--[] Faith is my shield? (75 RP)
--[] A Curio Cabinet of Cultists (100 RP) (Improved knowledge about Chaos Cults. May lead to enhanced detection of Chaos cults & cultists. May lead to some understanding of how to use warp rituals to enhance items. May unlock further research once you have more samples.)
--[] Machine Spirit Chaos resistance (75 RP) (Improves the basal resistance of machine spirits to chaos corruption. May unlock further technology down this chain, as well as half of the requirements to integrate machine spirits with psychic shielding.)
---[] Anexa assist
I'd suggest moving Anexa to Faith is my shield, and instead covering for MSCR by allocating that 30BP overflow to boosting it.

Here's my reasoning: the follow-up we really, really want for Faith is my shield to be useful, the one that lets us make a less objectionable faith tuned for warp resistance, is a "maybe", and per Neablis's earlier answer, the dice bracket we get among those that do unlock it will make its price vary wildly, from 100 if we crit to 250 on a poor success (presumably a high PS, given the language on the tech itself implying the follow-up even existing isn't guaranteed).

Of course, I've had my own preference for getting psy encryption this turn which the plan doesn't do - but if these are the researches you're getting, that's how I figure the resources should be allocated to them.

A completely different direction that fulfills the general idea you're going for might be Small-scale design-integrated psychic shielding (150 RP) - Faith, in and of itself, isn't something we can deploy this turn:
-[] Faith is my shield? (75 RP) Clearly the Imperium believes that faith can protect you from warp gribblies. It even seems like it might be true. How? Is there a way you can harness the effect without having to dedicate yourself to the Imperial creed? Also, what's going on with this skeletal hand you found? (Understanding the benefits of Faith. May unlock further research to allow Vita to design a less objectionable faith optimized for warp protection, and help develop better psyker training programs. Likely to unlock further understanding of relics and their usage.)
Where-as SSDIPS, while mostly limited to military equipment, is still extremely widespread, will apply to everything currently being rebuilt, and to our own bots - its reach in rebuilt areas will be comparable to chaos resistant machine spirits, including whole buildings.

Including those shuttles you're making, for that matter. Worth noting that our existing psy shields don't block scrying, but they do make it a little harder, so it also mitigates not having psy encryption this turn a bit.
-[] Small-scale design-integrated psychic shielding (150 RP) You could take this approach a step further, and integrate the psychic shielding into the designs of bots, vehicles and small installations from the start. (Makes the cheapest version of psychic shielding free & automatic for bots, vehicles and small installations. Will likely improve the quality of shielding available and unlock research for further shielding improvements)
...and where it does apply, I think it'll probably be a stronger buff than MSCR would be, while probably making all involved easier to refit for machine-spirit controlled shields. Also, "Improve the quality of shielding available" is a pretty big perk, too.

Basically, I think now is the right time to do something for the ubiquity of shielding, because everyone is about to build a ton of new shit that needs it.

My reading is that we don't need to do any redesigns - but may as well confirm that. @Neablis, will small-scale design-integrated psychic shielding require us to make new designs that have the shields, or will all existing designs just automatically have them?

EDIT:

Right. Also, if you switch over from faith and MSRP, you can put Anexa on Curios, which we also really want to go well. There is that, lol.
 
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Right. Also, if you switch over from faith and MSRP, you can put Anexa on Curios, which we also really want to go well. There is that, lol.
Aside from making sure this edit doesn't get missed...

2. I'm considering splitting future turns in half because of how long and crazy these plans and the updates are getting. These 5k updates have been much easier to manage than the 10k ones. Under this scheme you'd get two actions per update. This would also let things be more modular in that you could "Do a research action, travel to Calderath." Then you could see if there's anything in Calderath worth spending an action on and not have to guess. Thoughts?
Forgot to respond to this.

So, I actually think this is a really good idea! Our plans are always so dependent on research, things can get thrown off completely if one of them doesn't do well, even if it doesn't fail. There's also the recurring trouble with Traveling being awkward at anywhere but the end of a turn, and more frequent, shorter turns could ease that.

The flipside however is what happens when the situation calls for making the number go up, such as while making the spark. The turnaround there can make the voting periods rather dull - not a lot happens unless we do something silly, like poking bongo half baked.
 
I'm reluctant to drop both Faith and MSCR, although reallocating Anexa and putting the overflow on MSCR instead seems logical.

There's a lot of stuff we want as quickly as possible and only so many actions available this turn, which means I could only squeeze in one research action, and there's only one of Anexa to boost a thing.

SSDIPS would be good, and would be good now if it really would immediately apply to everything we're producing this turn, but I would rather get cracking on Faith ASAP. Making all our machine spirits more chaos resistant will help right now and also unlock machine-spirit controlled psychic shields for later.
 
The flipside however is what happens when the situation calls for making the number go up, such as while making the spark. The turnaround there can make the voting periods rather dull - not a lot happens unless we do something silly, like poking bongo half baked.
How often would something like this happen? I think this could be avoided with a special vote option only available on QM judgement. That would look something like this:
[] Complete the new Flagship (50000 BP) 8 AP - This will take 10 years
And then just interrupt the building narration if an event happens.
 
