A Beacon of Hope in the Darkness: Warhammer 40,000 Xeno Civ Quest

@Archon7

So I did a background roll and....the hiatus on infrastructural projects is getting extended by an extra couple of years, with unanimous support.
 
[X] Rebuilding our Reserves: Year Two
-[X] Naval Actions
—[X] Aiuran (1 year 4 months) (20 months)
-[X] Civilian Infrastructure Actions
—[X] Homeworld Development
—-[X] Minor Actions
——[X] Action 1 - 3
——-[X] Build Mineral Processing Facilities x25
——[X] Action 4 - 5
——-[X] Build Nanomaterial Production Plants x13
—[X] Colonial Development
—-[X] Minor Actions
——[X] Action 1 - 2
——-[X] Build Automated Farming Complexes x16
——[X] Action 3
——-[X] Build Nanomaterial Production Plants x6
-[X] Archeology Actions
—[X] Action 1
—-[X] Explore unknown alien ruins XA-12 (21 months)
—-[X] Explore unknown alien ruins XA-14 (13 months/1 year 2 months) (3 months)
—[X] Action 2
—-[X] Explore unknown alien ruins XA-14 (1 year 2 months) (13 months)
—-[X] Explore unknown alien ruins XA-15 (11 months/1 year 5 months)
—[X] Action 3
—-[X] Explore unknown alien ruins XA-15 (1 year 5 months) (18 months)
—-[X] Explore unknown alien ruins XA-16 (6 months/1 year 8 months)
—[X] Action 4
—-[X] Explore unknown alien ruins XA-16 (1 year 6 months/1 year 8 months)
—[X] Action 5
—-[X] Explore unknown alien ruins XA-16 (1 year 8 months) (2 months)
—-[X] Explore unknown alien ruins XA-17 (22 months/1 year 11 months)
—[X] Action 6
—-[X] Explore unknown alien ruins XA-17 (1 year 11 months) (13 months)
-[X] Research Actions
—[X] Actions 1 - 16
—-[X] Design Standardization - Light Cruisers
—-[X] Improved Maintenance Subroutines - Light Cruisers
—-[X] Design Standardization - Heavy Cruisers
—-[X] Improved Maintenance Subroutines - Heavy Cruisers
—-[X] Anti-Gravity Levitation Drive - Prototyping
—-[X] Analysis - Advanced Personal Combat Armor Prototypes
—-[X] Analysis - Memory Chairs
—-[X] Analysis - Prototype Plasma Weaponry
-[X] Faith Action
—[X] Pantheon Actions
—-[X] Action 1 - 6
——[X] Intermediate Exorcism Rites (2 years 19.2 months)
——[X] Intermediate Stellar Restoration Rites (2 years 19.2 months)
——[X] Intermediate Lunar Wrath Rites (7.6 months/3 years 16 months)
—-[X] Action 7 - 9
——[X] Intermediate Lunar Wrath Rites (3 years 7.6 months/3 years 16 months)
—-[X] Action 10 - 12
——[X] Intermediate Wavecaller Rites (3 years/3 years 6 months)
—[X] Psionic Actions
—-[X] Action 1 - 5
——[X] Refine Psiolyte Power Scale (5 years)
—-[X] Action 6 - 7
——[X] Intermediate Runecrafting Methods (2 years)
—-[X] Action 8 - 9
——[X] Form Order x2 (2 years)

Basically slowing making some small progress to building our productions. Hey @Zolarian01 can you see if I can add more to the research actions or is it good rn.
 
@IronBig21

This is pretty late on my part, but I wanted to clarify that the Warp had quite the effect on Leman Russ. To the point that it seriously exacerbated the Canis Helix, and made him look more.... lycanthropic in appearance.
 
Turn 16 planning vote concluded New
Adhoc vote count started by Zolarian01 on Jan 12, 2025 at 10:49 PM, finished with 13 posts and 5 votes.

