Is there some way to reduce CP requirements for ship classes?
Yes we can add machine spirits to ships up to light cruiser size you'll find the rules in the hull equipment category but to save you a little time here:
Machine Spirit (1/10 of the base cost of the hull, rounded up to nearest 50) This ship is primarily controlled by a sub-sapient machine spirit, reducing the CP cost of the base hull to 15% of what it would be normally. Currently limited to light cruisers, medium defense platforms and anythimg smaller).
 
On the subject of Space Marines, reminder that we still have these options:

-[] Chaos Space Marine Armor Investigation (100 RP) Between the dozen corpses you can almost certainly piece together a full suit or two of armor from the chaos space marines. What does it do? Why is it covered with horns? (Significant discounts on space-marine power armor research, potential discounts on robotics and cybernetics, may unlock further research to improve power armor. Potential identification of strengths and weaknesses of Black Legion power armor).

-[] That's two levels of augmentation too many (150 RP) The Chaos Space Marines you fought are not really intact anymore, but there's enough accumulated gore spread around that you should be able to get a decent sample of their genetics and stuff like extra organs and surgical enhancements. And maybe mutations? (Discounts genetics, mutation, augmentation research. May unlock special researches around geneseed and space marine-specific augments.)

I don't think too many people here are in a huge rush to get DIY Space Marines, but given the number of people who want to do genetics work for Navigator stuff, the discounts that come with the second tech may be worth the price.

I do think doing some fundamental techs that discounts others is a really good use of our research, like advanced materials, maybe some of our tech samples and immaterium understanding etc.
 
Okay, this is what I have by way of a tentative plan for next turn. It has a lot of holes, and the Cogitator math isn't complete, but it should work.


[] Plan:
-[] Raise Aurora this turn.
-[] Construction x2 (8,820x2 (17,640) + 15,876x2 (31,752) + 35,000 + 2,000 VBP (Voidforge Miners) = 86,392 BP)
--[] Ship Building
---[] 6x Veles MkIII Destroyer [1650 VBP, 7.5 CP] (9900 BP, 45 CP)
---[] 4x Okula Frigate [2875 VBP, 15 CP] (11,500 BP, 60CP)
---[] 3x Caravel Light Cruiser [7900 BP, 30 CP] (23,700 BP, 90CP)
---[] 2x Arc Screening Carrier [6820 BP, 30 CP] (13,640 BP, 60 CP)
---[] 1x Lazaretto Hospital Cruiser [7400 BP, 30 CP] (7400 BP, 30CP)
---[] 1x Foundry Factory Ship [16,225 BP, 45 CP] (16,225 BP, 45 CP)
TOTAL = 82,365 BP, 330 CP
LEFTOVER: 4027 BP