And there would be precedent for them never actual making that ruling, particularly if we continue to deny exactly what we are and produce archeotech wonders.

There's actually a fascinating long-term play here, because the thing Vita threatens most is the ad-mech's idea of who the omnissiah IS. The emperor was cool, but it has been thousands of years since he really did anything and now he's maybe dead. It was fundamentally a political agreement to name him omnissiah in the first place and there's always been that simmering 'but what if he's not?' potential rebellion tension, even as the imperium and the admech intertwined.

So if there's an evangelical new faction of the ad-mech reaching out saying "no, we've found the omnissiah, this is what she wants, and here's the archaeotech and raw knowledge to prove it" it's the imperium that faces an existential crisis. They cannot allow a faction to hold so much power if it isn't explicitly loyal to the emperor, not the omnissiah. Ad-mech can go to us wholesale and be happy about it, but that will gut everything supporting imperial authority and every petty bureaucrat is going to realize it within minutes of hearing of the cogitare.

So what we are (unintentionally?) doing with cogitare is building a wedge between the two main power centers of our largest political foe.

The flip side is that the administorum is going to flip out like rabid monkeys and do everything they can to see us dead yesterday, because of the threat the cogitare being awesome and welcoming represents to them.

Heck, they/we might spark a civil war just by existing.

It sounds like you're trying to figure out how to make the Cogitare acceptable to the Imperium?

I would not consider that a goal. Going back to Imperium hegemony

I think the actual goal would be to have something that coverts from the imperial faith would find easy to embrace. Make the slide from emperor worship to ethical faith easy.

As for the ships, i think they would be perfect to be our manufactory ships. Since we need to haveqpup a decent mobile shipyard force.

Wouldn't we get a lot more raw building power of we made our flagship the factory? Have a scout force, and a combat force, and then our flagship to move in and research or solve problems through raw build points.

About the hulls: we could make our fleet using them, which would save a bunch of BP.

And since they are already kinda spikey, it's a good thing the spark is kinda spikey. We get to stay on brand!
 
SSDIPS would be good, and would be good now if it really would immediately apply to everything we're producing this turn, but I would rather get cracking on Faith ASAP. Making all our machine spirits more chaos resistant will help right now and also unlock machine-spirit controlled psychic shields for later.
My response to those things would be...

Well, firstly, faith is an important defense, but it's not a sensor. Here and now, W is tightening the net to try and nail down the last of the war-band this turn, and the ability to throw on-the-ground warp sensors out like confetti isn't something to underestimate.

Second, even aside from the lead time to having a usable faith, you can build houses with shields a lot faster than the people living in them can become devout. This tech would let Denva make prefab housing with psy shields built in, right @Neablis?

Third... MSCR may be a step towards developing MSCPS, but SSDIPS is a bigger and time-sensitive step towards having everything equipped with MSCPS. If your forces already have psy shields and machine spirits, refitting them to make those elements work together is surely going to far easier than it would be to refit shieldless bots and shuttles and all else with shields so their machine spirits can control them.

Much in the same way as some plans are taking superconductors to let them apply to the 15k construction boon, SSDIPS can be viewed in the same way - we can make sure this surge of construction benefits from it, or pass on it for some other opportunity, and I'm not convinced that faith and MSCR this turn are a good enough opportunity.

To put things into perspective - if we hold off faith for next turn and put Anexa on it, going by Neablis's early ballpark there is a 75% chance that the followup "good" faith will be 150 RP or less. Very good chances of getting both in one go with a runoff in place, meaning that not doing the first tech this turn doesn't rule out having the usable version next turn.

The iron is hot. I want to hit it while we still can.

How often would something like this happen? I think this could be avoided with a special vote option only available on QM judgement. That would look something like this:
[] Complete the new Flagship (50000 BP) 8 AP - This will take 10 years
And then just interrupt the building narration if an event happens.
Yeah, I brought it up hoping that there'd be some ideas for having our cake and eating it too, just like this one. Good thinking! :)
 
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gestures at a Chaos warband using your technology to build warships
I mean, yes, but like, that's also the kind of dumb decision making that's fucked the imperium in the long term?
If we spend a couple of turns here fortifying the place to Dun Scaith and back I hope they'll be safe enough for us to leave alone and go check on our other uplift projects?


Side note for everyone: if we end up sitting here for a while, do we have time to do ship upgrade research?
 
Wouldn't we get a lot more raw building power of we made our flagship the factory? Have a scout force, and a combat force, and then our flagship to move in and research or solve problems through raw build points.
Not really, the flag ship is only one ship and house the labs and the big guns. If anything having a fast logistics network that is able to hide itself and get out of dodge is a way more attractive prospect while being atack instead of making the main ship also the biggest target undergunned.
 
