- Location
- Earth
I wish they were that cheap.
Machine Spirit Orbital Manufactory (300 void BP, 15 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +60 void build capacity.
I wish they were that cheap.
Machine Spirit Orbital Manufactory (300 void BP, 15 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +60 void build capacity.
Lesser, maybe, but we don't want the ship to die just because its shields flickered.Teleport boarding is only allowed after the void shields fall as well, so it is a lesser concern to more conventional boarding craft.
Which gets shot at with point defense.
Fuck I must have got them mixed up give me a moment to do some quick editing.
Only this:Eh, edited the design of the penlight to drop a light lance in exchange for a point-defense and medium boarding prep.
I do like LightLan's Candle Mk2 but I'm extremely wary of the over cramming. Do we have a QM statement on the actual consequences for that?
We never actually overcrammed anything.Choose weapons, combat equipment & noncombat equipment to add to the ship. Your budget for these things is the base BP spent on size before you start to get into cramming. You can cram more stuff in, but there will be penalties to maneuvering, maintenance, etc. As an example, if you build a destroyer with a base hull cost of 400, then you have a budget of 400 to spend on weapons/equipment before penalties start kicking in.
Definitely something to consider when we have good enough psytech and understanding of the warp that doing so is relatively safe.While investing research into biology doesnt seem practical right now, the potential flavour of getting a bunch of weak biomancers in close proximity with our already technologicaly transhumanist cogitare crew sounds like a fun combination. Think of all the fun modifications they would do to themselves! Think of all the extra appendages! it would be great fun for the whole family!
"Do you want face-tentacles? Because that's how you get face-tentacles."While investing research into biology doesnt seem practical right now, the potential flavour of getting a bunch of weak biomancers in close proximity with our already technologicaly transhumanist cogitare crew sounds like a fun combination. Think of all the fun modifications they would do to themselves! Think of all the extra appendages! it would be great fun for the whole family!
Divination is good because information wins battles, wars, and peace. Even if it is not perfect and complete.All crew members are usefull.
Like; I get that divination probably seems OP to you if you think that they're going to provide perfect future knowledge at all time; but it's not going to do that.
I see no reason to require that a new crewmember be a diviner specifically.
While it would be nice to get crew from other places, fact is that we have no other friendlies from whom to draw who could contribute, and are not poised to find others. And, well... a crew member could always die or retire.You have a point there, but it's a point that might need QM intervention.
The mechanically optimal option (recruit everyone ASAP) is narratively somewhat boring, so maybe we should have a cap on per planet recruits, to avoid that happening?
Force people to actually go out there and interact with others?
@Neablis ?
Not wanting to accuse you of anything, but why are you certain this is the last turn to prepare "statistically"? This smacks of the gambler's fallacy (assuming that since something hasn't happened as much as expected, it is more likely to happen).[] Plan: All Fronts, Kobold Friends
-[] [Repair Bay] Fix Prison psychic shielding
-[] Construction (600+1250+7800 Void BP)
--[] Place 410 cultists in stasis (820 BP)
--[] Repair Large Shipyard (2814 BP)
--[] High-Energy Physics Research Lab (500 BP) (Void)
--[] Machine Spirit Manufactory x4 (480 BP) (Denva Primus +50%)
--[] Machine Spirit Orbital Manufactory x3 (900 BP) (Denva Primus)
--[] Caltrop x5 (1625 BP)
--[] Flame torpedo frigate (2500 BP)
--[] 2 personal force weapons, one for diviner, backup for Cia (10 BP)
-[] Research x2 (400+(85+60) RP)
--[] Abacus Manufacturing (50 -> 50/100 RP)
--[] Immaterium Understanding (55+145/200 RP) (Anexa)
--[] Superconductive Shenanigans (50 RP)
--[] That's two levels of augmentation too many (150 RP)
--[] Advanced Technological Research Lab (50 RP)
--[] Intelligence Coding (45 RP -> 170/400 RP)
-[] Diplomacy: Check on the Vellkar, and regularize their relationship with Denva.
-[] Anexa active Action: Research
-[] Victan active action: Diplomat-Spy
-[] Passive Psyker improvement
-[] Denva Boon: Most powerful diviner
This is not the right turn to prepare for fleet builds - that was last turn - but this is statistically the last chance to do it before the next attack. Streamlined design next turn.
I am once again telling you to take an industry tech. Any one of them. Do not tell me Denva is going to do it. It's 10% across the board, sitting there on the table, take it. Just do it! If you want to have a fleet that doesn't have to circle back to Denva every other damn turn, the fleetboard production has to be maximized.