Research x 1 (200RP) + 320 (Anexa and staff) = 520RP
--[] Design: Veles Mk IV - Destroyer (1600 VBP, 7.5 CP, 6 RP), Hull: (500, 1600m x 400m), Engines: 8 Gravities, Shields: Medium, Armor: Medium, Hull Equipment (200 BP): Machine Spirits (50BP), Warp Drive, Void Abacus, Psychic Shielding: 20 HP ("No" and "Veil"), Weapons (500 BP, 450 Size): 2x Light Macrocannon, 1x Medium Lance, 2x Point Defense, Combat Equipment (50 BP, 50 Size): High-maneuverability thrusters (Assign 20 Cogitare to discount the design process)
--[] Design: Okula Frigate (2875 VBP, 15 CP, 12.5 RP), Hull: (1000, 2200m x 600m), Engines: 7 Gravities, Shields: Light, Armor: Light, Hull Equipment (400 BP): Machine Spirits (100BP), Warp Drive, Void Abacus, Psychic Shielding (40 HP, "No" and "Veil"), Combat Equipment (1000 BP, 1000 Size): Superb Sensors (Assign 20 Cogitare to discount the design process)
--[] Design: Caravel Light Cruiser (19 RP) (Assign 20 Cogitare to discount the design process) Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
--[] Design: Lazaretto Hospital Cruiser (19RP) (Assign 20 Cogitare to discount the design process) ( Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
--[] Design: Foundry Factory Ship (16,225 BP), 300 CP, 25 RP) Heavy Cruiser Hull: 6000 BP, 6000x1200 meters, Engines: 3 gravities for 400 BP, Shields: medium for 400, Armor: medium for 400, Machine Spirits (600BP), Warp Drive (600 BP), Void Abacus (600 BP), Psychic Shielding (240, "No" and "Veil") for (1200 BP), Troop compartment (25 BP), Manufactory (5000 BP), Repair Bay (400 BP), 2x Light Lances (200 BP), 2x Shuttles (200 BP, 100 CP, 1000 Lift Capacity), 4x Point Defense (200 BP) (Assign 20 Cogitare to discount the design process)
--[] Design: Arc Screening Carrier (6820 BP, 30 CP, 19RP): Vox Vitae: Warhammer AI quest Mature - Sci-Fi (Assign 20 Cogitare to discount the design process)
-[] Design: Darkwing Stealth Bomber (55BP, 0.5CP, 50RP) (Machine Spirits, Void Shields, Basic Stealth) (Assign 20 Cogitare to discount the design process)
SHIP DESIGNS: 263RP
-[] Warp Comms (200RP)
-[] Faith is My Shield (31 + 44 = 75/75 RP)
-[] Overflow: Networked Missiles (13/100 RP)

-[] [Free] Use 1 Boon to gain +35,000 BP for Construction.
-[] [Free] Spend two boons on 200 x 2 = 400 more Cogitare
-[] 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:
-[] Cia: Passive Psyker improvement
-[] Gwendolyn: Take courses at Orbital Academy
-[] Aurora (Child Navigator):


Further thoughts are appreciated. And free to rip off/copy this one, I'm hoping to help everybody with next turn planning.

Edit: I actually did the difficult math (well, for me it is difficult) if not only finding a bunch of ship designs that fulfilled useful tactical roles, but then also doing the construction math on how much they would cost, and finding out how much BP I would ultimately need to build all of them.

Initially I was smashing my head in trying to painstakingly just keep the ships within what two construction actions of BP would provide, then I realized duh I can get a boon and get $35,000 BP from our allies to contribute. With over 80,000 bp, all of a sudden I can build quite a respectable fleet, and almost exactly what I envisioned to boot, meaning I didn't really have to compromise on numbers or anything.

The Veles IV destroyer I found in the unused ship design information post, which helped me a lot because I didn't want to go digging through 700 pages to find every ship design that anybody had ever come up with. This design seemed quite serviceable to me as fulfilling the basic demands of what a destroyer does in a fleet, mainly build it in numbers and have it have a small bite. Works best in large groups, and more importantly it keeps our heavier ships insulated from other enemy forces.

The Okula frigate design was another one I found in the unfinished ships post. This one seemed very useful as a sensor ship, meaning it would be good for reconnaissance or for aiding in battle. It would stay a step or two back from the main battle lines, using it's enhanced sensor capabilities to provide targeting information in battle. I could also imagine these guys helping quite a bit if we send small ship groups out to other systems, if we gave them at least one of these frigates per group they would probably be able to scan quite a bit better.

The caravelle light Cruiser seems to compliment the two torch Cruisers were getting this turn quite well. Flush out and diversify our battle lines, getting us more Cruiser size hulls.

The Arc carriers and Darkwing bombers are from my plan that didn't win this turn. I figure having two of these carriers would be very handy to provide a very strong fighter screen for our main fleet, and having at minimum two of them means we can keep one with the main fleet and have one travel to another system if we feel the need. I also feel the Dark Wing stealth bombers will pack a very potent punch, especially because the Imperium really does not have a lot by way of stealth tech, so even a minimal coating of stealth on our bombers I think will help them perform very well against Imperial forces. Maybe not Eldar, sure, and not necrons either, but anybody else yeah.