I thought the Cogitare being in decline was because they now have a vital technological/research establishment that isn't the Machine Cult, so there's no great attraction for people to go into the Better Machine Cult.
Pretty much what's going on. It's a priesthood of aesthetics who fervently chase knowledge and replace significant chunks of their bodies with implants.

I want the cogitare to die out, probably not popular, but i just think a human civ without a mechanicus is more fun in 40k.

Where is your tech priest?

Worshipping tech? we left that behind centuries ago, anyone can learn how to make plasma guns, its like, step one of learning how to control a factory.
Worshiping tech isn't what defines them so much. They worship knowledge, and the acquisition of more. Part of this is going in hard on augmentation, but also learning as much as they can about as many things as they can, to the extent they're closer to monks than normal people.

I think the way I'm going to rule this is that if you get normal scientists and engineers they'll have the same proficiency, but not in both. You either get scientists or engineers, while the Cogitare are both. But you'll have to put in effort to maintaining them as a subculture. Which could either be a long-term social intervention or a short one. The short-term one means you get more sooner but they start decaying again. The long-term one means you make them into a stable subculture in Denva's science & tech ecosystem.

We don't need the Cogitare as a subculture to have that. Regular scientists, professors, and engineers can do that.

We cannot just assume Denva will roll badly. Either they or we will roll, and a bad roll will have consequences. The big difference is on whether we get the samples on a success.

Hm... yeah, it also sits badly with me to not get encryption. I really wanted Taste of Chaos immediately, but I may end up scrapping that for now to get Encryption.


People keep building a bajillion bots in these plans. We have a limited capacity for bots; I don't recall the precise number, but I'm pretty sure it's less than or equal to 20k. And our capacity to launch them at a station is even less.

Yeah, will need to update plan.
By the way, with Taste, is there something down the line for "have MS tech shut down when corruption is detected"?

As for shorter turns, my big worry is we want some 400 RP tech, we spend a double research action and it's a boring update. Same with a double construction. Otherwise, seems fine!
See above about Cogitare vs. normal scientists & engineers.

Boring updates means more updates.

That'd not really work with the current turn.
We'd be unable to do all of:

Build bots for Klyssar assault
Assault Klyssar
Scavenge the ship before it burns in the atmosphere

Unless we'd be allowed to belay the Klyssar assault for a turn, but presumably that'd have negative consequences
I wasn't going to implement it this turn, but the point is taken. And yes, I wouldn't change the action economy at all, I would split the turns in half as a manner of course. Every other update would be "XX.5," and no timers would change.

One way to migrate this is to split updates into two categories; long term actions and "event" updates. So construction happens on a fixed time interval, but events guide how the characters react to some event with what they have on hand.
Hmm. I'm not sure how I would manage that with my writing style - I like to weave together the process of accomplishing things and having people react to it. It would feel weird tonally to swap between a kind of "report" and shorter-term actions. I'll think about it.

Can we do Warp or Psy shield category research without a Psychic Lab? @Neablis

Since there are a couple plans going around that try that.
Yes. Psychic lab is to help Cia practice & test psytech. Psy shields aren't psy tech.

Honestly we might be getting to the point where it may be better to just design and build a new Spark to take advantage of all the new tech we have like the Passive Stealth Profile.

@Neablis how high can the psy shields for the rebuilt psy lab go?
Calculate it from these:
For non-military installations, you can upgrade them with psychic shielding by spending extra BP up to the 4x the base cost of the installation. The more you spend, the stronger the shielding will be.
Basic Psychic Experimentation Lab (200 BP, 50 CP) Will allow for safer experimentation with psytech and general psyker powers, at the very least confining the damage from perils of the warp. Can be outfitted with inwards-facing psychic shielding.
So - max you can spend is 800 bp, which gives you 160 HP (really 1200 with the 1.5x modifier, plus the base 200 bp cost). So all-told, 1500 bp for an 160 hp psychic lab. Research more psytech to get a bigger lab or better shielding to buff up the HP.


I think my math-brain is more offended you went with 4 AP every 5 years from the start, though. 4:4 would have been much more sensible! :tongue: Would you start counting two-and-a-half-years, or round down to 2:2? (presumably giving hostile powers the same action benefit).
I'd do 2.5, or more likely just start counting each update as a half-turn, and not have things necessarily take place within chronological order within that, just giving you the info for your second-half plans in the first half.

