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

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.
I get that, I just meant where are the actions themselves? I usually look at these on a phone and I'm really not good at finding them.
 
[X] Plan: Assistance to Khimer and Autonites

With Perpetunite Recyclers winning the action fewer actions are needed to keep all stockpiles at +1 or higher. this gave room to add Kelp4Metal and complete //PATH TekTalismans so we get a second new magic crafting tool(.arc craft was already in the first version).
The Orbital Pioneer Agri-Ships will also help with two colonies we are thinking of building soon that will need orbital food: the exodite orbital colony and the colony around the gas gaint.
Wonderpark Space Docks will allow a CUL ship to be build, and that will help with diplomacy i think.

[X] Plan: Resistance for AutoVessels v2
-[X] Fleet Actions
--[X] Liberate Forbidden Archive +1 Art
---[X] TKK Discovery
---[X] TKK Valiant
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects 105/105
--[X] Water Drop (0/20 --> 20/20) +10 Khimer Rep
--[X] Resistance Class Ship (0/60 --> 60/60) cost 3 NK, 2 Network.
--[X] BlokBot Armies (0/15 --> 15/15)
---[X] assign them to the Resistance
--[X] Secure Holding: 0/10 --> 10/10), cost 1 Warp, 1 ART.
--[X] Perpetunite Recyclers (Auction) +1 NM
-[X] Culture Projects 64/64 (89-25)
--[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
--[X] Wonderpark Space Docks: (6/15 --> 15/15), Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
--[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
--[X] Orbital Pioneer Agri-Ships: (0/15 --> 15/15) increasing EXP and Warp.
--[X] Fleet Super Battlebot League (0/25 --> 8/25)
-[X] Faith Projects 34/34
--[X] Name of the Booug (8/10 --> 10/10)
--[X] //PATH TekTalismans (10/25 --> 25/25), increasing all categories. Cost 1 Warp.
--[X] .ARCHON (Craft) (4/15 --> 15/15) +1 EXP
--[X] Psi-Ritual (0/25 --> 6/25)
-[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 --> 2
--[X] Nuclear Material: 3 --> 1
--[X] Warp: 1 --> 1
--[X] EXP: 105 --> 110
--[X] ACD: 76 --> 79
--[X] CUL: 89 --> 91
--[X] FTH 84 --> 85
--[X] Khimer 24 --> 39
 
[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] TKK Valiant
--[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] Deprogram
[X] Museum
[X] Plan: Resistance for AutoVessels v2
 
[] Plan: Magic Muses
-[] Liberate CPUMoon
--[] TKK Valiant
--[] TKK Discovery
-[] Visit Red Suns Monitoring
--[] TKK Accomplishment

-[] EXP 107/107
--[] Secure Holding (0/10 -->10/10) cost 1 Warp, 1 ART.
--[] Sandscorn Mining Ships (0/25-->25/25), Khimer gain Mining Ships, increasing EXP from their trade route, and respect by 3
--[] Sandscorn Water Drop (5/20 -->20/20), +5 Khimer Respect
--[] Endeavor Reactor Printer (0/30 --> 7/30)
--[] Operations Division (0/25-->25/25), assemble Operations Division on any world or ship.
--[] Erichthean Library (0/10 -->10/10), increases ACD from constructing Erichthean Library. +1 Network.
--[] Water-World Data-Buoys (0/10 -->10/10), increases ACD from deploying Data-Buoy Network. +1 Network.

-[] CUL 91/91
--[] Wonderpark Space Docks (6/15-->12/15)
--[] Sacrificial Livestock (0/20 -->20/20), grants 3 Warp.
--[] Metamorphae Muses (0/10 -->10/10), unlock Holy Metamorphaen Muses, automata empowered via Divine Rite, granting elevated FTH. Cost 1 Warp.
--[] Naturae Muses (0/10 -->10/10), unlock Sacred Naturae Muses, automata empowered by Nature, granting elevated FTH. Cost 1 Warp.
--[] Muse Arcano-Core (0/20 -->20/20), upgrade Muses with Arcano-Cores, allowing Muses to conduct their own rites, increasing CUL by 3. Cost 2 Nuclear Material.
--[] Muse Chorusnet (0/25-->25/25), gain Muse Chorusnet, allowing normal muses access to some of the Lunite Muses enlightenment software and increasing their overall mental capacity, increasing ACD by 3. Cost 2 Network.

