You're ok with committing to hand over the industrial plant to Denva while you're gone? That's what this would mean - the Vellkar can't use it. You'll only get knowledge of the Vellkar on a pretty good roll, and that's likely to be your reward over boons, depending on rolls. Does that sound like the right interpretation here?
Also yes, I'm fine with that.

Well, for now, anyways. I could be convinced to do something different like hold back the industry with the idea of later speccing it for the voidforge miners and swapping diplo to pure "learn about the Velkar".

Bit late for me to work this stuff out right now...
I beg humbly as well that we finish faith is our shield at least next turn, the half finished research kills me.
My plans complete it, fwiw.


[x] Plan: Communicating The Plot
Thought about it some more and decided to keep Study the Strange Seed - I think it's important enough that I want to do it no matter what, and I'm keeping Empathy at Range as the "improved sensor" tech equiv, thus moving Yelling into research overflow.
 
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'll need to rethink those designs then.

The Apothecary goes up to 50k from 20k, with 1 medbay per 10k again, a dedicated compartment for the bots, a slightly smaller cargo bay and is slightly more expensive.

Apothecary Hospital Ship, 25 RP, 15 CP, 3972 BP, 2 ship construction slots
999.9/1000 BP Hull, 2100x550 meters, Engines: (8 gravities) for (225 BP), Shields: (heavy) for (300), Armor: (medium) for (150)

Hull Equipment
Machine Spirit (100 BP), Warp Drive (100 BP) , Void Abacus (100 BP), Improved Passive Stealth Profile (450 BP), Living Space (200 BP, 30k Cap), Psychic Shielding ("No", 40 HP, 200 BP)

Combat Equipment (675 HC)
MS Assault Shuttles (100 BP, 5 CP), 4x Point Defense (50 BP), Low-emission Systems (100 BP), Alloyed Armor (150 BP), Heavy Boarding preparations (200 BP)

Non-Combat Equipment (324.9 HC)
3x "Troop" Compartment (50 BP +30k Cap), 5x Medical bay (25 BP), Cargo Bay - 86 BP


The Lazaretto goes down to a light cruiser base (2000 BP cheaper, 1 gravity faster, and the same armor/shields), gains a dedicated compartment for the bots, and a slightly larger cargo bay, while losing two shuttle groups and maintaining the same pop capacity. Seems a lot more viable than the previous iteration.

Lazaretto Hospital Cruiser, 37 RP, 30 CP, 7400 BP, 8 ship construction slots
(1998/2000 BP, 4400x800 meters) Engines: (6 gravities) for (300 BP). Shields: (heavy) for (600) Armor: (medium) for (200)

Hull Equipment
Machine Spirit (200 BP), Warp Drive (200 BP) , Void Abacus (200 BP), Living Space (400 BP, 80k Cap), Improved Passive Stealth Profile (1000 BP), Psychic Shielding ("No", 40 HP, 200 BP)

Combat Equipment (1530 HC)
3x MS Assault Shuttles (100 BP, 25 CP), 4x Point Defense (50 BP), Low-emission Systems (200 BP), Alloyed Armor (600 BP), Heavy Boarding preparations (400 BP)

Non-Combat Equipment (468 HC)
3x "Troop" Compartment (50 BP, +30k Cap), 10x Medical bay (25 BP), Cargo Bay - 120 BP

And I decided to figure out what a heavy cruiser variant would look like, too. 500k Pop capacity, slightly over 19000 BP. Somewhat excessive, to put it lightly. I think ships of this size or larger would be better used for mass evacuation situations, in which case I'd retool to lower the ratio of medbays quite a bit, expand the cargo bay and try and get the population cap to a million or so.

Odyssey Planetary Relief Cruiser, 50 RP, 19078 BP, 45 CP, 32 ship construction slots
5999.4/6000 BP Hull, 6000x1200 meters, Engines: 5 gravities for 500 BP, Shields: heavy for 800, Armor: medium for 400

Hull Equipment
Machine Spirit (600 BP), Warp Drive (600 BP) , Void Abacus (600 BP), Improved Passive Stealth Profile (3000 BP), Living Space (1200 BP, 200k Pop Cap), Psychic Shielding ("No", 120 HP, 600 BP)

Combat Equipment (3150 HC)
7x MS Assault Shuttles (100 BP, 5 CP), 4x Point Defense (50 BP), Low-emission Systems (600 BP), Alloyed Armor (800 BP), Heavy Boarding preparations (1200 BP)

Non-Combat Equipment (2849.4 HC)
35x "Troop" Compartment (50 BP, 300K Pop Cap), 50x Medical bay (25 BP), Cargo Bay - 166 BP

Anyway, voting

[X] Plan: AI, Warp comm prereqs, Fleet building
 
[X] Plan: AI, Warp comm prereqs, Fleet building
[X] Plan: Finding The Plot
 
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I feel next turn it would also be good to try and so a couple techs that provide discounts to others - a few have in their description likely to discount other x related tech. Might help us manage the variety of things and directions we want to go in!
 
