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[X] Plan: Enriching Exclave Establishment V3
...
--[X] Build 1 Set of Medium Humanized Machine-spirit Infantry Bots. (100 BP, 20 CP)
-[X] Research x2 (400 + 75 + 20 = 495 RP)
--[X] Human Virtual OMC simulations (150 RP)
---[X] Anexa assist
--[X] Human Design Interfaces (200 RP)
--[X] Abacus Manufacturing (100 RP)
--[X] Remote Organic-Machine control (45/50 RP)
Small recommendation about your research plan - we're not going to be able to use abacus manufacturing until we get to Denva while remote OMC is key to operating the enclave here, and any preliminary stank cleanup work.

So I'd recommend flipping the two and doing:
--[] Remote Organic-Machine control (50 RP)
--[] Abacus Manufacturing (95/100 RP)

...or if you want to tickle me pink,
--[] Remote Organic-Machine control (50 RP)
--[] Abacus Manufacturing (50/100 RP)
--[] Intelligence Coding (+45 RP -> 95/400 RP)


Likewise with manufacturing, since we're heading back to denva we don't actually need to restock our bots this turn - from your current plan, it looks like we're keeping 1000 each of specters, deluxe heavies, and heavies:
1589 Specter Light infiltration bots (2x20 = 40 CP)
2000 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (2x20 = 40 CP)
2000 Heavy Machine-spirit Infantry Bots (2x20 = 60 CP)

So that 100 BP could instead be spend on making 2x Ocean Remediation Ship (50 BP, 10 CP each), which can be operated full time by a single techpriest, and otherwise used for training purposes. Depending on local air currents, this could improve air quality around stankville immediately to generate more buy-in and trust from the natives, while also building up a food reserve which we may or may not tap into in later plans.

Plus it means lots of people freed from inefficient farming who can now spend more time on education, so there's that, too. Training is our biggest lead time, so having remediation ships on the ground from the get-go will have an outsized effect on the speed of uplift, I figure.
 
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[X] Plan: Preparing to Digest Alien Data
[X] Plan: Explore Aestron
[X] Plan: Safely handling Necrons and prepping for Warp Comms & Bongo
[X] Plan: Enriching Exclave Establishment V3

When we get back to denva our action economy is going to be tight as it is, i dont know how some plans imagine us raising a navigator son/daughter while we are scrambling to get our fleet together, diplomance denva into a permanent alliance and sort out denva prime.

We will probably need atleast 4 diplomancy actions, min (probably more) 8 construction actions for the rampup and the fleet, atleast like 6 research actions (preferably more) and not to mention handling any interrupts like right now with the orks.

Also i really dont want to half-ass the research and aftermath of hatching our nav bean. Please atleast get us more than the absolute bare minimum necassary to hatch them and atleast 1 diplomacy action per turn from age 0-15 to be a real mother figure to them.

By the way, what were the pro's for them growing up on denva in the first place?
Like wouldnt a species genetically engineered to navigate space be more comfortable being raised in space?
How exactly will they have a better childhood surrounded by peers that openly or silently hate them/are disgusted by them?
We did not really change the outlook on mutants/psykers/warp stuff (for good reason) on denva.
 
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So, I don't object to adjusting the research that way in principle. Although I do think that for the moment OMC and Companion Cogitators are a more promising path for immediate benefits than Intelligence Coding I still agree that the latter is both very important and very promising.

That being said, it was my understanding that we'd more or less promised Denva that when we got back we'd give them the technology they needed to take to the stars, meaning the ability to produce void abaci and everything else needed to build their own warp-ships. While I'm sure they'd understand, it still seems sort of lame to get back and immediately tell them "Here's 90% of what I promised you, but I'm gonna need a year or so to nail down the last portion."

I can't actually find where we told them that just now though, so maybe I'm just going crazy?

Remote OMC by contrast, does make the entire OMC branch more convenient (And much safer in the case of military stuff) but is not actually what I'd call crucial? I think I'm picking up what you're saying about it being important in this specific case, if not having it means that a reclamation boat operator has to be on the boat, and thus that they can only control one at a time regardless of CP capacity, but even then I don't see that being a serious bottleneck? Particularly given they'll have the ability to adjust the blueprints, they can just build a comfortable set of quarters onto the boats for the people controlling them and train more operators.