The lazaretto hospital Cruiser and The foundry factory ship are both utility ships, but absolutely vital for establishing a semi self-sufficient mobile Force that can travel the stars and take care of a large chunk of its own needs internally. The foundry ship is built on a cruiser Hull due to the need for increased space, meaning more capacity, and I figured while we did have a hospital frigate design the hospital Cruiser would be more efficient and would cater to larger numbers of injured civilians. Also, in an absolute pinch because it can handle a large number of people on board it could just be a transport if we don't have any specifically wounded large numbers of people we need to deal with.

Anyways, these all seem like useful tactical rolls, and combined with the six ember 2 frigates and the two torch Cruisers that were making this turn, we should have quite a powerful well-rounded Force.
 
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Eh it's a bit early to put Xs in this plan since there's nothing to vote about right now.
Fair enough, I was so concerned about the math and getting proportions right that I did not notice that formatting error lol. Thank you for pointing that out, already corrected.

I also added my thoughts on the various tactical uses of the ship designs that I proposed researching and building. And yes, I learned from last turn how important it is to research and build in the same turn. It does mean where pretty much just doing that and nothing else, because an entire action is getting swallowed up with Vita having her turn at being a mom, which I feel is incredibly important and can't be skipped.
 
I'm not imagining the confiscation or cloning of infants, I'm imagining school age kids left on their own because their teachers have even less attention to give them while they study and their parents leaving them to their studies because they are going to school. Actual modern day public schooling, but just that extra little bit worse with the help of automation.
In general I won't be in the habit of a tech unlocking something that's a bad thing, and if so it'll be something you get warned about. The situation you're worried about would be one example of the malus you would get from rolling a "poor success," but the "successful" version of these techs is one that takes those issues into account and mitigates them somehow. Maybe with artificial personalities that give them personalized attention, encouraging empathy through group interactions, etc.

I'm uncertain if they get our research discounts in the first place. @Neablis, are the OMC researches as cheap for Denva to research as they are for us? Interchangeable and Streamlined OMC in particular.

Explicit confirmation/denial of them being able to get Gamified OMC without a crit of their own would be good too.
Their research works a little differently than yours, but it's fairly fluffy right now and I don't see a reason to formalize it. In general no techs are as cheap for them as they are for you, though that may equalize a bit as they build up more expertise. I'll probably roll for individual tech areas soonish to see if they're developing a specialty, now that they have CCR&D.

They won't be able to do gamieifed OMC, that was a bonus tech you unlocked with a crit.

@Neablis
Is there a way to research a (nearly) automated university for Cogitare (even if it's just prep work to shorten the apprenticeship) and other fields without having to first research the earlier stages of education? Dealing with young adults who have a regular support structure of a family and normal society around them and who can somewhat take care of themselves seems far easier than taking care of newborns and toddlers in an isolated and totally automated facility. Vita did just help designing the course work for NEPTUNE, expanding on that might work.

Also would Gwen profit from taking courses at NEPTUNE for a few years? Or give lectures?
There's certainly things you have access to that will help - lower-spec implants, gamified OMC are the obvious ones, though Companion Cogitators will also contribute. Those will speed up Cogitare teaching/allow them to train more at once.

However, you cannot make an automated Cogitate school without first figuring out the earlier steps in that process. It's probably going to be 3-4 overall technologies:
1. Cradle - raises children.
2. General Education - educates in general knowledge, enough for productive members of society.
3. Technical education - educate in specific technical areas sufficient for engineers, manufactories.
4. Cogitare education - Integrated surgeries, enhancements and all knowledge to make full knowledge-monks.

With chances for high rolls to combine some of these. If you crit twice in a row you might get there with just two researches. There's also going to be offshoot techs to train military specialists, or psykers, though that would have other prereqs.

You could write-in Gwen going to NEPTUNE. It probably increases the variance, and correlates it to how well Denva rolls on military development (i.e. Gwen's roll will get modified by Denva's roll).

You're jumping the gun a bit. A lot of things are likely to change.
This is one example. After they crit this number is going to be... higher.
 
