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

[ ] Recycle: Much of the structure was unsalvageable, but there were some components that still functioned, including pieces of the reactor. It was the hope of many that the machine spirit would one day fly again: how fitting would it be for the soul of the Directorates first flagship to be made from the same spirit as their first ship? Provides 10 Point and 1 NK discount to Resistance. Resistance class is automatically renamed Endeavor class: Endeavor class renamed to Accomplishment.

[ ] Memorial:
People would die. A few did: casualties might have been minimal, but they hadn't been zero. Some believed the remains of the Endeavor should be used to create a memorial: one dedicated to those who gave their lives in pursuit of a better world. Establish Fleet Memorial Complex, increasing CUL and improving crew performance.

[ ] Museum:
Sure, the Endeavor might have eventually been destroyed, but she had been the first REAL starship! What's left should be converted into a museum, to help educate people about what it was like all those centuries ago, back when they didn't have wards or even shields, as well as teach people how to run a ship. Establish Fleet Museum, increasing ACD and science officer performance.
just a thought I had from reading the 3 choices, but @The Bird, if we go far enough in the NekroTek tech tree, and have 4-5+ warp/lifeforce laying around, is it possible to make the Endeavor into a TEKKET kanmusu/ship spirit?
having a 4 ft midget Yeeting rocks(read nuclear warheads) to kill a 60-140 meter Imperator-class Emperor Titan is something I see the TEKKET would do, and its just so funny i has to post this.
 
Here's a question to consider while you're voting: what is worth a hazard roll? We're doing the WarpTek Altar which has one for just a Warp, but that was started by the Mad Admiral. So what is the minimum value that makes a hazard roll worth it?

Like us animating the Bifrost for 10 Rep with the Kabal; the hazard roll turned out to be for them, but we did it thinking the risk would come at us. Was that worth risking a hazard roll?

The reason I bring all of this up is the risk for not doing the Secure Holding seems to be a hazard roll, and by doing it we miss out on double Rep from the Great Water Drop. Therefore, we would gain 25 Khimer Rep at the cost of a hazard roll. Is that as worth it as the WarpTek Altar or animating the Bifrost was?

I think so, and after being told to take more risks by Bird, I'm hoping others will agree.
 
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Adhoc vote count started by chellewalker on Aug 11, 2023 at 12:20 AM, finished with 213 posts and 27 votes.