  • [X] Rebuilding our Reserves: Year Two
    [X] Rebuilding our Reserves: Year Two
    -[X] Naval Actions
    —[X] Aiuran (1 year 4 months) (20 months)
    -[X] Civilian Infrastructure Actions
    —[X] Homeworld Development
    —-[X] Minor Actions
    ——[X] Action 1 - 3
    ——-[X] Build Mineral Processing Facilities x25
    ——[X] Action 4 - 5
    ——-[X] Build Nanomaterial Production Plants x13
    —[X] Colonial Development
    ——[X] Action 1 - 2
    ——-[X] Build Automated Farming Complexes x16
    ——[X] Action 3
    ——-[X] Build Nanomaterial Production Plants x6
    -[X] Archeology Actions
    —[X] Action 1
    —-[X] Explore unknown alien ruins XA-12 (21 months)
    —-[X] Explore unknown alien ruins XA-14 (13 months/1 year 2 months) (3 months)
    —[X] Action 2
    —-[X] Explore unknown alien ruins XA-14 (1 year 2 months) (13 months)
    —-[X] Explore unknown alien ruins XA-15 (11 months/1 year 5 months)
    —[X] Action 3
    —-[X] Explore unknown alien ruins XA-15 (1 year 5 months) (18 months)
    —-[X] Explore unknown alien ruins XA-16 (6 months/1 year 8 months)
    —[X] Action 4
    —-[X] Explore unknown alien ruins XA-16 (1 year 6 months/1 year 8 months)
    —[X] Action 5
    —-[X] Explore unknown alien ruins XA-16 (1 year 8 months) (2 months)
    —-[X] Explore unknown alien ruins XA-17 (22 months/1 year 11 months)
    —[X] Action 6
    —-[X] Explore unknown alien ruins XA-17 (1 year 11 months) (13 months)
    -[X] Research Actions
    —[X] Actions 1 - 16
    —-[X] Design Standardization - Light Cruisers
    —-[X] Improved Maintenance Subroutines - Light Cruisers
    —-[X] Design Standardization - Heavy Cruisers
    —-[X] Improved Maintenance Subroutines - Heavy Cruisers
    —-[X] Anti-Gravity Levitation Drive - Prototyping
    —-[X] Analysis - Advanced Personal Combat Armor Prototypes
    —-[X] Analysis - Memory Chairs
    —-[X] Analysis - Prototype Plasma Weaponry
    -[X] Faith Action
    —[X] Pantheon Actions
    —-[X] Action 1 - 6
    ——[X] Intermediate Exorcism Rites (2 years 19.2 months)
    ——[X] Intermediate Stellar Restoration Rites (2 years 19.2 months)
    ——[X] Intermediate Lunar Wrath Rites (7.6 months/3 years 16 months)
    —-[X] Action 7 - 9
    ——[X] Intermediate Lunar Wrath Rites (3 years 7.6 months/3 years 16 months)
    —-[X] Action 10 - 12
    ——[X] Intermediate Wavecaller Rites (3 years/3 years 6 months)
    —[X] Psionic Actions
    —-[X] Action 1 - 5
    ——[X] Refine Psiolyte Power Scale (5 years)
    —-[X] Action 6 - 7
    ——[X] Intermediate Runecrafting Methods (2 years)
    —-[X] Action 8 - 9
    ——[X] Form Order x2 (2 years)


Ok, it's about time.

I'm calling it, and will finish up the overview.
 
Turn 16 overview New
The sixteenth year of our ascension to the cosmos ends with the extension of the hiatus on all major infrastructure projects, whether civilian or military, even as the second extraplanetary colony on Aiuran has been established. A few vital breakthroughs have been made in the scientific fields, which hold great promise. As regards the arts of the deities, the excellent progress on that front has finally begun to show signs of slowing down. And lastly, while most of the efforts of the Lorefinders have not been successful, the discovery of the true extent of the site XA-17 more than makes up for that.




Overview: Naval Actions
Colonization
Aiuran

Description: The fourth planet from our star, Aiuran seems to have been capable of supporting life sometime in the past, as has been deduced from the images sent by our probes, which show what appear to be the remains of a river system. Surveys have shown the planet to be inhabited once in the past by the same aliens that built the XA-category sites on our homeworld. We could consider setting up a colony here, to test some concepts of "geoforming".
Cost: 1.15 B minerals, 345 M nanomaterials
Time: 1 year 4 months
Chance of success: 85%
Rolls: 2d100 = 174 (Major success)

The establishment of the second extraplanetary colony on Aiuran is met with considerable jubilation by the populace, somewhat more than the colonization of Kel'taor. At this rate, it won't be long before the rest of the system is colonized - although, that seems to depend on the Parliament and the Cor'av'na.

Reward: Colony established on Aiuran. Population: 1.5 million; production: 55 M minerals, 16.5 M nanomaterials.




Overview: Civilian Infrastructure Actions
Homeworld Development
Build mineral processing facilities x 25
Build Nanomaterial Production Plants x 13


Cost: 457.2 M minerals, 138.16 M nanomaterials

The new mineral processing facilities and nanomaterial production plants have been built and are already contributing to our economy.