Oh yeah, I'm fully well aware that 35,000 is a placeholder number at this point lol. I just wanted something to jump start a plan and discussion of one.

Also, if we have a hell of a lot more than 35,000 bp, that's actually really good. It means people can recommend inserting whatever the heck they want and we'll be able to afford it. We can easily keep the number of ships I'm proposing building next turn, and All that remains is either adding new things or increasing the number of ships. Having more BP to work with is just helping me feel quite happy right now honestly.
 
Their research works a little differently than yours, but it's fairly fluffy right now and I don't see a reason to formalize it. In general no techs are as cheap for them as they are for you, though that may equalize a bit as they build up more expertise. I'll probably roll for individual tech areas soonish to see if they're developing a specialty, now that they have CCR&D.

They won't be able to do gamieifed OMC, that was a bonus tech you unlocked with a crit.
Well, I've been saying for a while now that we really want to finish the job expanding their R&D apparatus, and this certainly reaffirms that belief.

Best of all that 2 out of 4 of the items are cheap - out of the remaining two, I'd gun for companion cogitators over low-spec, just because how well we do on the tech that unlocks the whole-ass next tier of implant technology is one we want to be done right.

Especially with warp comms around the corner, this is now effectively a source of extra RP in the domains we chose. No more of that early disappointment that they only had void OMC and a few ship designs because they were invaded, we're on the cusp of making them a research powerhouse.

So I say let's do it. Gamified and Streamlined OMC next turn, at least - I don't want to wait 6 turns for them to get a training river on their own, especially not when it won't even be as good as the one we'd have made for cheap.
 
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Nope, warp comms and gonna rush towards analyzing the necron bots.

I don't want to have to argue against giving them up the next time a necron scout shows up.
 
Nope, warp comms and gonna rush towards analyzing the necron bots.

I don't want to have to argue against giving them up the next time a necron scout shows up.
Then let me argue against it instead, because it'll be way easier now that we've been shown we don't have that much to worry about there. It's 100 RP to pick up the ones that are cheap for us, after which the "we have every piece but this one" effect that made them prioritize void OMC ought to kick in and make them actually focus down low-spec - this isn't that much of an imposition.

I might argue for low-spec anyways because it will let us get quality of life implants for our navigator in earlier - we do have some ground to make up there.
 
Then let me argue against it instead, because it'll be way easier now that we've been shown we don't have that much to worry about there. It's 100 RP to pick up the ones that are cheap for us, after which the "we have every piece but this one" effect that made them prioritize void OMC ought to kick in and make them actually focus down low-spec - this isn't that much of an imposition.

I might argue for low-spec anyways because it will let us get quality of life implants for our navigator in earlier - we do have some ground to make up there.
There's a lot of stuff to do next turn:
  • build the support elements of our fleet (at least one build action)
  • perhaps build more offensive elements of our fleet
  • establish cogitare base on our primus holding, so they can keep expanding it while we are gone (may or may not cost an action, ask after the update has dropped, I think we were previously allowed to do so for no action cost as long as we already had control of the area, probably include some housing in the construction action)
  • raise Aurora (may or may not be a Vita action depending on what happened during the coming update)
  • Vellkar diplomacy to learn about them
  • research (warp comms 200-350 RP, 480 RP available with 1 action [assuming the 200 cogitare to be stationed on Primus do not give RP to give them time to settle in])
  • build the warp comms
  • potentially leave
As you see there's so much stuff people want to do we are honestly unlikely to do more than 1 research action.

one construction action, perhaps a command action, perhaps a raising action, perhaps a diplomacy action, definitely one research action, perhaps a Travel action.

whoops 6 actions. Gonna have to cut at least two.

I am not banking on getting more than 1 research action due to all the other competing desires, most of which will be already be eaten by the Warp comms.
I am not spending more RP on stuff that is more useful to Denva than to us.

We already gave them a lot. They are ready to take care of their own problems for a bit.
 