So I've been thinking overnight, we're going to continue to run into situations where large amounts of civilians are in jeopardy (Vorthryn comes to mind, though I get the feeling Gwen's vision will lead to that as well) so it might be a good idea to have a dedicated hospital ship for treating and temporarily housing large volumes of people (While also keeping them separate from the rest of the fleet, just in case).

If you put a large amount of people (which could include psykers) in one place who just escaped a traumatising situation and have a lot of injured it might be worth it to add some "soothe" psy shielding to help people calm down and not create problems.

Optionally if the ships are evacuating people from a planet infested by Chaos some measures to find cultists would help, but that might already be included in the normal psy shields and Seeker bots.



Also to any plan makers: we have the free option to do a database dive of the Inquisition/AdMech databases to look for the planet Gwen saw in her vision, which could help a lot in determining what is happeningand where.

-[ ][Free] Do a database dive for the planet Gwen saw.
 
[X] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
-[Free] Construction: Voidforge Miners ((2000 BP) + Repair Bay (1000BP) = 2375/3000BP)
--[x] Spark refit (cramming): Replace Basic with Advanced Technological Research Lab (500 BP, 100 CP) once design is researched.
--[x] Spark refit (cramming): Add one more Crew Quarters (75 BP, 15 CP, 1 slot) [not enough space for all our new Cogitare without it]
--[x] Spark refit (cramming): Medium Boarding Preparations (1800BP)
--[x] 100 BP reserved for Cogitare experiments and projects (bc I'm feeling nice, plus the new initiates will want to start doing their own stuff and this helps them get started)
-[X] Action 1: Be Nyra's Mommy (consumes 1 action)
--[x] ...Supposedly you learn a lot about yourself in motherhood, which tracks since you're just now finished studying your own code. Can you teach the navigator about what makes you different? What makes you... you?
--[x] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
-[X] Action 2-4: Research X 3 (600 (base RP) + 95 (Anexa RP) + 216 (Anexa staff) – 120 (staff design discount) = 791RP)
--[x] Design: Advanced Technological Research Lab (500 BP, 100 CP) (25 RP (staff design discount) to design)
--[x] Design: Caravel Light Cruiser (19 RP) (Assign 20 Cogitare to discount the design process) Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
--[x] Design: Lazaretto Hospital Cruiser (19RP) (Assign 20 Cogitare to discount the design process) ( Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
--[x] Design: Arc Screening Carrier (6820 BP, 30 CP): Vox Vitae: Warhammer AI quest Mature - Sci-Fi (19RP) (Assign 20 Cogitare to discount the design process)
--[x] Design: Darkwing Stealth Bomber (55BP, 0.5CP) (Machine Spirits, Void Shields, Basic Stealth) (50RP)
--[x] Design: Ember Novacannon Frigate Mk 2 (Frigate, 4475 BP, 15 CP, 1000 BP-hull) (13 RP) (Assign 20 Cogitare to discount the design process)
---[x] Frigate, 25 RP, 100 CP, 2 ship construction slots (1000 BP)
---[x] Engines: 8 gravities (225 BP)
---[x] Shields: heavy (300 BP)
---[x] Armor: medium (150 BP)
---[x] Hull Equipment:
----[x] Machine Spirit, 100 BP
----[x] Warp Drive, 100 BP
----[x] Void Abacus, 100 BP
----[x] Psychic Shielding Type: "No" 40 HP, 200 BP
----[x] Psychic Shielding Type: "Veil" 40 HP, 200 BP
----[x] Improved passive stealth profile, 1000 BP
---[x] Weapons (1000 BP, 900 BP cramming)
----[x] Novacannon, 1000 BP
---[x] Combat Equipment (100 BP, 90 BP cramming)
----[x] Ammunition Bunker, 100 BP
--[x] Immaterium Understanding (200 RP) (Anexa assist)
--[x] Complex Genetic Enhancement (150 RP) (BABY HALP)
--[x] Large-Scale Organic-Machine Control (75RP)
--[x] Intelligence Coding (218+182=400/400 RP) (COMPLETE)
--[x] (Overflow) Faith Is My Shield (15 + 39 = 54/65)
-[x] [Boon] Spend two boons on 200 x 2 = 400 more Cogitare
-[x] [Free] Share CCR&D and Large-scale OMC with Denva. Earn 2 Boons.
-[x] [Free] Search for the planet from Gwen's visions, in both our and Denva's databanks and records. Start with the subsector, then expand to the sector, then outward from there.
-[x] Anexa: Active Action - Research (Immaterium Understanding)
-[x] Victan: Aid (Raising Nyra)
-[x] Cia: Passive Psyker improvement
-[x] Gwendolyn: Passive learning action

[X] Navigator Name: Nyra

All right, redid a bunch of math, added more ship designs, and tinkered with the refit stuff.