Colonial Development
Build Automated Farming Complexes × 16

Cost: 172.8 M minerals, 52.48 M nanomaterials

As a part of the first steps towards making the colonists self-sufficient, a set of automated farming complexes have been built on Kel'taor. They will help provide a steady supply of foodstuffs to the colonists, reducing the dependence on Xan'qarras.

Status: Agricultural self-sufficiency of Kel'taor - 10/100.




Overview: Archaeology Actions
Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 68%
Rolls: 2d100 = 98 (Close failure)

We have conducted another thorough search of the Vel'tazan Cave System, again looking for potential places where an entrance could be concealed. While we haven't succeeded in this, the search zone has been narrowed down to a place which seems to be the most likely location of the hidden entrance.

Status: Chance of success increased by 15%


Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 58%
Rolls: 2d100 = 81 (Failure)

The cybersecurity protocols at XA-14 are proving to be exceedingly intransigent, stubbornly resisting our efforts to decrypt them. Still, we have made some progress, although it is not enough and a few more attempts will be needed.

Status: Chance of success increased by 3%


Explore unknown alien ruins XA-15

Cost: 2.2 M minerals, 660K nanomaterials
Time: 1 year 5 months
Chance of success: 52%
Rolls: 2d100 = 78 (Failure)

The waters of the Sel'kaarnos Bay have been subject to a series of sonar scans, which have turned up with nothing so far. The agitation of the local fauna is complicating matters to an extent, necessitating the requisitioning of a contingent of priests and priestesses in order to calm them down. Still, we have been able to narrow down the search area to an extent.

Status: Chance of success increased by 4%


Explore unknown alien ruins XA-16

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year 8 months
Chance of success: 52%
Rolls: 2d100 = 77 (Failure)

The greater part of our time this year in the El'garkans was spent trying to pacify the local Neph'lar Drakes, who are a bit on the irritable side. Once that was done (with much effort), a detailed survey of the mountains was carried out, in order to look for anything out of the ordinary. So far, nothing has come up.

Status: Chance of success increased by 3%


Explore unknown alien ruins XA-17

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year 11 months
Chance of success: 86%
Rolls: 2d100 = 197 (Near-perfect success)

At long last, the doors of the site XA-17 have been opened by the relentless efforts of our hackers, who literally and figuratively burned the midnight oil for this.

As the infiltration teams took possession of the site and began to go through it with a toothcomb, a few things made themselves clear.

Firstly, XA-17 is huge. Like, really huge. It is quite surprising how it didn't look so in our surveillance images. Apparently there's some advanced illusive technology at play here.

Secondly, the facility extends underground, to two levels below.

And thirdly, the facility, from the looks of it, is a composite of multiple subfacilities, all built for a military purpose. Military manufactories, troop barrackses, training facilities, research facilities (along with another superwarrior production facility), an aerodrome, a spaceport, warehouses and what looks to be….missile silos.

This is…beyond our wildest dreams. The Cor'av'na and the Cenexecom will most definitely want to hear about this.

Unlocked: Explore unknown alien site XA-17 (Surface Level) (Archaeological Action), Explore unknown alien site XA-17 (Underground Level - 1) (Archaeological Action), Explore unknown alien site XA-17 (Underground Level - 2) (Archaeological Action)




Overview: Research Actions
Design Standardization - Light Cruisers

Description: By streamlining the design schematics for our light cruisers, we can speed up their building process, as well as cut down on their building costs.
Category: Cosmocraft - Military
Cost: 575 M nanomaterials
Time: 22 months
Chance of success: 90%
Rolls: 2d100 = 175 (Major success)

Our shipbuilders and scientists have done a thorough refurbishing of the design for the Ranger-class light cruiser, removing whatever components they deemed unnecessary, while trying to ensure maximal parts commonality and reusability. This will help cut down the costs and construction times of future vessels of this class.

Reward: Ranger-class light cruiser building time and costs reduced by 15%


Improved Maintenance Subroutines - Light Cruisers

Description: Building a navy and maintaining it is by no means a cheap thing. It requires appreciable amounts of expenses - something that we can afford at the moment. Still, we should reduce expenses wherever possible. Our researchers have ideas for specialized subroutines that will help with the maintenance of our light cruisers.
Category: Cosmocraft - Military
Cost: 695 M nanomaterials
Time: 23 months
Chance of success: 85%
Rolls: 2d100 = 173 (Major success)

Our researchers have devised a slew of subroutines that will help improve the maintenance of our light cruisers and conduct the same with reduced resources, even in emergency situations.