@Neablis a questions about the following things in my plan:
  1. Validity of including the potential results of Superconductive Shenanigans to Repairs for manufactories on Aetherion. I'm guessing the costs will range depending on the rolls, but I just want to know if we can include into the refits cheaper without the exact costs.
  2. Also, I'm not sure about how putting psychic shielding on non-defensive installations works. Specifically, what is the maximum amount you can put into one, and how is it calculated? Did it change after the blueprint design changes? Anyway, is this valid? [Warp Research Lab (500 VBP, 100 CP) (2000 VBP, 200 HP outer shielding, 200 HP internal shielding)]? And would help (or at least give an extra layer of safety) while researching the Curios?
  3. Less a validity question, more a question about the potential synergies with boons. What will One-Time Social Intervention (Cogitare NGO) + Permanent Social Intervention (Cogitare recruitment and mission statement promotion) most likely look like, when compared to just One-time action promoting Cogitare NGO?
1. Valid. It's more about how easy it is to make various high-technology components, not about making manufactories with those components. The end result will be manufactories producing 5-15% more production with no other changes. Unless you get a poor success maybe.
2. See above - 4x base cost for shielding, and you get BP of shielding/5 in HP. It's in the Blueprints tab where that number lives, and it'll go up as you do more research. (More likely you'll get more shielding per BP, so instead of spending 800 bp and getting 160 HP you'd spend 800 and get 400 hp or something). So Warp research lab with 200 internal & external shielding would run you 500+800+800=2100, but you could make it 500+2000+2000=4500 and have each layer of HP be 400. Thank the improved psy-shield tech you did a while back. Yeah, it'd be one of those "extra layers of protection" for researching curios and any other warp-y artifact.
3. I think I mention this above. One-time action is you producing a bunch of media and saying a bunch of nice things about the Cogitare and they get a swell of recruits and become a big deal, but then that tapers off. Good for if you want a lot of cogitare (~thousands) in like 30-40 years (how long it takes to train them), but it won't make them stable in the long run and you'll need to do it again in like 70-80 years if you want them to keep pace with Denva.

If you do the ongoing one then you embed them and their culture more firmly into Denvan culture, as the place smart people go when they want to Learn Everything All the Time and not have distractions like families or retirement or etc. That will set them up as a stable existing institution that grows with Denva, where they're kind of like technology monks that everybody respects because they're more technology than anybody else. You'd be able to recruit ~100 cogitare every time you returned from here on out.

If you do both then you'll set them up as a larger, longer-term part of Denvan society, probably with specialized institutions for Cogitare training that are viewed as a larger part of the Denvan R&D production. This would be a way for there to be several thousand Cogitare available for recruitment in 30 years, and tens of thousands in 100.

That's the quote I found regarding that, except we somehow managed to stick 135 shields, > 600 BP on a 200 BP psy lab??
Changed it to 4x.

Ah. I suppose I assumed gas grenades didn't require additional design once we know the formula and dosages.

@Neablis would that require additional research or designs?
No.

@Neablis, if you do you might want to add a cool down of some type to actions to soft limit double turns. Maybe, if you do two of the same action one turn you can't do it at all the next turn? My concern is us talking ourselves into multiple turns of double research actions.
Yeah, fair point. Hmm. Still thinking. Will probably implement whatver I decide on next update.

@Neablis A few questions to iron out my vote...

What is the status of our shuttles and assault shuttles after wedging themselves into the refinery to save it? Do we still have the 2 assault shuttles / 2,000 troop capacity?

Can we build more assault shuttles by themselves without having an established place to stick them / base them out of? Can we base them on Denva during the lead-up to assaulting the nest? If this means just giving them to Denva afterwards, that's fine too.

Do we have any idea of the population of the nest, what it has in the way of space defenses, and whether those defenses have been repaired since the infliction of the damage to the station we observed, that presumably happened as part of the initial attack when the heretics took it over?
Adding #s would help us be sure we're talking about the same things.
1. You crit. They're fine.
2. No, you need a shuttleport. That can be in orbit. You could stick it onto the Spark or one of the existing hulls you stole from Chaos.
3. I think I mentioned it before - it's like 4-5 million I believe? You don't know much about it, except that the damage has happened, it's not severe, and it's been partially repaired but not fully.

To avoid bringing head-cannon into this. I'll ask - @Neablis, is this a fair breakdown of torpedoes in the setting?
Ish. High-damage weapons with a lot of counters including good point defense, fighters & dodging. But they're so high damage that they dictate the course of the battle because they force a response. There's not many weapons you can stick on a destroyer that a battleship with even notice, and torpedoes are one of them. And also about the only one that the Imperium (and you currently) have access to. That will change once you finally get to some of the bigger and scarier techs beyond High Energy Physics.

I'm not so hot on torpedoes, so I wouldn't want to make a majority of the ship's offensive BP be spent on medium torpedoes. You could fit a medium plasma battery in there without even completely removing the torpedoes! And we know a medium plasma battery can mess up a cruiser pretty well, because that's a big part of what we just killed one with.

...It mostly comes down to when I look at torpedoes I see a mountain of downsides and few clear upsides.
You killed it with two heavy plasma batteries. Big difference.

@meianmaru / @KyleDaScourge is the intent for this to start Proto-Starfleet? If so I'm behind it.
Important point - this wouldn't start Starfleet. It would be closer to the old mechanicus, just closer in vibe to the explorators with less objectionable stuff. But not really driven to diplomacy and mediate, and currently their culture is more "learn & experiment & build" than "explore.

If you want to start starfleet, spend one of those boons on influencing Denvan military culture.