Dear @Neablis , thank you very much for discussing and prototyping a boon opportunity that lets us spend a boon for a fleet of 200 OMC operators and scout frigates, to survey the Sector for us & provide strategic intel.

If it is explicitly added to the boon opportunities list and discussed in the text of the next update I would be very grateful.

Since we are leaving Denva and need to pick destinations in the next turns, this is invaluable to allow us to enjoy and interact with the Strategic and Sector map layers of the game to the fullest.
I realize I never responded to this. Short answer - no. You know you can do it, you know how to do it, and I'm not going to call out a specific hypothetical in the text of the update or provide a pre-packaged option for a hypothetical plan. If you want to do it, spend the (already existing) boon to get the personnel, build the ships and spend the order action to send them out.

Alternatively, I've updated the boon page with new numbers and a new boon that gets you crewed ships from Denva, but only of designs they already make. I've also added some ship designs & a little bit of research.
 
I've also added some ship designs & a little bit of research.
539c539
< -[] The key to Expert surgery is Ego (150 RP) You can do fairly effective surgery, but the most complicated surgeries are beyond you. From all of the literature you have available, to truly break into the next level you merely need confidence. The confidence of somebody who believes they cannot be wrong. (Unlocks further discounts for advanced medical tech, cybernetic augmentations and more. Unlocks very advanced medical care, and further technology for reviving technically-dead bodies and brain transplants).
---
> -[] The key to Expert surgery is Ego (75 RP) You can do fairly effective surgery, but the most complicated surgeries are beyond you. From all of the literature you have available, to truly break into the next level you merely need confidence. The confidence of somebody who believes they cannot be wrong. (Unlocks further discounts for advanced medical tech, cybernetic augmentations and more. Unlocks very advanced medical care, and further technology for reviving technically-dead bodies and brain transplants).
545c545
< -[] Regeneration is just a matter of applied Growth (300 RP) You can make sure everything lines up properly to stimulate natural growth, but you can't actually accelerate it. Trying is a quick path to cancer and needs to be tweaked for every patient. That's why it wasn't common even in your time. But it should be possible, and you don't have to worry about pharmaceutical patents. (Your medical treatments have vastly accelerated healing timelines. Normally a prereq of juvenat, but in this case will simply have synergy. Unlocks further research for video-game-like med-kits and the ability to give people new organs without surgery)
---
> -[] Regeneration is just a matter of applied Growth (250 RP) You can make sure everything lines up properly to stimulate natural growth, but you can't actually accelerate it. Trying is a quick path to cancer and needs to be tweaked for every patient. That's why it wasn't common even in your time. But it should be possible, and you don't have to worry about pharmaceutical patents. (Your medical treatments have vastly accelerated healing timelines. Normally a prereq of juvenat, but in this case will simply have synergy. Unlocks further research for video-game-like med-kits and the ability to give people new organs without surgery)
585c585
< -[] Companion Cogitators (325 RP) Your implants are good. But they still rely on external computers for any heavy lifting. But with a good deal of work, and some effort at miniaturizing computation, data storage and power units you could fit a full computer into somebody, giving them access to a full suite of capabilities. (Powerful neural implants capable of incredible amounts of data crunching/cryptography, as well as full virtual presences. Further improves Organic-machine control, unlocks very powerful types of implants, including implanted machine spirits, full-dive VR, personality-backups and depending on other technology, minor AI assistants).
---
> -[] Companion Cogitators (300 RP) Your implants are good. But they still rely on external computers for any heavy lifting. But with a good deal of work, and some effort at miniaturizing computation, data storage and power units you could fit a full computer into somebody, giving them access to a full suite of capabilities. (Powerful neural implants capable of incredible amounts of data crunching/cryptography, as well as full virtual presences. Further improves Organic-machine control, unlocks very powerful types of implants, including implanted machine spirits, full-dive VR, personality-backups and depending on other technology, minor AI assistants).
606c606