Reward: Upkeep costs of light cruisers reduced by 20%


Design Standardization - Heavy Cruisers

Description: By streamlining the design schematics for our heavy cruisers, we can speed up their building process, as well as cut down on their building costs.
Category: Cosmocraft - Military
Cost: 985 M nanomaterials
Time: 1 year 8 months
Chance of success: 90%
Rolls: 2d100 = 182 (Brilliant success)

Our shipbuilders and scientists have done a thorough refurbishing of the design for the Guardian-class heavy cruiser, removing whatever components they deemed unnecessary, while trying to ensure maximal parts commonality and reusability. This will help cut down the costs and construction times of future vessels of this class.

Reward: Guardian-class heavy cruiser building time and costs reduced by 15%


Improved Maintenance Subroutines - Heavy Cruisers

Description: Building a navy and maintaining it is by no means a cheap thing. It requires appreciable amounts of expenses - something that we can afford at the moment. Still, we should reduce expenses wherever possible. Our researchers have ideas for specialized subroutines that will help with the maintenance of our heavy cruisers.
Category: Cosmocraft - Military
Cost: 1.05 B nanomaterials
Time: 1 year 10 months
Chance of success: 85%
Rolls: 2d100 = 185 (Brilliant success)

Our researchers have devised a slew of subroutines that will help improve the maintenance of our heavy cruisers and conduct the same with reduced resources, even in emergency situations.

Reward: Upkeep costs of heavy cruisers reduced by 20%


Anti-Gravity Levitation Drive - Prototyping

Description: Now that we have a better idea of the theory behind the Anti-Gravity Levitation Drive, we can take our own steps towards developing it ourselves - by starting with making some functional prototypes.
Category: Locomotion
Cost: 1.25 B minerals
Time: 3 years
Chance of success: 75%
Rolls: 2d100 = 163 (Appreciable success)

We have been able to produce a functional prototype of an Anti-Gravity Levitation Drive, and tests of the same on vehicular platforms have proven to be promising. All it needs is a sanding of the rough edges, and it will be refined into something suitable for mass production.

Unlocked: Anti-Gravity Levitation Drive - Final Stage Development (Research Action)


Analysis - Advanced Personal Combat Armor Prototypes

Description: We have discovered several suits of personal combat armor from XA-07, which seem to be quite advanced and, apparently, in a prototype stage. We should study them thoroughly to see if we can finish developing them into something workable.
Category: Military Equipment - Power Armor
Cost: 206.25 M nanomaterials
Time: 3 years 11.328 months
Chance of success: 95%
Unlocks: Basic Power Armor designs available
Rolls: 2d100 = 199 (Near-perfect success)

The analysis of the personal combat armor recovered from XA-07 has been a smashing success. With all that we have learned of Power Armor, we have been able to come up with several designs of our own. It is to be hoped that they will be a game-changer for our military.

Reward: Multiple designs of Power Armor available for production.


Analysis - Memory Chairs

Description: The first thing of note that we got from the first section of the site XA-11 is the "Memory Chair", a chair-like apparatus that enables those sitting in it to assimilate, absorb and comprehend large amounts of knowledge and information in a short period of time. We should analyse it in detail, to understand how it works, and if possible, to replicate it for use.
Category: Advanced Technology
Cost: 2.95 B nanomaterials
Time: 3 years 18 months
Chance of success: 60%
(Minor Breakthrough)
Rolls: 2d100 = 65 (Failure)

The technology behind the Memory Chairs has proven to be more complex than expected for us to comprehend. It will require more time on them to get a better understanding of them.

Status: Chance of success increased by 2%


Analysis - Prototype Plasma Weaponry

Description: Among other things in the site XA-05, we came across what are apparently prototypes for weapons that use plasma as their ammunition. From what we can see, the aliens expected these weapons to be a game-changer of sorts. Let us see if we can finish what they started and make these weapons for ourselves, by analyzing these prototypes.
Category: Military Equipment - Plasma Weapons
Cost: 350 M nanomaterials
Time: 4 years 3.533 months
Chance of success: 85%
Unlocks: Basic Plasma Weaponry (Research Option)
Rolls: 2d100 = 171 (Major success)

Our analysis of the prototype plasma weaponry has yielded valuable insights into the weaponry and how they function. This information will be valuable when we develop such armaments ourselves.

Unlocked: Basic Plasma Weaponry (Research Action)




Overview: Faith Actions
Pantheon
Intermediate Exorcism Rites

Description: The relearning of the basic rites of Exorcism has given us some tools to use against the horrors of the Void. But they will not suffice against the more powerful Daemons. There are mentions of more powerful spells and rites in the ancient texts. They must be scrutinized in order to be better prepared for what might come ahead.
Time: 2 years 19.2 months
Chance of success: 75%
Rolls: 2d100 = 85 (Failure)

The intermediate-level rites of Exorcism have, unexpectedly enough, proven to be more complicated than we thought. They will need more time to comprehend properly.