Warp research and biological research can be majorly discounted by IU and aug research respectively. The "autopsy" projects, literal or otherwise, have gone without priority for far too long when they are all essentially foundation tech. This will speed our way to both Navibean and cognitive intervention by way of discounts, which are still far more valuable anything to do with research by Denva. Again, they aren't going to do it for us.
Similarly, Eldar and Necron tech autospy requires the advanced tech lab, thus it is researched. We can at least make our way towards Nova Cannons in the meantime by building the high-energy lab.
The value of the Vellkar both to us and to the long-term viability of this civilization cannot be understated. Primus' manufacturing bonus speaks for itself, let alone that it is a percentile bonus, but relations between humans and vellkar in this system will form the image of how multispecies interaction is handled. Get it right early.
You may wish to watch your tone.See, this is a fine example of the skewed priorities and ridiculous nitpicking I'm talking about. Firstly, I am researching our most essential ship tech - abacus manufacturing. Believe me, I'd love it if we were in a good position for more ship techs right now. We would be, if the thread didn't keep voting for bad plans.
Researching a ship tech won't mean a damn thing if enemies warp in on that roll. That's why this plan involves doing something actually real and building ships to defend this system, even if they aren't picture perfect.
But this thing about cultists and shielding? This is another case of outright searching for an imaginary problem to make an issue of, for the half dozen reasons listed since this post. I can only sit here and wonder if the universal psychic shielding y'all dropped everything to monofocus on or perhaps the pre-existing shields on the entire prison might apply to this situation. Shall I next have to answer why I didn't specify that the stasis cells don't contain an independent air supply venting into plasma chambers? Extra techs to ensure not even a single atom can squeeze between two walls? Maybe a big bomb to destroy the entire section of the ship and eject it into the warp if anybody coughs in ritual code.
Nurgle's Rot will be on us from these failings. You got me, I've been a chaos cultist the whole time and my plan will take us directly to 100 Corruption Points by my clever scheming.
This quest needs stricter rules to cut down on exactly this kind of thing.
It strikes me as highly suspect to get Collab R&D and not organise Denva's R&D.[] Plan: Fundamental Physics V2
-[] Free Action: Give the Stellar Ascendancy our Improved Gellar Field, Abacus Manufacturing, and Warp Drive technology. (+1 Boon)
-[] Spend 1 Boon for a one-time manufacturing boost. (-1 Boon)
-[] [Repair Bay]
--[] Rebuild Vita's Core Psychic Shielding to new standard, planning for as much shielding as we can. (200/270 HP of new encrypted shields | 1,000 BP)
-[] Research x3 (600 + 85 (Anexa) + 56 (Anexa staff) = 741 RP)
--[] Collaborative Computational R&D (250 RP)
--[] High-energy Physics (300 RP)
---[] Anexa assist
--[] Large-scale Machine spirits (75 RP)
--[] Abacus Manufacturing (50 -> 100/100 = 50 RP)
--[] Design A New Blueprint: Penlight-class Monitor Destroyer (25 Discounted To 13 RP) (See plan notes for design)
---[] Assign 20 Cogitare to assist / discount the design process.
--[] Superconductive Shenanigans (50 RP)
--[] Intelligence Coding (170 -> 173/400 = 3 RP)
-[] Construction x1: 600 VBP (Spark) + 7,800 VBP (130 factories around Aetherion) + 1,250 VBP (Voidforge Miners) + 20,000 (Boon) = 29,650 VBP
--[] Construct stasis pods and place our 410 captured cultists in stasis, leave the stasis pods in the psy-shielded brig. (820 BP)
--[] Repair the Aetherion Large Shipyard (186 -> 3,000/3,000 = 2,814 VBP)
--[] Build a High-Energy Physics Research Lab in an isolated orbit at the edge of the system. (500 VBP, 100 CP)
--[] Build 12 Penlight-class Monitor Destroyers using our captured destroyer hulls. (1,500 VBP Each, Discounted to 1,050 with hulls, x12 = 12,600 VBP)
--[] Build 43 Machine Spirit Orbital Manufactories at Aetherion. (12,900 VBP)
--[] Build some heavy armor or personal void shields for our crew. (16 VBP)
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Passive Psyker improvement
Penlight-class Monitor Destroyer | 25 RP, 50 CP, 1,500 VBP, 1 ship construction slot
Destroyer, 25 RP, 50 CP, 1 ship construction slots
Hull: 450 BP, 1600x350 meters
Engines: 8 gravities for 150 BP
Shields: medium for 100 BP
Armor: medium for 100 BP
Hull Equipment | 250 BP
Psychic Shielding (250 BP / 50 HP) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull. HP of the shield is 1 HP per 5 BP spent on it.