EDIT: Added the Darkwing Stealth Bomber. We don't have a Bomber design , and now we need one. This is the best we can currently do, I believe, so despite being pricey they should have quite a large bang, and definitely superior to Imperial bombers.

My first time designing a unit in this game on my own, I think I did it right? Does look good, @Neablis ?

EDIT2: Got rid of psychic shielding on bomber, swapped out Mobile shipyards for Large-scale OMC.
 
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[X] Plan: AI, Warp comm prereqs, Fleet building

Looks good, not sure if the AI is urgent or anything given that the only reason we are near the CP cap is that we are in turbo build mode, but it would be nice to finally figure out what the path looks like there.
 
Looks good, not sure if the AI is urgent or anything given that the only reason we are near the CP cap is that we are in turbo build mode, but it would be nice to finally figure out what the path looks like there.
AI has lots of good stuff behind it, but I do agree that CP are the least important as things stand - filling our CP with mobile assets would take a ludicrous amount of BP and immobile assets we can't stay on top of.

RP, daughter AIs, maybe other serious automation benefits...
 
AI has lots of good stuff behind it, but I do agree that CP are the least important as things stand - filling our CP with mobile assets would take a ludicrous amount of BP and immobile assets we can't stay on top of.

RP, daughter AIs, maybe other serious automation benefits...
No need to be sad, comrade! If you look at my plan, it completes Intelligence Coding, and a lot of ship designs too. *shameless self plug here*
 
-[ ][Free] Do a database dive for the planet Gwen saw
Updated both of my plans with this.

Also, I have just been informed that the number of tech priests needed to operate our industrial park is actually quite manageable. I will probably be changing the diplomacy action in the morning with keeping our industrial park and having some state at-home cogitare manage it while we're gone in mind.

Not sure if I should get the second batch now or next turn - they're currently still teaching new ones so taking 400 all at once could slow growth, and an extra 40 RP won't let me get much.

... Well, I could get some cruciblammos I guess lol. Probably better to wait on ship manufactories before diving into that one though.

Fleet-wise, I just don't think we have to build at this turn since we're not leaving this turn. Denva has their own self defense fleet already, after all.

... Maybe I should spend a boon on having them reinforce Calterith.
 
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Too many designs!

Also trying to fit in diplomacy as a free action?
Not really too many, we need a fleet, we have to develop the designs for all of them. I included links to all the designs barring one, to hopefully reduce being overwhelmed visually, which I agree can be a problem with large plans like this.

Yeah, that was a holdover from an earlier version. Deleted that, Victam is helping with Navibean Nyra this turn.

Also, what do you think of the Darkwing Stealth Bomber @Aineko ? Your carrier design needs a bomber inside it, and we don't have any designed yet.

Fleet-wise, I just Don't think we have to build at this turn since we're not leaving this turn. Denva has their own self defense fleet already, after all.
Yeah, that's why I'm doing a ton of ship designs this turn, bc next turn we'll be building them.
 
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Not really too many, we need a fleet, we have to develop the designs for all of them. I included links to all the designs barring one, to hopefully reduce being overwhelmed visually, which I agree can be a problem with large plans like this.

Yeah, that was a holdover from an earlier version. Deleted that, Victam is helping with Navibean Nyra this turn.

Also, what do you think of the Darkwing Stealth Bomber @Aineko ? Your carrier design needs a bomber inside it, and we don't have any designed yet.
The designs do nothing if they're not built. While most of the designs you included I think are useful, they're certainly not all necessary, if any. You included both sizes of hospital ship.

For the bomber, as previously discussed, since increasing the BP cost of the bomber increases the size of the hangar, I specifically don't want most of the enhancements you put in for a carrier bomber. Your bomber should cost 55 BP (not 95 as far as I can tell, did you misread psy shielding?), which means the bomber bay would cost 275 BP instead of 100 BP
 
I am one Million percent against our BB being raised by anyone but Vita.

Like, this here is my line in the sand, I don't care if it's not "Efficient".
 
I am one Million percent against our BB being raised by anyone but Vita.

Like, this here is my line in the sand, I don't care if it's not "Efficient".