My reading is that we don't need to do any redesigns - but may as well confirm that. @Neablis, will small-scale design-integrated psychic shielding require us to make new designs that have the shields, or will all existing designs just automatically have them?
I think it'll remove the extra BP from the design cost. You'd need to redesign blueprints and it would cost extra RP to do that, but then the BP cost would be free/reduced.

Second, even aside from the lead time to having a usable faith, you can build houses with shields a lot faster than the people living in them can become devout. This tech would let Denva make prefab housing with psy shields built in, right @Neablis?
Depending on rolls, yes.

Secondary side note - I'm not going to chase you out of Denva for a while. You've done some exploring, you've found some dangers and it's fine to just sit around for a bit, though I won't give you an exact turn number. However, keep in mind that every turn you spend here you're not spending out there, maybe preventing a system from devolving into Chaos or being Orked.

Side note - if you want a general, one way to do that is to hatch your navigator and specialize them into an admiral, or pick up a psyker (probably diviniation or telepathy) and spec them into commander instead of champion. Both doable, if slow.
 
-[X] Plan: Cauterized Feast
--[X] [Repair Bay] Repair 125 BP of Structure Damage, 875 BP (175 HP) of Outer Hull Psychic Shielding. (1,000 BP Used)
--[X] Orders: Secure Klyssar's Nest
--[X] Explore: Salvage the Echo of Apotheosis
--[X] Construction 600 + 15000 BP 17100
---[X] Repair 130 Orbital Manufactories to Machine Spirit Orbital Manufactories (13000 BP)
---[X] 10,000 Specters (1000 BP)
---[X] Basic Psychic Experimentation Lab (200 BP) (Spark) (+200 BP Psychic Shielding)
---[X] High-Energy Physics Research Lab (500 BP) (Void)
---[X] Warp Research Lab (500 BP) (Void) (+175 BP Psychic Shielding)
---[X] Medium Machine-spirit tanks (375 BP)
--[X] Research 200 + 80
---[X] Large-scale Void Manufacturing (100 RP)
---[X] A Curio Cabinet of Cultists (20 +80/100 RP) (Anexa)
---[X] Drugs? Drugs. (75 RP)
---[X] Intelligence Coding (5 RP -> 170/400 RP)
--[X] Boons (5 Boons - 5 Boons)
---[X] [Give] Help Conquer Klyssar's Nest
---[X] [Give] Transfer OMC/Machine Spirit Tech
---[X] [Give] Transfer Corruption Defenses
---[X] [Boon] Permanent Manufacturing capacity x2
---[X] [Boon] Psykers
---[X] [Boon] Permanent Social intervention (Xenophile Lobby)
---[X] [Boon] Specialized Crew (Cogitare)
--[X][Aetherion] Keep.
--[X] Anexa active Action: Research
--[X] Victan passive action: Counterespionage & Alliance-building
--[X] Passive Psyker improvement


Let's get this party started and set up the future fleet.
 
Fuck it, edited my plan to grab Machine Spirit Chaos Resistance and Small-scale Design-integrated Psychic Shielding. Also finished up Abacus production, so at least that's out of the way.
Huh! Bold choice. If you want to go even more all-in, machine spirit controlled psy shields is itself 50 RP...

Then again, SSDIPS only guarantees "the cheapest" variety and -
I think it'll remove the extra BP from the design cost. You'd need to redesign blueprints and it would cost extra RP to do that, but then the BP cost would be free/reduced.
Dammit, that 50 RP would have to be split up and used on designs.

Well, may as well check other things - @Neablis , how does SSDIPS apply to things like, say, rebuilding the psy tech lab? We're close to vote open, so may as well just say how much shielding we'd get for free.

...do we need a new design for factories to get shielding from this, too? Hnngh.
Ah. I suppose I assumed gas grenades didn't require additional design once we know the formula and dosages.

@Neablis would that require additional research or designs?
No.
This on the other hand is extremely intriguing. If we can arm our bots with less-lethals right the fuck now just with Drugs, that's a strong argument for having them for Klyssar.

Hm.
 