Weapons | 350 BP = 315 After Cramming
1x Medium Lance (200 BP) Long range, hitscan burst weapons. Not excellent at sustained fire.
1x Light Lances (100 BP) Long range, hitscan burst weapons. Not excellent at sustained fire.
1x Point Defense (50 BP) A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.
Combat Equipment | 100 BP
High-maneuverability thrusters (50 BP) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.
Medium Boarding preparations (50 BP) The ship layout is designed to funnel borders into kill-zones in front of armored bunkers, and any borders will take heavy casualties.
Non-Combat Equipment | 0 BPThe research for this turn simultaneously addresses the current lacking defenses of the system and works to prepare us for when we're building our personal fleet within a few turns.
It does the first by quickly throwing together a design for a new monitor that fits the destroyer hulls we captured while not being crewed so that we can control them immediately and Denva will be able to control them via OMC once we leave. Until then, Denva can have the design for training purposes or in case they want to construct more on their own.
It does the second by researching Large-scale Machine Spirits, Abacus Manufacturing, and High-energy Physics. Next turn we'll be able to start designing and building actual warp-ships, with machine spirits, and hopefully one turn after that we'll be able to start sticking advanced weapons on them.
On the non-military side, we finally grab Superconductive Shenanigans for the boost to all our industry, and we get Collaborative Computational R&D to help with future research by boosting the capabilities for such among the Cogitare and Denva. Intelligence Coding continues ticking upward.
Anexa gets to focus on High-energy Physics in hopes of unlocking a physics specialty and because we'd really like this to go well.
On the industrial side, spend a boon and do a whole lot of production.
Stick all the cultists in stasis so they can't cause us any problems.
Repair the shipyard and then build up all twelve of our captured destroyer hulls into the new Penlight-class. They don't have warp drives or void abaci, so they'll eventually be given to Denva, but 12 of them pack an awfully big punch in a speedy package which should go a long way towards securing the system. The hull size is suboptimal anyway, the ones we design and build for ourselves will be better, but these are a good stop-gap.
Next turn will include researching Heavy Void Shields, whichever weapon seems most promising behind High Energy Physics (fusion beamers?), and probably Demonology. On the industrial side, more expansion so that we'll be ready to build our personal fleet once we've got a little more research done. Diplomatically, we'll be set to help Denva establish their R&D, or go look at Denva Primus.
Turn after that would be designing a machine spirit frigate with heavy void shields and some sort of advanced weapon (fusion beamers?), building four of them to make use of our available hulls, locking down Bongo. Research is probably large(r)-scale machine spirits so that we can design machine spirit light (and hopefully heavy) cruisers and shifting focus back to rush warp comms before we leave the system.
Another boring note that I don't think we need nova cannons in that much haste, and that Velkar are sapients so we should not abandon them.Some slight adjustments were made since the last time. The main thrust is still getting some ships (6 candles) going right now as a stopgap, and doing a lot of research for better ships.
Novacannons! (Gravity Weapons, The Biggest Boom)
Large-Scale machine spirits, both to reduce CP-cost and to get MS-controlled Psychic shields on our new ships.
Abacus Manufactoring to get them warp-travel ready and earn a boon.
Superconductive Shenanigans to increase our BP on the cheap. We'll need BP for actually building our fleet.
A little cramming with Efficient Equipment Distribution.
With a slight detour into Demonology to solve our demon problem.
To help with Demonology some psychic shielding gets built on bongo's cage and the warp research lab to actually get some scrying protection on them, because only newly built psychic shielding gets that.
Cia also gets assigned to demonology in case of trouble.
Turning over the cultists to Denva. Too expensive to keep and we got other priorities now than more anti-chaos research.
Spending the boon to get a diviner psyker and some spare BP (10) to give them some equipment.
[] Plan: Nova cannons go boom. Also muzzle Bongo.
-[] Idea: Ships! Ships now! We are shockingly vulnerable with only a single ship in orbit. Let's fix this. Short-term build some candles and longer term do research to design and build new and better ships with better weapons soon. Make a slight detour into demonology to muzzle Bongo.