  • [X] Deprogram
    [X] Museum
    [X] Plan: Let's Get Started
    -[X] Fleet Actions
    --[X] Liberate The Forbidden Archive
    ---[X] TKK Emissary
    --[X] Assisting the AutoVessels
    ---[X] TKK Discovery
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Delivery
    ---[X] TKK Valiant for TKK Emissary
    --[X] Explore Galactic West
    ---[X] TKK Delivery
    -[X] EXP: 105
    --[X] Ship Power Core 11/15 --> 15/15, -3 NM
    --[X] Secure Holding 10/10, -1 Warp, -1 ART
    --[X] Ship Troop Transport Compartment 25/25
    --[X] Naklis Arms Factories 25/25
    --[X] Sandscorn Water Drop 20/20, +10 Khimer Respect
    --[X] Endeavor Reactor Printer 21/30
    -[X] CUL 64/64
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League 25/25
    ---[X] Discovery
    --[X] Merchant Marine Doctrine 25/25
    --[X] Ship Barracks 9/20
    -[X] FTH 34/34
    --[X] Mojo Shrooms 10/10
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] //PATH TekTalismans 10/25 --> 25/25, -1 Warp, +EXP, CUL, FTH, ACD
    --[X] The Dagger 1/15
    -[X] ACD 76/76
    --[X] GrotTeknikal 25/25, +ACD
    --[X] Autonite Cloning Lab 25/25, +1 BioData
    --[X] Khimer MultiTutorial 15/15, -1 Network, +3 Respect
    --[X] HyperTek Forge 10/50 --> 21/50
    -[X] End Resources
    --[X] 0 NM
    --[X] 5 BioData
    --[X] 3 ART
    --[X] 0 Warp
    --[X] 1 Living Metal
    --[X] 3 Network
    [X] Plan: Assistance to Khimer and Autonites
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Explore Galactic West
    ---[X] TKK Accomplishment
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Water Drop (0/20 --> 105/20) +60 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League (0/25 --> 25/25)
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    -[X] Faith Projects
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] //PATH TekTalismans (10/25 --> 23/25)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] Polar Tower of the Hermit (0/50 --> 13/50)
    -[X] Academy Projects
    --[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
    --[X] GrotTeknikal (0/25 --> 25/25)
    --[X] WardTerminal Control Nexus (0/25 --> 25/25)
    --[X] HoloTek (0/25 --> 1/25)
    -[X] Resource Management
    --[X] Artifacts: 4 --> 5
    --[X] Biodata: 6 --> 7
    --[X] Living Metal: 1
    --[X] Network: 3
    --[X] Nuclear Material: 3
    --[X] Warp: 1 --> 2
    --[X] Khimer Rep: 24 --> 89
    [X] Memorial
    [X] Plan: CPUmoon Battle Prep
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Emissary
    --[X] Support Autovessels
    ---[X] TKK Emissary
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] EXP 105/105
    --[X] Hypermodular Power Bay 0/15 --> 15/15 -- -1 NM, unlocks Hypermodular Power Bay upgrade for ships, +performance and adaptability
    --[X] Sandscorn Water Drop 0/20 --> 20/20 -- +10 Rep with Khimer
    --[X] BlokBot Armies 0/15 --> 15/15 -- create 1 BlokBot Army that can be stationed on one colonized planet. Repeatable
    ---[X] Teklia
    --[X] Ship Troop Transport Compartment 0/25 --> 25/25 -- upgrades Valiants with Troop Transport compartment, allowing them to carry one army group
    --[X] Secure Holding 0/10 --> 10/10 -- -1 Warp, -1 Art
    --[X] Endeavor Reactor Printer 0/30 --> 20/30 -- -3 NM, Endeavors get their NM cost reduced by 1
    -[X] CUL 64/89 - 25
    --[X] Merchant Marine Doctrine 0/25 --> 18/25 -- Drydock removed: ships can be assigned to trade routes to repair themselves instead
    --[X] Ritual Livestock 0/15 --> 15/15 -- +FTH, +1 Warp, grants Ritual Livestock tradition
    --[X] Grav-Tethers 4/15 --> 15/15 -- +EXP, grants Grav-Tether technology
    --[X] Spire Orchestrion 0/15 --> 15/15 -- +CUL, +Warp, upgrade Elemental Spire with Awakening Orchestrion
    --[X] The Assembler Academy of Actualized Acceptance 5/10 --> 10/10 -- +CUL
    -[X] FTH 84/84
    --[X] AntiChaos Warding 0/50 --> 17/50 -- -1 Art, Ward effectiveness Vs Chaos improved
    --[X] Shrine-Libraries 0/10 --> 10/10 -- +ACD, develop Shrine Libraries
    --[X] Hallowed Shrine 0/20 --> 20/20 -- Shrines upgraded to provide FTH
    --[X] Logic-Cage 0/25 --> 25/25 -- Occulteks develop Logic-Cage Antiviral Program, allowing them to inhibit and manipulate via sorcery malware
    --[X] .ARCHON (Craft) 4/15 --> 15/15 -- +EXP and improving the quality of all relics, artifacts, and occult implements, develop .ARCHON (Craft)
    --[X] The Book 0/15 --> 15/15 -- +ACD, craft the Book, Avatar of Memory, allowing for the storage of memories and experiences
    -[X] ACD 76/76
    --[X] ZwergBot Disassembly Protocol 0/15 --> 11/15 -- Security Bots will automatically when dismantled reform into smaller classes of BlokBot