[X] Plan next stop Klyssar's Nest
-[X][repair bays] 150 BP to repair Bongo's Oubliette and 850 BP to repair the outer hull psy shields
-[X] Boons:
--[X] Help conquer Klyssar's nest (+1)
--[X] Transfer OMC/machine spirit technology (+1)
--[X] Transfer corruption defenses, including all Psychic shielding, Cognition Filter & warp sensors. This will also mandate you to transfer basic cultist detection if you get it. (+1)
-[X][Boon] One-time Manufacturing Capacity (use banked boon)
-[X][Boon] Permanent Manufacturing capacity -1 boon
-[X][Boon] Specialized Crew (Diplomats and spies for Victan) -1 boon
-[X][Boon] Specialized Crew (Cogitare for Anexa) -1 boon
-[X][Boon] One-time Social Intervention (Cogitare NGO with Vita and Anexa in charge) -1 boon
-[X][Boon] Permanent Social intervention x1 (Free action: Cogitare recruitment and [discovery/science/teaching] mission statement promotion) -1 boon
-[X] Construction (15,000 BP from One-time Manufacturing + 600 BP base)
--[X] 315 BP to finish repairing the outer hull psy shields
--[X] 125 BP to repair the hull damage
--[X] repair the orbital manufactories and upgrade them to machine-spirit versions 13000
--[X] 5000 Medium Humanized Machine-spirit Infantry Bots (500 BP)
--[X] 2000 Specters (200 BP)
--[X] 2000 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (380 BP)
--[X] 200 BP for two free floating Spaceports
--[X] 500 BP for twenty basic stealth assault shuttles
--[X] 180 BP out of 2500 bp towards building a max psy shielded void based Warp Research Lab
--[X] 200 BP reserved to produce less-lethals for the assault on Klyssar's Nest but if not needed then that BP is to go towards the Warp Research Lab
-[X] Orders: salvage the Echo of Apotheosis
-[X] Orders: Klyssar's Rest must be liberated as soon as reasonably possible, as soon as our forces have been replenished, assist Denva with the liberation of the station from the raiders who've overtaken it.
--[X] Ask W if she has any channels and/or codes with which to get in contact with the Klyssar's Nest resistance.
--[X] If a way of contacting the Klyssar's Nest resistance is available ask them to keep civilians out of the way and provide info on the enemy.
--[X] Once the various shuttles have dropped off the initial wave of bots, we can make them available to the Stellar Ascendancy to bring in their troops and Cia can join the second wave.
-[X] Research (200 RP + 80 Anexa RP + 60 Anexa staff 340 RP)
--[X] A Curio Cabinet of Cultists (100 RP)
--[X] Drugs? Drugs. (75 RP)
---[X] reserve 20 RP in case of poor rolling here and if unneeded then use that RP for Understanding Mutations (20/150 RP)
--[X] Psychic Encryption (145/150 RP)
-[X] Anexa active Action: Research
--[X] A Curio Cabinet of Cultists
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active: assist in conquering Klyssar's nest
-[X][Aetherion] Keep.

[X] Plan: Son of Frankensteining My Plan Once Again
 
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[X] Plan: Omnissiah Vult! V3
-[X][Repair Bay] Repair 125 BP of Structure Damage, 875 BP (175 HP) of Outer Hull Psychic Shielding. (1,000 BP Used)
-[X][Boon] Transfer your new OMC/machine spirit technology to them. (+1 Boon)
-[X][Boon] Transfer corruption defenses, including all Psychic shielding, Cognition Filter & warp sensors. This will also mandate you to transfer basic cultist detection if you get it. (+1 Boon)
-[X][Boon] Materially help them conquer Klyssar's nest. (Defined as building at least 500 BP of bots/equipment and spend a command action attacking the station. Up to you if you also ferry Denvan forces in.) (+1 Boon)
-[X][Boon] Specialized Crew (Cogitare) (-1 Boon)
-[X][Boon] One-time Social Intervention ((Re)Establish the Cogitare as an NGO under the joint authority of Magos-Explorator Vita and Magos-Errant Anexa) (-1 Boon)
-[X][Boon] Permanent Social intervention (Establish a recruiting industry to bring in those interested in joining the Cogitare) (-2 Boons)
-[X][Aetherion] Keep
-[X] Orders x2
--[X] Support the reclamation of Klyssar's nest with all available forces.
---[X] The Spark will go in first to suppress any space defenses and make an opening to start landing troops via assault shuttle.
---[X] 40 newly constructed Basic Stealth Assault Shuttles each carrying 100 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (40 Shuttles / 4,000 Bots)
---[X] The Spark's 2 Assault Shuttles each carrying 1,000 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (2 Shuttles / 2,000 Bots)
---[X] Once the various shuttles have dropped off the initial wave of bots, we can make them available to the Stellar Ascendancy to bring in their troops and Cia can join the second wave.
---[X] Victan Active Action: Assist in coordinating with the locals.
---[X] Cia Active Action: Assist in the fighting.
--[X] Once Klyssar's nest is secure, leave Stellar Ascendancy forces in charge. Head over to secure the wreckage of the Echo and begin salvage/scavenging operations.
-[X] Construction: Spend our One-time Manufacturing Capacity Boon to gain +15,000 BP, +600 BP from the Spark.
--[X] Refit/Repair all 130 Aetherion Orbital Manufactories into Machine Spirit Orbital Manufactories (-13,000 BP, +7,800 BP Next Turn)
--[X] Build 40 Basic Stealth Assault Shuttles (-1,000 BP, -200 CP, +40 Shuttles, +4,000 Troop Transport Capacity)
--[X] Build 6 sets of Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (-1,140 BP, -120 CP, +6,000 Bots)
--[X] Build 4 free floating Spaceports to support 40 Assault Shuttles. (-400 BP, -100 CP, +40 Shuttle Capacity)
--[X] Begin Refit/Repair of the Aetherion Large Shipyard (-60 BP) (60 / 3,000 Progress)
-[X] Research x1 (200 RP + 80 Anexa RP)
--[X] Faith is my shield? (75 RP)
--[X] A Curio Cabinet of Cultists (100 RP) (Improved knowledge about Chaos Cults. May lead to enhanced detection of Chaos cults & cultists. May lead to some understanding of how to use warp rituals to enhance items. May unlock further research once you have more samples.)
--[X] Machine Spirit Chaos resistance (75 RP) (Improves the basal resistance of machine spirits to chaos corruption. May unlock further technology down this chain, as well as half of the requirements to integrate machine spirits with psychic shielding.)
---[X] Anexa assist
--[X] Abacus Manufacturing (50 -> 80/100 RP) (Unlocks the void abacus ship equipment)


Rationale...