I see where you're coming from though, so particularly since I can't seem to find exactly what we promised Denva, I can adjust the research to...

--[] Remote Organic-Machine control (50 RP)
--[] Abacus Manufacturing (50/100 RP)
--[] Intelligence Coding (+45 RP -> 95/400 RP)

If it'd get your vote?

Edit - And also I don't mind swapping out the bots for a couple of boats.
 
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Remote OMC by contrast, does make the entire OMC branch more convenient (And much safer in the case of military stuff) but is not actually what I'd call crucial? I think I'm picking up what you're saying about it being important in this specific case, if not having it means that a reclamation boat operator has to be on the boat, and thus that they can only control one at a time regardless of CP capacity, but even then I don't see that being a serious bottleneck? Particularly given they'll have the ability to adjust the blueprints, they can just build a comfortable set of quarters onto the boats for the people controlling them and train more operators.
Per prior discussion, it was pointed out that if you add machine spirits to the boats they become extremely cheap to run so one operator can run a lot of boats, not just 2. Since OMC operators are highly trained, that's potentially important if you're trying to field many boats on a miniscule population.

Also, sticking one person alone on a boat for even days, let alone long enough for it to get to more distant worksites, is perhaps a problem!
 
By the way, what were the pro's for them growing up on denva in the first place?
Like wouldnt a species genetically engineered to navigate space be more comfortable being raised in space?
The concern is more about exposing them to the Warp while they are young and untrained.

So it doesn't have to be Denva, but committing to stay some where for 3-4 turns while they grow up. Denva just seems to dovetail nicely with the build up that we have planed. Since we will likely be there for 3-4 turns anyways.
 
...or if you want to tickle me pink,
--[] Remote Organic-Machine control (50 RP)
--[] Abacus Manufacturing (50/100 RP)
--[] Intelligence Coding (+45 RP -> 95/400 RP)
Per prior discussion, it was pointed out that if you add machine spirits to the boats they become extremely cheap to run so one operator can run a lot of boats, not just 2. Since OMC operators are highly trained, that's potentially important if you're trying to field many boats on a miniscule population.

Also, sticking one person alone on a boat for even days, let alone long enough for it to get to more distant worksites, is perhaps a problem!

That's a good point, so sure. I've adjusted the plan.
 
The concern is more about exposing them to the Warp while they are young and untrained.

So it doesn't have to be Denva, but committing to stay some where for 3-4 turns while they grow up. Denva just seems to dovetail nicely with the build up that we have planed. Since we will likely be there for 3-4 turns anyways.
Well, what do you think about hatching them after the first jump out of denva so we dont dilute our action economy?
 
That's a good point, so sure. I've adjusted the plan.
Sweeet.

[X] Plan: Enriching Exclave Establishment V3

There is one hiccup - I don't see a machine spirit version in our available blueprints list, which is... odd, considering how important CP savings is for the role the ship was meant to play. You'd think Vita would have sorted that out as part of the design of the ship, so I'm hoping that Neablis just forgot and we can already make an MS version.

Mind, these first two boats Vita is making should be regular ones because having more capacity at the very start to free up agricultural labor to focus on education is important enough, and they can be refit to machine spirit versions later anyhow. The brief labor inefficiency is worth having 2 boats working immediately instead of 1.

Also, the blueprint design page doesn't list the ship anywhere, so if we do need to research a new blueprint to put machine spirits on it, we have no idea how much it costs to do so.

@Neablis , we got this blueprint from the terraforming research, do we have the ability to make machine spirit versions yet, or do we have to separately research the MS version? And if we do have to separately research it, what's the RP cost?
 