-[] FTH 85/85
--[] Lifegiver Effigies (0/15 -->15/15), creates Lifegiver Effigies, spreading the Spirits of Life across the Directorate, increasing EXP and gaining 3 Warp. Cost 1 ART.
--[] Pelagic Liturgies (0/10 -->10/10), upgrade all rites with Least Theurgy of the Old One, increasing points in all categories. Cost 1 Warp.
--[] Logic-Cage (0/25 -->25/25), Occulteks develop Logic-Cage Antiviral Program, allowing them to inhibit and manipulate via sorcery malware.
--[] War-Muses (0/15 -->15/15), gain War-Muses, advanced intelligent combat automata specializing in Blade-Dancing.
--[] Curse of Darktide (5/25 -->25/25), cost 1 Warp, gain Rite of Darktide

-[] ACD 78/78
--[] Holy Emulator (0/50 --> 50/50), all divine entities gain Holy Emulators in their holy places that allow for them to be channeled through AI simulacra and theurgy. Cost 1 Network, 1 Warp.
--[] HyperTek Forge (15/50 -->42/50)
-[] Resource Management
--[] Artifacts: 5 --> 3
--[] Biodata: 7
--[] Living Metal: 1
--[] Network: 3 --> 2
--[] Nuclear Material: 3 --> 1
--[] Warp: 2

Growth estimate:
EXP+3
CUL+4
FTH+8
ACD+3

Assuming that the current winning plan wins, here is my attempt at a CPUMoon plan. Ops Division, War Muses, as many Muse upgrades as I can fit, Logic Cage, Darktide, and Holy Emulator. With this, we should have a pretty decent shot at clearing the CPUMoon with a combination of military, electronic and divine might.
 
[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] Museum
[X] Deprogram
 
[X] Plan: Assistance to Khimer and Autonites

I do not like touching 0 NK we have been burned by that before.

[X] Museum
[X] Deprogram
 
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If the current leading plan wins, what do people think about this for next turn?

[] Plan: Assault on the CPU Moon
- [] Liberate CPUMoon
-- [] TKK Valiant
-- [] TKK Delivery (swap out with Accomplishment)
-- [] TKK Emissary (swap out with Discovery)
- [] EXP 105/105
-- [] Endeavor Reactor Printer 0/30 --> 6/30
-- [] Ship Power Core 11/15 --> 15/15 -- -3 Nuclear Material, +ship power
-- [] Megahaulers 0/25 --> 25/25
-- [] Operations Division 0/25 --> 25/25
--- [] TKK Valiant
-- [] Sandscorn Water Drop 5/20 -> 20/20 -- +5 Khimer Reputation
-- [] Secure Holding 0/10 --> 10/10 -- -1 Artifact, -1 Warp
-- [] Construct Pioneer-class Vessel
--- [] Yr Albain Orbit
- [] CUL 89/89
-- [] Grav-Tethers 4/15 --> 15/15 -- +EXP
-- [] Orbital Pioneer Factory Ships 0/25 --> 25/25 -- +EXP
-- [] Merchant Marine Doctrine 0/25 --> 25/25
-- [] Grott Graffiti Cannons 0/25 --> 25/25 -- +CUL, unlocks Path of Urban Artist
-- [] Frontier Academy Compartment 9/25 --> 23/25
- [] FTH 84/84
-- [] What the Zog? 0/15 --> 15/15 -- +Rite of Pacification
-- [] Mojo Shrooms 0/10 --> 10/10 -- unlocks Path of the Mystic
-- [] Curse of Darktide 8/25 --> 24/25
-- [] Logic-Cage 0/25 --> 25/25
-- [] //PATH TekTalismans 23/25 --> 25/25 -- -1 Warp, +EXP, +CUL, +FTH, +ACD
-- [] A Nuclear Feast 1/10 --> 10/10 -- -5 Nuclear Materials, fusion weapons become homing
-- [] Rites of the Huntmaster 0/10 --> 7/10
- [] ACD 77/77
-- [] HyperTek Forge 15/50 --> 50/50 -- -3 Artifacts, -1 Network, +10 Nuclear Materials, ++EXP
-- [] Khimer Multitutorials 0/15 --> 15/15 -- -1 Network, +3 Khimer Reputation
-- [] Warp Drive Refinement 0/20 --> 17/20
-- [] Reactive Code 0/10 --> 10/10 -- +ACD, +synthetic intelligences
- [] Resource Management
-- [] Artifacts: 5 --> 0
-- [] Biodata: 7 --> 6
-- [] Living Metal: 1
-- [] Network: 3 --> 1
-- [] Nuclear Material: 3 --> 5
-- [] Warp: 2 --> 0
- [] Reputation
-- [] Khimer: 89 --> 99
-- [] Winterspite: 15
-- [] Yr Albain: 40

It would ease future ship building, finishes off a lot of upgrades that would allow liberating the CPU Moon, and helps fortify Directorate territory while improving logistics. Also unlocks a couple new paths for hobbgrotts.
 
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If the current leading plan wins, what do people think about this for next turn?