-[] Construction (600 VBP + 7800 Aetherion MS manus + 1,250 VBP (Voidforge Miners) = 9650 BP / 1000 BP Repair Bay / 500 Lift Capacity):
--[] Captive Holding cells 41/50 HP -> 50/50 HP [45 BP Repair Bay]
--[] Aetherion Shipyard repair (2814 BP)
--[] Candle x 6 [use existing hulls to discount] (6000 BP)
---[] turn over all the candles to Denva Secundus, because we do not have the personnel for them
--[] Increase Psy Lab Shielding from 135 to 200 (325 BP). Cia blew up the lab last time when it had only 135 shielding and she got stronger since then. Add some more shields.
--[] Increase Bongo Shielding from 540 to 640 and also actually get some of that scrying blocking shielding in his vault (500 BP)
--[] Personal force weapon for the diviner (5 BP)
--[] Personal Void Shield for the diviner (5 BP)
--[] 1 BP left
--[] 955 BP Repair Bay left, use for incoming damage on psychic shields due to demonology research
-[] Research x3 (600 + 85 (Anexa) + 60 (Anexa staff) = 745 RP)
--[] Demonology (100 RP)
---[] Anexa assist
--[] Gravity Weapons (200 RP)
--[] The Biggest Boom (150 RP)
--[] Large-Scale Machine Spirits (75 RP)
--[] Abacus Manufactoring (50/100 -> 100/100 RP)
--[] Superconductive Shenanigans (50 RP)
--[] Efficient Equipment Distribution (100 RP)
--[] Intelligence Coding (20 RP Overflow)
-[][Free] Turn over Abacus Technology, Improved Gellar Fields and star charts over to Denva to earn a boon
-[][Boon] Recruit a Diviner Psyker
-[][Free] Turn over cultist prisoners to Denva
-[] Anexa active Action: Research - assists a research action you take, granting +5xLevel RP to the action. Will level on a successful roll, scaled by the importance of the tech.
-[] Victan passive action: Counterespionage & Alliance-building - Defends against hostile covert action and improves relations with existing allies, as well as gathering information for making new allies. Will only level if something interesting happens.
-[] Cia: Assist with Demonology research. E.g. to "banish" demons before we figure out how
I would also suggest boarding prep instead of point defence. Protects against all boarding; especially important if they end up using OMC.If people decide to want a new design, mine will have Point defense.
I do research additional cramming, which makes just enough space for it.
Candle Mk 2 (Total: 1650 BP
Destroyer, 25 RP, 50 CP, 1 ship construction slot, 450 BP Hull.
Medium armor, 100 BP
Medium Shields, 100 BP
Engines, 8 gravities, 150 BP
Warp Drive +50 BP
Void Abacus +50 BP
Psychic Shielding +250 BP, 50 HP
Weapons (450 BP, 405 BP for cramming purposes):
2 Light Lance batteries, 200 BP
1 Medium Lance battery, 200 BP
1 Point Defense, 50 BP
High-maneuverability thrusters, 50 BP (45 BP for cramming purposes with Efficient Equipment Distribution)
)
Mandatory reminded that Velkar are sapients whose lives are as precious as any Denvan's.[X] Plan Understanding Bongo
-[X] [Repair Bay]
--[X] Update Bongos Oubliette to new shielding standard (1000/2700 BP)
-[X] Construction (600 BP base + 7800 BP Orbital Manufactories + 1250 BP Voidforge Miners = 9650 BP)
--[X] finish updating Bongos Oubliette to new shielding standard (1700/1700 BP)
--[X] 2814 Bp to finish repairing the shipyard
--[X] build an orbital Advanced Technological Research Lab (500 BP)
--[X] build 12 orbital machine spirit manufactories (3600 BP)
--[X] build 422 status pods to store the cultists and Necrons in (844 BP)
--[X] 192 BP discretionary fund for Victan
-[X] Research X 2 (400 RP base + 85 Anexa RP + 60 Anexa staff – 4 (20 Anexa staff doing design work) 541 RP)
--[X] Immaterium Understanding (200 RP)
--[X] Abacus Manufacturing (50 RP)
--[X] Large-scale Machine spirits (75 RP)
--[X] Faith is my shield? (60 RP)
--[X] Demonology (100 RP + 25 RP boost)
--[X] 25 RP (50 RP without Anexa's staff) to design Advanced Technological Research Lab (500 BP, 100 CP)
--[X] Collaberative Computational R&D (6 RP)
---[X] any overflow from discounts that Immaterium Understanding might give are to go towards Collaberative Computational R&D
-[X] Diplomacy: meet with W and the Stellar Ascendancy leadership
--[X] give them a full briefing on your journey since leaving Denva with all the necessary videos, pictures and sensor readings (suggest that they leave the Web Way gate well alone for now)
--[X] hand over any technology that has yet to given to them bar Demonology and Juvenat as there are too many problems associated with those just now