I can't really argue with an emotional reactions, but I feel it is worth saying that 'it's not efficient' might translate into billions dying of the Nurgles. That is why we are rushing. The kid is cute and all, but if we show up in Stankberg and find out they all died of the plague or worse five years ago that's not going to be a fun update.
 
[X] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro

[X] Plan: Comprehensive Cogitare Phase 1

We can build a fleet next turn, meeting the Velkar and raising the baby takes priority. We have no idea of what planet the one featured in the vision is.
 
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My first time designing a unit in this game on my own, I think I did it right? Does look good, @Neablis ?
Which one, the Ember Mk2? I'm not checking the math, it looks fine to me. You could increase the shielding if you wanted to, but the ship isn't planning to be at super-short ranges anyway.

There's a few things wrong with the Darkwing - the base blueprint is 25 RP - Bomber (20 BP, 5 CP), then you're adding Machine-spirits (+10 bp, -4.5 CP), void shields (+20 BP, +25 RP), psychic shielding (+50 RP), basic stealth (+5 BP) for a grand total of a blueprint that's 100 RP to make, costs 55 BP to produce and requires 0.5 CP to control.

I notice you're not doing Large-scale OMC, which I find amusing.
 
I can't really argue with an emotional reactions, but I feel it is worth saying that 'it's not efficient' might translate into billions dying of the Nurgles. That is why we are rushing. The kid is cute and all, but if we show up in Stankberg and find out they all died of the plague or worse five years ago that's not going to be a fun update.
One comment here - I added in that this happened "far away." You don't know where. It's not your responsibility unless you want to make it your responsibility. You also know of marauding orks, a bunch of chaos warbands, some necrons being aggressive, and likely some tyranids floating around somewhere. Not to mention that there's probably a hive city or something up in Imperial space. There are a lot of things you could crusade about, and this is one of them. But maybe be judicious about deciding to choose a crusade and throw aside all other priorities.
 
One comment here - I added in that this happened "far away." You don't know where. It's not your responsibility unless you want to make it your responsibility. You also know of marauding orks, a bunch of chaos warbands, some necrons being aggressive, and likely some tyranids floating around somewhere. Not to mention that there's probably a hive city or something up in Imperial space. There are a lot of things you could crusade about, and this is one of them. But maybe be judicious about deciding to choose a crusade and throw aside all other priorities.

Fair enough.
 
You know we are finally starting to look like a real ship's complement.
  • 500 Cogitare
  • 100 Diplomats
  • 40 Psykers
  • 5 Bridge Crew
If we rolled up into a normal post imperial system like this we'd just look like a particularly automated archeotech ad-mech ship rather than the AI ship we really are and all those highly enhanced tech priests give us an excuse for how we are managing all the automated industry (well that and the extreme competence with machine spirits).

Though that does bring up a question @Neablis as far as our psykers can tell if we slap some No shields on our avatar would a psyker be able to tell there is no human soul behind the shield? I was thinking of that invitation the Space Marines gave us now that we have the Navigator to make the jumps manageable.
 
You're ok with committing to hand over the industrial plant to Denva while you're gone? That's what this would mean - the Vellkar can't use it. You'll only get knowledge of the Vellkar on a pretty good roll, and that's likely to be your reward over boons, depending on rolls. Does that sound like the right interpretation here?
Also yes, I'm fine with that.

Well, for now, anyways. I could be convinced to do something different like hold back the industry with the idea of later speccing it for the voidforge miners and swapping diplo to pure "learn about the Velkar".

Bit late for me to work this stuff out right now...

I'd rather station some of our cogitare on Primus and Aetherion when we actually leave.

Currently that would need:
Defenses:
2*10+5*5+50 = 95 CP
Manufactoring:
15*130 =4500 (Aetherion MS)
250 (Aetherion Shipyard)
20*180 =3600 (Primus MS)
25*32 = 800 (Primus Spaceport)
5*320 = 1600 (Shuttles)
Total: 8200 CP

But we can reduce that in a few ways.
Ground Manufactory Efficiency Improvements (50 RP), assuming they give the same discount as when we did it for the void ones:
15*180 = 2700 (Primus MS)
Machine Spirits variants for the Spaceport and Shuttles:
2.5*32 = 80 (Primus Spaceport) [5 RP or 15 RP if with psychic shields, reduced by assigning 50 cogitare]
0.5*320 = 160 (Shuttles) [7 RP or 19 RP if with psychic shields, reduced by assigning 50 cogitare]

New Total: 5140 CP

200 cogitare can manage 6000 CP, so they even got a little capacity left.
 
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[X] Plan: Comprehensive Cogitare Phase 1
[x] Plan: Communicating The Plot
[x] Plan: Finding The Plot

[x][name] Nyra
Edit:
[X][name] Aurora
[x] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
 
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