Most of what I said in the first version still applies, but...

I've reluctantly decided that the final push on OMC techs can wait and we need an action to go secure the Echo. With that being the case, Machine Spirit Chaos Resistance will be helpful for everything we send against the heretics, A Curio Cabinet of Cultists will hopefully help us find them once they realize how outmatched they are and start trying to hide, and Faith is the first step to setting up our own counter-religion which will prevent them from spreading while they try to hide from our terminators.
I've realized that in addition to lots of bots to go stomp on the cultists at the nest, we need the ability to actually get them aboard the station, so the new plan has us building lots of assault shuttles to carry them. The extra cost of that rebalances the thinking that originally had me picking medium bots as the "good generalist" model. Instead we're sending a full 40 shuttles of the beefiest infantry we can produce in the first wave, plus another 2,000 on the shuttles the Spark already has. Those shuttles will also be able to bring whatever the locals want to send as part of subsequent waves once we've established... probably several beachheads for them.

We also need somewhere to base the shuttles, so we're building some orbital spaceports.

We're still reactivating all the factories for next turn, but the need for shuttles ate most of the BP I had previously allocated towards the shipyard. It should still be complete next turn though.
A little more clarity on how I see the attack on the nest going, and then using a second action to go secure the Echo.
 
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Could we spend 400 BP to build 4 spaceports into one of the light cruiser hulls just so we've got the shuttles to help with attacking the nest? Or would they be more/less expensive than the ground spaceport blueprint?
--[X] Build 4 Spaceports to support 40 Assault Shuttles into one of the Light Cruiser hulls. (-400 BP, -100 CP, +40 Shuttle Capacity)
Those aren't functional ships yet. They don't have engines, power, hulls, etc. It would be easier to just build some free-floating spaceports. Sorry!

Well, may as well check other things - @Neablis , how does SSDIPS apply to things like, say, rebuilding the psy tech lab? We're close to vote open, so may as well just say how much shielding we'd get for free.
The idea behind that tech is if you're going to be making a lot of something you can integrate a basic psychic shield into it pretty easily by spending a lot of effort on the design. Good for things like bots, tanks, houses. Not so good for one-off tech labs. So unless you're going to be building one in every system...

Could you break down how many construction points you're starting with? It's a lot easier to check the math that way.

@Neablis just to double check if we do Drugs? Drugs. do we need to spend BP to produce less-lethals or do our bots get them automaticly?
Depends on rolls & vibes. It'll probably unlock a new design option, but if you roll well on the research or the liberation action the result might be that you send off a special batch for this purpose.
 
Made an edit to Meianmaru's plan. Edits in bold.

[x] Plan: Son of Frankensteining My Plan Once Again
-[x] The big idea: Get lots of intel on Klyssar from the shipwreck, hacking, and drugs-enhanced interrogation, deny intel from Klyssar using psy encryption. Drugs also have a chance to provide less-lethal munitions immediately, good for handling slave soldiers.
--[X] This is an edit of Meianmaru's plan. Link has his explanation, this link has mine. Edits in bold.
-[x][Aetherion] Keep.
-[x] Boons:
--[x] Help conquer Klyssar's nest (+1)
--[x] Transfer OMC/machine spirit technology (+1)
--[x] Transfer corruption defenses, including all Psychic shielding, Cognition Filter & warp sensors. This will also mandate you to transfer basic cultist detection if you get it. (+1)
--[x][Boon] Permanent Manufacturing capacity
--[x][Boon] Specialized Crew (Diplomats for Victan)
--[x][Boon] Specialized Crew (Cogitare for Anexa)
--[x][Boon] One-time Social Intervention (Cogitare NGO with Vita and Anexa in charge)
--[x][Boon] Permanent Social intervention x1 (Free action: Cogitare recruitment and [discovery/science] mission statement promotion)
-[x][Repair Bay]: Fix up your ship, prioritize your nearly depleted psy shields. Psychic Shielding Outer Hull (7/240 HP -> 207/240 HP), 0/125 structure damage, 510/540 HP Oubliette
-[x] Construction x1 (15600 VBP)
--[x] Restore Outer Hull Psychic Shields (165 VBP) (207/240 HP -> 240/240 HP)
--[x] Restore Bongo Oubliette Shields (150 VBP) (510/540 HP -> 540/540 HP)
--[x] Repair Structure Damage (15 VBP) (0/125 -> 15/125 structure damage repairs)
--[x] Warp Research Lab (500 VBP, 100 CP) (2000 VBP -> 200 HP outer shielding, 200 HP internal shielding) (Location: Current Star System, void of space away from anything important)
--[X] 2x Caltrops (650 VBP, 20 CP)
---[X] Stationed at the Aetherion/our industrial park