< -[] Advanced Organic-Machine Control (200 RP) Given improved technology you think you can let a single person control an unprecedented amount of machinery. At some point a crew of humans will be able to have as much CP as you will. (Approximately doubles the capacity of organic-machine control, letting a single human command more CP worth of units. Leads to further follow-on improvements.) Requires Companion Cogitators.
---
> -[] Advanced Organic-Machine Control (150 RP) Given improved technology you think you can let a single person control an unprecedented amount of machinery. At some point a crew of humans will be able to have as much CP as you will. (Approximately doubles the capacity of organic-machine control, letting a single human command more CP worth of units. Leads to further follow-on improvements.) Requires Companion Cogitators.
609c609
< -[] Large-Scale organic-machine Control (75 RP) A manufactory is one thing, a shipyard or gas refinery is another. But at this point it's mostly a matter of scale and networking. (Allows OMC implants to control any kind of industrial production, including shipyards and non-military megastructures. Leads to further technology to improve the amount of CP one person can control.)
---
> -[] Collaborative Design Frameworks (125 RP) It's hard for a group of researchers to work together on a design, since it's nearly impossible for them to share the same vision. With your implants, that's fixable. (Allows teams of researchers to entriely design blueprints.)
612,615c612
< -[] Collaborative Design Frameworks (150 RP) It's hard for a group of researchers to work together on a design, since it's nearly impossible for them to share the same vision. With your implants, that's fixable. (Allows teams of researchers to entriely design blueprints.)
<
<
< -[] Collaborative Strategic R&D (300 RP) You've built tools to enable multiple teams to work together, but it's still hard to communicate discoveries to people in adjacent fields. Fixing that would enable the integration of an entire research ecosystem. (Further increases size of research team before RP/turn limit is reached, especially for many teams working on different topics. Will significantly boost research organizations comprised entirely of organics.)
---
> -[] Collaborative Strategic R&D (250 RP) You've built tools to enable multiple teams to work together, but it's still hard to communicate discoveries to people in adjacent fields. Fixing that would enable the integration of an entire research ecosystem. (Further increases size of research team before RP/turn limit is reached, especially for many teams working on different topics. Will significantly boost research organizations comprised entirely of organics.)
622,624d618
<
<
< -[] Interchangeable OMC control (50 RP) Right now it's somewhat tricky for somebody to take over a new OMC system. There's a lengthy process of familarization & customization as they feel out the new system and get it all running. All of this means that it's hard for people to easily switch off between constructs or take over new ones when the old ones are destroyed. If you can streamline the user interface and make everything more standardized, then it'll be possible for operators to "plug and play" with new hardware. (Makes it possible for people with OMC implants to quickly swap between controlled systems, letting them do things like just jump control to a new fighter when the old one is destroyed, keep manufactory systems operating through multiple shifts and ease collaboration.)
Turn 34:
-[] Large-Scale organic-machine Control (75 RP) A manufactory is one thing, a shipyard or gas refinery is another. But at this point it's mostly a matter of scale and networking. (Allows OMC implants to control any kind of industrial production, including shipyards and non-military megastructures. Leads to further technology to improve the amount of CP one person can control.) Good Success.
OMC-equipped people can control shipyards or any other scale of industrial facility.
-[] Interchangeable OMC control (50 RP) Right now it's somewhat tricky for somebody to take over a new OMC system. There's a lengthy process of familarization & customization as they feel out the new system and get it all running. All of this means that it's hard for people to easily switch off between constructs or take over new ones when the old ones are destroyed. If you can streamline the user interface and make everything more standardized, then it'll be possible for operators to "plug and play" with new hardware. (Makes it possible for people with OMC implants to quickly swap between controlled systems, letting them do things like just jump control to a new fighter when the old one is destroyed, keep manufactory systems operating through multiple shifts and ease collaboration.) Completed by the Stellar Ascendency.
Easier for people with the OMC implant to quickly swap between systems, allowing in-combat switching of units between controllers.
-[] Improved OMC Implantation (???) Techniques for faster and easier surgical implantation of the OMC implant, including faster healing times. Completed by the Stellar Ascendency)
Streamlined implantation of OMC implants. It can now be done en-masse in a normal medical facilty.
Nice :)
 