[] Plan: Assault on the CPU Moon
- [] Liberate CPUMoon
-- [] TKK Valiant
-- [] TKK Delivery (swap out with Accomplishment)
-- [] TKK Emissary (swap out with Discovery)
- [] EXP 105/105
-- [] Endeavor Reactor Printer 0/30 --> 30/30 -- -3 Nuclear Material, reduces Nuclear Material cost of Endeavor-class by 1
-- [] Ship Power Core 11/15 --> 15/15 -- -3 Nuclear Material, +ship power
-- [] Lunar Anti-Orbital Cannons 0/15 --> 15/15 -- -1 Artifact, fortifies Luna/Teklia space
-- [] Operations Division 0/25 --> 25/25
--- [] TKK Valiant
-- [] Sandscorn Gigadrill 0/25 --> 25/25 -- +5 Khimer Reputation
-- [] Secure Holding 0/10 --> 6/10 -- -1 Artifact, -1 Warp
- [] CUL 89/89
-- [] Grav-Tethers 4/15 --> 15/15 -- +EXP
-- [] Orbital Pioneer Factory Ships 0/25 --> 25/25 -- +EXP
-- [] Merchant Marine Doctrine 0/25 --> 25/25
-- [] Grott Graffiti Cannons 0/25 --> 25/25 -- +CUL, unlocks Path of Urban Artist
-- [] Frontier Academy Compartment 9/25 --> 23/25
- [] FTH 84/84
-- [] What the Zog? 0/15 --> 15/15 -- +Rite of Pacification
-- [] Mojo Shrooms 0/10 --> 10/10 -- unlocks Path of the Mystic
-- [] Curse of Darktide 8/25 --> 24/25
-- [] Logic-Cage 0/25 --> 25/25
-- [] //PATH TekTalismans 23/25 --> 25/25 -- -1 Warp, +EXP, +CUL, +FTH, +ACD
-- [] A Nuclear Feast 1/10 --> 10/10 -- -5 Nuclear Materials, fusion weapons become homing
-- [] Rites of the Huntmaster 0/10 --> 7/10
- [] ACD 77/77
-- [] HyperTek Forge 15/50 --> 50/50 -- -3 Artifacts, -1 Network, +10 Nuclear Materials, ++EXP
-- [] Sandscorn Desert-Biosphere Hybridization Program 0/25 --> 25/25 -- -1 Biodata
-- [] Warp Drive Refinement 0/20 --> 7/20
-- [] Reactive Code 0/10 --> 10/10 -- +ACD, +synthetic intelligences
- [] Resource Management
-- [] Artifacts: 5 --> 0
-- [] Biodata: 7 --> 6
-- [] Living Metal: 1
-- [] Network: 3 --> 2
-- [] Nuclear Material: 3 --> 2
-- [] Warp: 2 --> 0
- [] Reputation
-- [] Khimer: 89 --> 96
-- [] Winterspite: 15
-- [] Yr Albain: 40

It would ease future ship building, finishes off a lot of upgrades that would allow liberating the CPU Moon, and helps fortify Directorate territory while improving logistics. Also unlocks a couple new paths for hobbgrotts.

Good plan for next turn, though would you be okay with changing your EXP section somewhat so that Secure Holdings finishes? It's better if we do that sooner rather than later. Maybe take the remaining for points for it from Operations or the Printer.
 
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Good plan for next turn, though would you be okay with changing your EXP section somewhat so that Secure Holdings finishes? It's better if we do that sooner rather than later. Maybe take the remaining for points for it from Operations or the Printer.

They're out of warp and artefacts.

To do that would require redoing the entire plan.
 
I would actually propose we take it out of the Engine Printer, because Citra's plan doesn't involve making an Endeavour.

'When we do start making ships, then we can build the Printer.
 
I would actually propose we take it out of the Engine Printer, because Citra's plan doesn't involve making an Endeavour.

'When we do start making ships, then we can build the Printer.
I'm not certain that we get the discount the same turn the printer is completed.
Good plan for next turn, though would you be okay with changing your EXP section somewhat so that Secure Holdings finishes? It's better if we do that sooner rather than later. Maybe take the remaining for points for it from Operations or the Printer.
Moving points from the printer (not operations) is contingent on what happens this round. As pointed out, there aren't that many Destroyers and they're on ships in the middle of space with a bunch of guns pointed on them.
 
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What are you talking about? Sacred Code costs a network not a warp, and we have been told that Reactive Code gives us a Hazardtek roll (that is likely why it is so cheap we are taking risks with it).
Oh, huh. You're right. It still costs 15 points more, and I'm not reallocating them from something else. As said by the GM, HazardTek rolls are worth it.
 
Just realized something concerning the plan to Liberate CPUMoon.
We don't want to destroy the whole place or wipe out the bots inside.
We want to Free them from the infection and Save as many as we can.

We should consider the how's as just more firepower might not be what's called for as our objectives aren't to destroy and take over the Moon.

We need more tech/ hacking options as well.
Logic-Cage, Logic Virus Code-Adaptation, OmniWrench AutoHack Add-On, Reactive Code, and Sacred Code have great synergy if we share it with our allies.
Plus I'm slightly concerned that a fragment of the original Iron Shores artifact code is still active and possibly either on the Moon or the AutoVessels have gotten desperate enough to get reinfected/try to use it.
(MagTek Blasters, BlokBot Optimization Principle.) would also be helpful but more for general sense.
Yes we need to be strong enough to hold and fight back as needed but It wouldn't look good if to save them we killed everyone or Almost everyone.
 
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