[X] Plan Taking care of the Orks and Bongo at the same time
-[X][repair bays] After the fight remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds) and use the cells to store the necrons. Use remaining repair capacity to repair combat damage.
--[X] Permanently station a detachment of bots here as security
-[X][databases] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
-[X] Construction
--[X] 3000 Medium Humanized Machine-spirit Infantry Bots (300 BP)
--[X] 1000 Specters (100 BP)
--[X] 2 Manned Manufactories (100 BP)
-[X] Research X 3
--[X] Demonology (150 RP)
---[X] reserve 50 RP in case of poor rolling here and if unneeded then use that RP for Miniaturized antigrav (50 RP)
--[X] Gravity Weapons (200 RP)
---[X] reserve 45 RP in case of poor rolling here and if unneeded then use that RP for Intelligence Coding (50/400 RP)
--[X] Advanced Technological Research Lab (50RP)
--[X] Machine Spirit Chaos resistance (75 RP)
---[X] reserve 50 RP in case of poor rolling here and if unneeded then use that RP for Machine Spirit-controlled Psychic Shields (50 RP)
--[X] Faith is my shield? (75 RP)
-[X] Anexa's and the Tech Gremlins Research focus
--[X] Faith is my shield?
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active: Prepare to repel the Orks if then manage to board us, be ready to put down the Necrons if they wake up (best make sure that she's properly briefed on what we know beforehand) and be on the watch for anything warpy when we research demonology but if these things don't happen then go back to training Psyker powers if there's time.
-[X] [Stankberg] Learn
--[X] make sure that they have plans for both versions of the Ocean Remediation Ship as well as what's normally in the technical primers so that they can produce the tools to fix up their world themselves and if someone comes along who they can sell the seaweed to then they can use the ships for that as well two birds one stone
-[X][Orks] Destroy.
--[X] While the aim is to destroy them if we can cripple their engines and weapons (whether by weapons fire or teleportation strike) leaving them stuck in the void we shall take that so that we can board and loot their ship at our leisure.

[X][Necron] Take them.

[X] Plan: Enriching Exclave Establishment V3

Should probably do faith and MS CR before Bongo? Though Neablis might just read your plan that way anyway, I dunno.
 
There is one hiccup - I don't see a machine spirit version in our available blueprints list, which is... odd, considering how important CP savings is for the role the ship was meant to play. You'd think Vita would have sorted that out as part of the design of the ship, so I'm hoping that Neablis just forgot and we can already make an MS version.

On the upside, since the Cogitare outpost here should have the design interfaces before we leave, they can do up an MS version on their own if needed.
 
On the upside, since the Cogitare outpost here should have the design interfaces before we leave, they can do up an MS version on their own if needed.
Either that or we can do it for them using the slack currently going into intelligence coding - between design interfaces being done this turn and the simplicity of the craft itself, the RP cost should be negligable.

Will just have to see what Neablis says I guess, lol.
 
[X] Plan: Safely handling Necrons and prepping for Warp Comms & Bongo
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X][TOPIC] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
-[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
--[X] Permanently station a detachment of bots here as security
-[X]Construction(600 VBP, 500 Lift):
--[X] Build manufactories and education facilities for stankberg, in whatever form they find the most useful. (500 BP)
--[X] Additional defenses and combat bots for the new containment block, in whatever form Vita & Cia think is most useful. (100 BP)
-[X] Research x3 (400 + 75 + 20 = 695 RP)
--[X] Improved Passive Stealth (50 RP)
--[X] Combat Neural Implants (50 RP)
--[X] Faith is my shield? (75 RP)
--[X] Machine Spirit Chaos Resistance (75 RP)
---[X] Anexa assist
--[X] Machine Spirit Controlled Psychic Shields (50 RP)
--[X] Alternative Shielding Meanings (150 RP)
--[X] Psychic Encryption (150 RP, Boosted if necessary)
--[X] Improved Armor Articulation (50 RP if not spent to boost Psychic Encryption)
--[X] Empathy at Range (45 RP if not spent to boost Psychic Encryption, + Overflow, if any)
-[X][ANEXA] Active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X][CIA] Write-in: You are bringing presumably dangerous "Xeno Warbots" on to the Spark. Cia's job is to keep the everyone on it safe. Brief her on what you find on the database, as well what you can casually observe before moving to actual lab-analysis. Tell her to prepare for an eventuality where the warbots(?) awaken and are hostile. Primary goal is to protect the crew and the Spark. Capturing the warbots even semi-intact will have a very distant secondary priority in this scenario if opportunities allow it.
-[X][Stankberg] Integration.
Encourage Stankberg to at least consider accepting uplift assistance from Denva and later becoming part of the Stellar Ascendancy.
-[X][Orks] Destroy.