    --[X] GrotTeknikal 0/25 --> 25/25 -- +ACD and encouraging some Hobbgrots to walk the Path of the Teknik, establishes GrotTeknikal University Academy Upgrade
    --[X] HyperTek Forge 10/50 --> 50/50 -- +10 NM, +10 EXP, -3 ART, -1 NET, creates HyperTek Forge
    -[X] Resource Management
    --[X] Art: 4 --> 1
    --[X] Biodata: 4
    --[X] Living Metal: 1
    --[X] Network: 3 --> 2
    --[X] NM: 3 --> 12
    --[X] Warp: 1 --> 2
    [X] Plan: Integration and AutoVessels
    [X] Disperal
    [X] Recycle
    [X] Plan: Resistance for AutoVessels
    -[X] Fleet Actions
    --[X] Liberate The Forbidden Archive
    ---[X] TKK Valiant
    ---[X] TKK Discovery
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] Expansion Projects 105/105
    --[X] Water Drop (0/20 --> 20/20) + Khimer Rep
    --[X] Resistance Class Ship (0/60 --> 60/60) cost 3 NK, 2 Network.
    --[X] BlokBot Armies (0/15 --> 15/15)
    --[X] Secure Holding: 0/10 --> 10/10), cost 1 Warp, 1 ART.
    -[X] Culture Projects 24/64 (89-25)
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Wonderpark Space Docks: (6/15 --> 10/15), Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
    --[X] Orbital Pioneer Agri-Ships: (0/15 --> 15/15) increasing EXP and Warp.
    --[X] Ritual Livestock: (0/15 --> 15/15), grants Ritual Livestock tradition, increasing FTH and granting 1 Warp.
    --[X] GeoTotems (0/25 --> 25/25) increasing EXP and FTH, increases NK, cost 1 Warp.
    -[X] Faith Projects 34/34
    --[X] //PATH TekTalismans (10/25 --> 23/25)
    --[X] .ARCHON (Craft) (4/15 --> 15/15) +1 EXP
    --[X] Psi-Ritual (0/25 --> 8/25)
    --[X] Name of the Booug: (8/10 --> 10/10), TekGrimoires upgraded with First Name of Influence of the Booug
    -[X] Academy Projects 76/76
    --[X] Academy Fleet Network Lab (0/20 --> 20/20)
    --[X] GrotTeknikal (0/25 --> 25/25) +1 ACD
    --[X] Q-Bit Particles: (6/25 --> 25/25), unlocks Q-Bit Comms, increasing ACD and CUL. +1 Network.
    --[X] HyperTek Forge (5/50 -->17/50)
    -[X] Resource Management
    --[X] Artifacts: 5 --> 4
    --[X] Biodata: 4
    --[X] Living Metal: 1
    --[X] Network: 3 --> 1
    --[X] Nuclear Material: 3 --> 1
    --[X] Warp: 1 --> 1
    [X] Plan: Assistance to Khimer and Autonites plus Ritual
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Explore Galactic West
    ---[X] TKK Accomplishment
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Water Drop (0/20 --> 105/20) +60 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League (0/25 --> 25/25)
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    -[X] Faith Projects
    --[X] Name of the Booug (8/10 --> 9/10)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] Psi-Rituals (0/25 --> 25/25) -1 Warp
    -[X] Academy Projects
    --[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
    --[X] GrotTeknikal (0/25 --> 25/25)
    --[X] WardTerminal Control Nexus (0/25 --> 25/25)
    --[X] HoloTek (0/25 --> 1/25)
    -[X] Resource Management
    --[X] Artifacts: 4 --> 5
    --[X] Biodata: 6 --> 7
    --[X] Living Metal: 1
    --[X] Network: 3
    --[X] Nuclear Material: 3
    --[X] Warp: 1 --> 1
    --[X] Khimer Rep: 24 --> 89
    [X] Deprogramming
    [X] Plan: No More Excuses Against Ships
    -[X] Fleet Actions
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Emissary
    ---[X] TKK Valiant for TKK Delivery
    --[X] Support Autovessels
    ---[X] TKK Emissary
    --[X] Explore Galactic West
    ---[X] TKK Delivery
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Ship Power Core 11/15 --> 15/15, -3 NM
    --[X] Secure Holding 10/10, -1 Warp, -1 ART
    --[X] Endeavor Reactor Printer (30/30) -3 NM
    --[X] MegaHaulers (16/25)
    --[X] Ship Troop Transport Compartment 25/25
    --[X] Sandscorn Water Drop (20/20) +10 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Merchant Marine Doctrine 25/25
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    -[X] Faith Projects
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] //PATH TekTalismans (10/25 --> 23/25)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] Polar Tower of the Hermit (0/50 --> 13/50)
    -[X] Academy Projects
    --[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
    --[X] HyperTek Forge (10/50-->50/50) +10 NM, -3 Art, -1 Network
    --[X] GrotTeknikal (11/25)
    -[X] Resource Management
    --[X] Artifacts: 4 --> 1
    --[X] Biodata: 6 --> 7
    --[X] Living Metal: 1
    --[X] Network: 3 --> 2
    --[X] Nuclear Material: 3 --> 7
    --[X] Warp: 1 --> 1
    --[X] Khimer Rep: 24 --> 39
    [X] Disperse


