amounts of Lifeforce, or some wholely artificial substance created in the process of the mountain animating. Is the mountain actively generating Lifeforce? Because it was said to be permanently animated, which implies the Lifeforce inside it might be replenishing, given we may have drained a tiny bit of Lifeforce from everything in the universe, it might be that we accidentally created a supply of infinite, or nearly so, Lifeforce. Does it have a soul? Can we machine spirit transfer that soul? If we can I bet we could power basically our entire civilization off of mount wander's machine spirit incarnation.
 
Fleets: 2/2
Expansions: 30/35(30)
Culture: 19/22(19)
Faith: 19/22(19)
Academy: 18/21(18)

[X] Plan: Placate the Mountain
-[X] Fleet Actions
--[X] Exploring the Expanse
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Naklis Heatpump (0/15 --> 15/15)
--[X] Naklis Elemental Shrines (0/15 --> 15/15)
-[X] Culture Projects
--[X] Orbital Pioneer Initiative (4/10 --> 10/10)
--[X] Frontier Hospital (0/20 --> 3/20)
--[X] Antianima Translator Matrix (0/10 --> 10/10)
-[X] Faith Projects
--[X] Mystek Protective Wards (15/40 --> 24/40)
--[X] Shrine of Keeping Mt. Wander The F!@#$ Asleep (0/25 --> 10/25)
-[X] Academy Actions
--[X] Anti-Mutation Medication (7/15 --> 15/15)
--[X] Mt. Wander (0/20 --> 10/20)

Art: 2
Living Metal: 0
Network: 1
Nuclear Material: 3
Warp: 1

[X] Plan: ACD V2
 
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[X] Plan: Dig The F@#! In
-[X]FLEET
-[X] Survey Broken Edge Eco-Station
--[X] TKK Endeavor
-[X] Dry Dock
--[X] TKK Accomplishment
-[X] EXP (30/30)
--[X] Living Metal Farming +3 (20/20) +1 LM
--[X] Specialist Electronics Production +10 (10/10) +1 ACD +1 Network -1 NM
--[X] Perpetunite Production Facility +7 (7/20)
--[X] Lunar Fortifications +10 (10/10)
-[X] CUL (19/19)
--[X] Orbital Pioneer Initiative +6 (10/10) +1 EXP
--[X] Antianima Translator Matrix +3 (3/10)
--[X] VR Simulators +10 (10/10) +ACD
-[X] FTH (19/19)
--[X] Mystek Protective Wards +5 (20/40)
--[X] Shrine of Keeping Mt. Wander The F!@#$ Asleep: +14 (14/25)
-[X] ACD (18/18)
--[X] Anti-Mutation Medication +8 (15/15)
--[X] Mt. Wander +10 (10/20)
-[X]ECON SUM
--[X]NM: 3 -> 2
--[X]Warp: 1
--[X]ART: 2
--[X]Living Metal: 0 -> 1
--[X]Network: 1 -> 2

[X] Plan: Third Endeavor, Dug The F@#! In
-[X]FLEET
-[X] Survey Broken Edge Eco-Station
--[X] TKK Endeavor
-[X] Dry Dock
--[X] TKK Accomplishment
-[X] EXP (30/30)
--[X] Construct Endeavor Class Ship +20 (20/20) -1 NM
--[X] Lunar Fortifications +10 (10/10)
-[X] CUL (19/19)
--[X] Orbital Pioneer Initiative +6 (10/10) +1 EXP
--[X] Antianima Translator Matrix +3 (3/10)
--[X] VR Simulators +10 (10/10) +ACD
-[X] FTH (19/19)
--[X] Mystek Protective Wards +5 (20/40)
--[X] Shrine of Keeping Mt. Wander The F!@#$ Asleep: +14 (14/25)
-[X] ACD (18/18)
--[X] Perpetual Engines +10 (10/20)
--[X] Anti-Mutation Medication +8 (15/15)
-[X]ECON SUM
--[X]NM: 3 -> 2
--[X]Warp: 1
--[X]ART: 2
--[X]Living Metal: 0
--[X]Network: 1

EDIT:
[X] Plan: ACD V2
[X] Plan: Looking Outwards
 
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