--[X] arrange the handover of completed ships
--[X] lay the groundwork for setting up Denva's R&D system (if we can get it set up in one go that's great but we'll err on the side assuming that this is a long job here)
--[X] inquire if anyone knows what the status of Denva Primus and it's people is
-[X] Anexa active action: Research
--[X] Immaterium Understanding
-[X] Victan active action: Support setting up Denva's R&D system
-[X] Cia Passive Psyker improvement
[X] Plan Research Expansion
-[X] [Repair Bay]
--[X] Update Bongos Oubliette to new shielding standard (1000/2700 BP)
-[X] Construction (600 BP base + 7800 BP Orbital Manufactories + 1250 BP Voidforge Miners = 9650 BP)
--[X] finish updating Bongos Oubliette to new shielding standard (1700/1700 BP)
--[X] Update Vita's Core to new shielding standard (675 BP)
--[X] 2814 Bp to finish repairing the shipyard
--[X] build 11 orbital machine spirit manufactories (3320 BP)
--[X] build an orbital High-Energy Physics Research Lab in a safe orbit (500 BP)
--[X] build an orbital Advanced Technological Research Lab (500 BP)
--[X] 141 BP discretionary fund for Victan
-[X] Research X 3 (600 RP base + 85 Anexa RP + 60 Anexa staff – 4 (20 Anexa staff doing design work) = 741 RP)
--[X] 25 RP (50 RP without Anexa's staff) to design Advanced Technological Research Lab (500 BP, 100 CP)
--[X] Collaberative Computational R&D (250 RP)
--[X] Machine Spirit Hallucinations (300 RP)
--[X] Demonology (100 RP + 25 RP boost)
--[X] Intelligence Coding (31 RP)
--[X] Faith is my shield? (10 RP)
-[X] Anexa active action: Research
--[X] Machine Spirit Hallucinations
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Passive Psyker improvement
Definitely something to consider when we have good enough psytech and understanding of the warp that doing so is relatively safe.
Alright so what do you want me to drop to afford the diplomatic action to start setting up Denva's R&D?Also, getting the collab R&D tech without organising Denva R&D is suspect.
Well, I had not, prior to that post by Neablis. It does change Prime's old calculation:
From an expected yield of 31/turn to 62/turn. Which is, at least to me, a completely different animal. It's more than all the RP currently from the Cogitare, as much as a level 12 to 13 Anexa.First, we haven't been putting hallucinations off. We've made regular progress along the tree that gets to it, and hallucinations was only even unlocked 2 turns ago:
Contrast to intelligence coding, which we've had available since literally turn 1 and haven't put a single RP towards despite it being the "get more CP and RP" tree. One of these things has been put off forever, and it's not Hallucinations.
Anyways, the ability to do them back to back goes up if we start chipping at AI Coding now, and as I said, we're... pretty much out of pressing research concerns, unless you count the navibean. Once this planet is handled, it's the perfect time to hit the RP boosters.
As for yields...
Looks like the discount isn't guaranteed, but neither is a thrilling return on hallucinations.
Note that poor success yields aren't even mentioned. So, let's run the numbers assuming Anexa is assigned:
Add 30 for Vita and Anexa, and then we can take an average return:
Dice Backet Top roll New Top Chance Bracket Val AdjustedCritical Failure 1 1 1% 0 0Fail 15 1 0% 0 0Poor success 35 5 4% 5 0.2Success 65 35 30% 15 4.5Good success 90 60 25% 25 6.25critical success 100 100 40% 50 + 20 Expected Yield: 30.95
So, expected value of about 31, assuming a 5/action on poor success. Since it's only a 4% chance though the poor success val doesn't matter much (average goes from 30.95 to 31.15).
This is aside from intelligence coding itself getting us closer to more RP-gaining research, which it always gated. At the end of the day, RP generation was always a side hustle for machine spirits. Its output reflects that.
Forgot to mention this in my earlier answer, but if Anexa doesn't already have a specialty then she doesn't provide a bonus. That research is not more likely to go well than if she weren't on it.[X] Plan: Fundamental Physics V2
[...]
--[X] High-energy Physics (300 RP)
---[X] Anexa assist
[...]
Anexa gets to focus on High-energy Physics in hopes of unlocking a physics specialty and because we'd really like this to go well.