Here is the tally so far.
 
I like your plan, but I still think that getting secure holding is more important, because chaos can easily get us screwed if we don't lock them up now.

I think the wards are good enough. The vast majority are unarmed humans; the rest are either tech priests, chaos sorcerers and space marines, all individually dangerous, but unable to fight their way through thousands and thousands of enemies without a cult to support them.

Plus, the Imperials will have issues with an attempted Chaos breakout, and probably vice versa.
 
I like your plan, but I still think that getting secure holding is more important, because chaos can easily get us screwed if we don't lock them up now.
The calculation comes out to 25 extra reputation earned now compared to doing the mega drop later. That's why this plan is being pushed now. It's just that doing secure holding now would prevent us from doing the mega drop.
Edit: and before anyone suggests we do Chaos wards instead, we literally don't have enough FTH for that this turn.
 
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Fuck it. Changing vote. Get this damned ice drop out of the way so we can complete the reactor printer and Forge next turn and pump out 4 Endeavors in turn 30. If the Hazard roll fucks us like it has most of the time oh well.

[X] Plan: Assistance to Khimer and Autonites

[X] Plan: No More Excuses Against Ships
-[X] Fleet Actions
--[X] Merchant Marine Exchange
---[X] TKK Accomplishment for TKK Emissary
---[X] TKK Valiant for TKK Delivery
--[X] Support Autovessels
---[X] TKK Emissary
--[X] Explore Galactic West
---[X] TKK Delivery
--[X] Liberate Forbidden Archive +1 Art
---[X] TKK Discovery
-[X] Expansion Projects
--[X] Ship Power Core (11/15 --> 15/15) -3 NM
--[X] Secure Holding (10/10) -1 Warp, -1 Art
--[X] Endeavor Reactor Printer (30/30) -3 NM
--[X] MegaHaulers (16/25)
--[X] Ship Troop Transport Compartment (25/25)
--[X] Sandscorn Water Drop (20/20) +10 Khimer Rep
-[X] Culture Projects
--[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
--[X] Merchant Marine Doctrine (25/25)
--[X] Frontier Academy Compartment (0/25 --> 9/25)
--[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
-[X] Faith Projects
--[X] Name of the Booug (8/10 --> 10/10)
--[X] //PATH TekTalismans (10/25 --> 23/25)
--[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
--[X] Polar Tower of the Hermit (0/50 --> 13/50)
-[X] Academy Projects
--[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
--[X] HyperTek Forge (10/50-->50/50) +10 NM, -3 Art, -1 Network
--[X] GrotTeknikal (11/25)
-[X] Resource Management
--[X] Artifacts: 4 --> 1
--[X] Biodata: 6 --> 7
--[X] Living Metal: 1
--[X] Network: 3 --> 2
--[X] Nuclear Material: 3 --> 7
--[X] Warp: 1 --> 1
--[X] Khimer Rep: 24 --> 39

[X] Museum
[X] Disperse

Edit: For the record I am not voting for any plan next turn that does not have Endeavor Reactor Printer and the Hypertek forge completing.
 
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89 Rep; +65 total between the Great Water Drop and Kelp4Metal.
For context for everyone else this is about half the total we need to have to integrate the Khimer, with the majority of that having been earned in a single turn, before any reductions that happen from them warming up to us. In other words, I think that Integration will be a real possibility if we go this route.
 