--[X] 3000x Spectres (300 VBP, 60 CP)
--[X] 2000x Medium Humanized Machine-spirit Infantry Bots (200 VBP, 40 CP)
--[X] 2000x Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (380 VBP, 40 CP)
--[X] 80x Light Machine-spirit tanks (120 VBP, 4 CP)
--[X] 40x Medium Machine-spirit tanks (150 VBP, 2 CP)
--[x] Repair the maximum amount of Aetherion Orbital Manufactories to Machine Spirit standards (8970 VBP)

-[x] Research x1 (200 + 80 (Anexa) + 60 (Anexa staff) = 340 RP)
--[x] A Curio Cabinet of Cultists (100 RP)
---[x] Anexa assist
--[x] Psychic Encryption (150 RP)
--[x] Drugs? Drugs. (75 RP.)
---[x] Transfer this to W, too. Interrogations!

--[x] Faith is My Shield (15/75 RP)
-[X] Orders #1: salvage the Echo of Apotheosis
-[X] Orders #2: Free Klyssar's Nest from the cultists with W. Try to do some recon in advance using hacking, and interrogations of captives for more intel.
--[X] Victan Helps

-[x] Anexa active Action: Research (A Curio Cabinet of Cultists)
-[x] Victan Active action: Planning/coordinating the Klyssar operation with Denva, and directing intel gathering/recon applicable to it, such as interrogations.
-[x] Cia (Write-in): Assist assault on Klyssar's Nest


Taking Drugs because it's directly applicable to Klyssar, and I'm judging that as more important than funneling 600-3000 extra BP into factory refits. It provides less-lethal munitions, and it can be used by Victan to interrogate our prisoners for more intel. (And by W, for that matter)

Faith follow-up being more expensive than anticipated means I want to put my overflow RP towards it.

Orders, as discussed earlier, are changed to something more typical of other plans because no I absolutely do not want to destroy the Echo's wreck, that thing's a treasure trove and I want it.

May have to do further edits based on the ongoing conversation about needing extra shuttle ports.
 
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[X] Plan kicking Chaos out V2
-[X][Aetherion] Keep.
-[Free] Repair Psychic Shielding on the outer layer(7/240 HP -> 207/240 HP, 1,000BP)
-[X][Boon] Transfer your new OMC/machine spirit technology to them. (+1 Boon)
-[X][Boon] Transfer corruption defenses, including all Psychic shielding, Cognition Filter & warp sensors. This will also mandate you to transfer basic cultist detection if you get it. (+1 Boon)
-[X][Boon] Specialized Crew (Cogitare) (-1 Boon)
-[X][Boon] One-time Social Intervention ((Re)Establish the Cogitare as an NGO under the joint authority of Magos-Explorator Vita and Magos-Errant Anexa) (-1 Boon)
-[X][Boon] Permanent Social intervention (Establish a recruiting industry to bring in those interested in joining the Cogitare) (-2 Boons)
-[X] ResearchX2 (200X2+80=480RP)
--[X] A Curio Cabinet of Cultists (100 RP)
---[X] Anexa Assists
--[X] Abacus Manufacturing (50+50=100/100 RP)
--[X] Machine Spirit Chaos resistance (75 RP)
--[X] Improved Void Abacus (125 RP)
--[X] Faith is my shield? (75 RP)
--[X] Intelligence Coding (170+55=225/400 RP)
-[X] Construction+Denva boon (600+15,000=15,600BP)
--[X] Machine Spirit Orbital ManufactoryX130 (13,000BP)
--[X] Replenish combat bots (185BP)
--[X] Heavy Machine-spirit Infantry BotsX3 (450 BP, 40CP)
--[X] Specter (100 BP, 20 CP)
--[X] Heavy Machine-spirit humanized Infantry Bots with Machine Spirit JammersX3 (570 BP, 60 CP)
--[X] Medium Humanized Machine-spirit Infantry BotsX2 (200 BP, 40 CP)
--[X] Void Warp Research Lab with Shielding (500+500=1,000VBP, 100CP)
--[X] Remaining spent on relief efforts (45BP)
-[X] Command: Retaking the Nest
--[X] With Aetheron secured and the cultists on Denva scattered, it is time to retake Kyssler's nest. Once preliminary scouting is done, have your heavy infantry go in as the first and second wave while the third will be half infantry and half Specters along with Cia and her personal guard. The Specters will sneak by and start sabotaging their defense efforts while Cia will break any stubborn holdouts.

-[X] Anexa active Action: Research A Curio Cabinet of Cultists
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia assist in the retaking of Kyssler's nest
 
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