Turn 34:
-[] Large-Scale organic-machine Control (75 RP) A manufactory is one thing, a shipyard or gas refinery is another. But at this point it's mostly a matter of scale and networking. (Allows OMC implants to control any kind of industrial production, including shipyards and non-military megastructures. Leads to further technology to improve the amount of CP one person can control.) Good Success.
OMC-equipped people can control shipyards or any other scale of industrial facility.
-[] Interchangeable OMC control (50 RP) Right now it's somewhat tricky for somebody to take over a new OMC system. There's a lengthy process of familarization & customization as they feel out the new system and get it all running. All of this means that it's hard for people to easily switch off between constructs or take over new ones when the old ones are destroyed. If you can streamline the user interface and make everything more standardized, then it'll be possible for operators to "plug and play" with new hardware. (Makes it possible for people with OMC implants to quickly swap between controlled systems, letting them do things like just jump control to a new fighter when the old one is destroyed, keep manufactory systems operating through multiple shifts and ease collaboration.) Completed by the Stellar Ascendency.
Easier for people with the OMC implant to quickly swap between systems, allowing in-combat switching of units between controllers.
-[] Improved OMC Implantation (???) Techniques for faster and easier surgical implantation of the OMC implant, including faster healing times. Completed by the Stellar Ascendency)
Streamlined implantation of OMC implants. It can now be done en-masse in a normal medical facilty.

Turn 34 Research gains are partially up and only one of them is from our plan. The Stellar Ascendency even did a Research we did not even have the option of doing.
 
Spark Ambush Platform (1500 VBP, 10 CP), Light Defensive platform, 500x500 meters (400 BP). No shields, Medium armor, 20 HP "veil" Psychic Shielding. Advanced Passive Stealth Profile. Heavy missiles, Medium missiles, 2x Light missiles, Melta payloads.

Searchlight-class Sensor Frigate (3075 BP, 15 CP, 2 ship construction slots) 2200x600 meters (1000 bp), 8 gravities, medium shields, medium armor. "Veil" Psychic Shields (10 HP). "No" Psychic Shields (20 HP). Machine spirits, Warp Drive, Void Abacus, Light Macrocannons, Superb Sensors
Yessss, very good my children
 
Hmmm. Couple of things to consider for next turn.

1. Anexa is Lvl 20, what trait are we choosing? I'm partial to doubling down on the one we got and get more specialization slots (perhaps also increase the bonus?).

2. Our research is now kinda BS. Juuust a little:

One Research AP -> 200 + 320 = 520 RP
Two Research AP -> 400 + 320 = 720 RP
Three Research AP -> 600 + 320 = 920 RP
Four Research AP -> 800 + 320 = 1120 RP

Spending one or two turns mono-focusing on a particular category or goal might now be worth it simply to get a high level tech. Or we could easily get a lot of the smaller techs that have fallen through the gaps on top of one or two items that people are focusing over.

Edit: I wonder if we could soften the blow of 4 Research Action Turns for Neablis if we include one of the terraforming techs that they were hyping up per turn?
 
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Man I binged this whole quest last night, been a wild ride and you peeps sure do like to poke chaos with a stick.
Welcome to the mad house!

What do we want to put into those slots?
We can also remove the no longer needed Oubliette for four more slots.
I'd actually like to keep the Oubliette and move the Psy lab inside of it. Would make the training of all of our psykers much safer for us.
 
Cia is getting to the point where I would like to bet on extra safety.

Agreed, but I think we can get the same level of protection with less space used by removing the oubliette and just adding a lot of psy shielding to the second psy lab.

Can anyone confirm that? I am not really versed in the mechanics of equipping the Spark.

We need three new labs to unlock all tech: advanced materials, the Warp one, and high energy (though the last one should probably be on an expendable ship), and preferably a second psy lab to train all the new psykers. We dont have a lot of space to waste.
 
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