The plan is to build a Resistance Class and put a army on it to liberate the CPU moon next turn.
The Academy Fleet Network Lab will help with that and the Discovery and valiant will try and liberate the archive
The Academy Fleet Network Lab does not need drydocking to apply and we fixed the main issue we had during the first space battle with the torpedoes with our point defense and improved shields.
The Grot get the GrotTeknikal they where asking for during the last turn.
Water Drop is our Khimer biospere action for this turn, we promised a major water drop but that was in the next 5 turns
Then there are several projects to ensure we end up with at least 1 of each resource.


[X] Plan: Resistance for AutoVessels
-[X] Fleet Actions
--[X] Liberate The Forbidden Archive
---[X] TKK Valiant
---[X] TKK Discovery
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects 105/105
--[X] Water Drop (0/20 --> 20/20) + Khimer Rep
--[X] Resistance Class Ship (0/60 --> 60/60) cost 3 NK, 2 Network.
--[X] BlokBot Armies (0/15 --> 15/15)
--[X] Secure Holding: 0/10 --> 10/10), cost 1 Warp, 1 ART.
-[X] Culture Projects 24/64 (89-25)
--[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
--[X] Wonderpark Space Docks: (6/15 --> 10/15), Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
--[X] Orbital Pioneer Agri-Ships: (0/15 --> 15/15) increasing EXP and Warp.
--[X] Ritual Livestock: (0/15 --> 15/15), grants Ritual Livestock tradition, increasing FTH and granting 1 Warp.
--[X] GeoTotems (0/25 --> 25/25) increasing EXP and FTH, increases NK, cost 1 Warp.
-[X] Faith Projects 34/34
--[X] //PATH TekTalismans (10/25 --> 23/25)
--[X] .ARCHON (Craft) (4/15 --> 15/15) +1 EXP
--[X] Psi-Ritual (0/25 --> 8/25)
--[X] Name of the Booug: (8/10 --> 10/10), TekGrimoires upgraded with First Name of Influence of the Booug
-[X] Academy Projects 76/76
--[X] Academy Fleet Network Lab (0/20 --> 20/20)
--[X] GrotTeknikal (0/25 --> 25/25) +1 ACD
--[X] Q-Bit Particles: (6/25 --> 25/25), unlocks Q-Bit Comms, increasing ACD and CUL. +1 Network.
--[X] HyperTek Forge (5/50 -->17/50)
-[X] Resource Management
--[X] Artifacts: 5 --> 4
--[X] Biodata: 4
--[X] Living Metal: 1
--[X] Network: 3 --> 1
--[X] Nuclear Material: 3 --> 1
--[X] Warp: 1 --> 1
--[X] EXP: 105 --> 108
--[X] ACD: 76 --> 78
--[X] CUL: 89 --> 90
--[X] FTH 84 --> 86
 
Uh, I only really casually look at the thread. Could someone inform me what this Liberate Forbidden Library action is and where I can find it?
 
[X] Plan: Assistance to Khimer and Autonites
[X] Deprogram
[X] Recycle
In the grand tradition of Trek, all our spaceships will be named the same thing.
Also, I think Assistance to Khimer and Autonites doesn't have a trade action ?
Because Kelp4Metal opens up trade but doesn't help them with building industry apart from buying stuff.
 
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Uh, I only really casually look at the thread. Could someone inform me what this Liberate Forbidden Library action is and where I can find it?
The AutoVessels have given us hidden projects every once in a while; so far we've gotten 3 through hidden links, a Decoder we already did, the Fleet Action Liberate the Forbidden Archive that gives +1 Art, and the /25 ACD Cloning Lab that gives +1 Biodata.
Also, I think Assistance to Khimer and Autonites doesn't have a trade action ?
Because Kelp4Metal opens up trade but doesn't help them with building industry apart from buying stuff.
Kelp4Metal counts as an industrialization project; I asked Bird about it since it would be impossible to do the Great Water Drop without a non-EXP industrial project.
 
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