[X][Necron] Take them.

[X] Plan Taking care of the Orks and Bongo at the same time

[X] Plan: Enriching Exclave Establishment V3
 
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[X] Plan: Enriching Exclave Establishment V3

[X] Plan: Safely handling Necrons and prepping for Warp Comms & Bongo
 
@Neablis can we combine the learn and fix your planet options?
No. They're certainly adjacent but different in important ways I want to preserve. One is "teach a man to fish" the other is "fix y'all's house."

Pretty much this:
This probably is just taking one of the boons we already got, then doing an another actual diplomacy action aiming for the other. Because I don't see why Neablis would give us what is basically two boons when very specifically, we got only one as a reward.

@Neablis have you seen my new sidestory? I know it's pretty short but does it still count or no?
I usually give them a day or so to settle in my brain and decide if I want to make canon. Done. I like it - it provides an alternate viewpoint that's not so trusting but also isn't ridiculously paranoid, and fleshes out the Stankberg culture a bit.

1. Sorry, I got confused and went with some headcanon about black holes being inescapable places that you could chuck daemons into.... Actually, @Neablis can we get confirmation aye or nay on daemon/black hole interactions (or tell me if you already answered this and I missed it)? Regardless, could we delay Demonology until we get to look at the local Black Hole with warp sensors?
I'm not sure, neither is Vita, and neither should you. Maybe - but that might require you to take a look at the black hole and see if a gravitational singularity is also a warp singularity. Having demonology done would probably interact with that. Regardless, figuring out demon-warp-black hole interactions is probably its own research past demonology that requires you to be at a black hole.

Oh just had a thought @Neablis can we do something to make Bongo spend it's charge?
Poke it (with a research).

@Neablis , we got this blueprint from the terraforming research, do we have the ability to make machine spirit versions yet, or do we have to separately research the MS version? And if we do have to separately research it, what's the RP cost?
Adde:
Machine Spirit Ocean Remediation Ship (75 BP, 1 CP) A ship that will dredge up massive amounts of seaweed, compact it and sink it to the bottom of the ocean as a solid lump. 1 ship will fix 1% of the Calderath problem over 1 century. Controlled by a very serene machine spirit.
 
[X][Necron] Take them.
[X] Plan: Enriching Exclave Establishment V3
[X]Plan: Ecology and Theology (Move)
[X] Plan: Teach them and you feed them for a lifetime

@Speedemon22 please note that the leading Necron: Take them vote has a period at the end
 
@Neablis is that shard actually from the Emperors armor? Like literally, not just the same material, but quite LITERALLY a broken off share from the armor of the EMPEROR OF MANKIND HIMSLEF?
This has been already answered before by Neablis. The answer is basically "How would Vita know?" Because we, the players, are not going to be given OOC information about the truth. Though I would guess it is probably just a piece of Custodes armor or something. Here, Neablis answering the same question before:
It's "supposedly" that. You don't know if it actually is. You do know it's a weird material that you would like to research (auramite).

Also - canon around auramite is different in different places. In some places it's just so psychically non-reactive that it doesn't restrict psykers. In others it's actually psychically resonant in a way that makes it the best possible material for force swords & psytech and such. I'm treating it more like the second.
People can be wrong, you know. Especially in 40k, where even those in power (at least among humanity) often have to do with myths, things their ancestors heard at some point, or something they read from a thousand-year-old history tome. Or so on. Or just do this thing called "lying" to try impress other people.
 
[X] Plan: Enriching Exclave Establishment V3

I like that idea, partly because it avoids a dreaded 3x research turn. It also gives a robust Cogitare presence which I feel will do well for integrating this planet in the Ascendancy. We'll need a breadbasket for it. And while I wouldn't mind exploring a bit further, there is something to be said for checking up on Denva.
 
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