Status: Chance of success reduced by 10%


Intermediate Stellar Restoration Rites

Description: The holy energies of the sun are not merely used for purification and cleansing, they have a restorative purpose as well. In the past, the Starwalkers aided the healers with their own abilities in this field. While we have relearned some of the preliminary rites in this particular field, they will not suffice in the long run. We must study the more advanced rites and spells in order to improve our advantage.
Time: 2 years 19.2 months
Chance of success: 75%
Rolls: 2d100 = 116 (Success)

It wasn't an easy process, but we have been able to master the intermediate-level rites of Stellar Restoration. This will be of much help to us in the battlefield, in recovering and restoring casualties amongst our warriors.

Reward: Battlefield casualty recovery increased by 10%; medium-level Chaos corruption can be purged.


Unlocked: Advanced Stellar Restoration Rites (Lore of the Light / Order of the Sun)


Intermediate Lunar Wrath Rites

Description: Much like the solar goddess, Kel'tanig can bestow considerable powers to the Nightkeepers to smite the foe. The accounts of the Voidspawn Wars bear ample testimony to their effect. We must begin by rediscovering them, in order to strengthen ourselves against the Void and its horrors.
Time: 3 years 2.8 months
Chance of success: 75%
Rolls: 2d100 = 112 (Success)

The process to decipher the intermediate-level rites of Lunar Wrath was very difficult, but we have persevered and succeeded. These rites and spells will be of much use in combating the malevolent forces of the Void during the night.

Reward: Intermediate level Lunar Wrath rites and spells available. Can deal 185% damage to lesser Chaos daemons, 125% damage to intermediate Chaos daemons, and 70% damage to Greater Chaos daemons.

Unlocked: Advanced Lunar Wrath Rites (Lore of the Night / Order of the Moon)


Intermediate Wavecaller Rites

Description: Due to the efforts of our priesthood, we have been able to comprehend and master the initial rites of the Wavecallers. As useful as they are, they are but the beginning. There are more powerful rites and spells that were in use by the Archons of Astaryok. We must direct our efforts towards deciphering them.
Time: 3 years 6 months
Chance of success: 65%
Rolls: 2d100 = 76 (Failure)

The intermediate-level rites and spells of the Wavecallers have not proven to be easy to interpret and comprehend. They will need to be studied for more time to yield results.

Status: Chance of success increased by 3%



Psionics
Refine Psiolyte Power Scale

Description: With the steady discovery and recruitment of new psiolytes, there might be a need to take another look at the power scale we are currently using to quantify their psionic prowess, and see if it can be overhauled. It will be a long and arduous endeavour, however, during which no new psiolytes can be recruited.
Time: 5 years
Chance of success: 76%
(Warning: Performing this action will lock Psiolyte Training Programs until this action is completed)
Rolls: 2d100 = 97 (Close failure)

The third attempt to refine the power scale currently used by our psiolytes has, expectedly, not been successful. However, it has led to a far better understanding of the minute differences between the existing power levels. One more attempt is all that is needed, and we will have a new power scale.

Status: Chance of success increased by 15%


Intermediate Runecrafting Methods

Description: "Runecrafting is an art that requires an appreciable level of expertise, finesse and precision. For even the slightest mistake in etching can change the characteristics of a rune." This is the motto of several of our esteemed Runecrafters, who distinguished themselves during the Voidspawn Wars. The runes created by them were of great aid to us, by either strengthening our forces, or weakening the foe. We have been able to learn the most basic of their works. There are far more powerful ones that await to be studied.
Time: 2 years
Chance of success: 57%
Rolls: 2d100 = 69 (Failure)

The second attempt to comprehend the intermediate-level methods of Runecrafting have proven to be no more successful than the first, with the exception of a slightly improved understanding of the procedures of the etchings.

Status: Chance of success increased by 3%


Form Order × 2

Description: As our prowess in the psionic arts improves with time, along with the numbers of our psiolytes, it would be worth the consideration to form orders out of the practitioners of the various disciplines of the psionic fields.
Time: 1 year
Chance of success: 100%
Rolls: 2d100 = 186 (Brilliant success)

Under the supervision of the Rel-Psi Secretariat, in an attempt to bring an ordered structure to the studies of the various psionic fields, six Orders have been formed - the Order of the Wilderness, the Order of the Shade, the Order of the Winds, the Order of Vitality, the Order of the Netherworld and the Order of the Flame. These Orders will help with the research of rites and spells in these particular fields.

Reward: Order of the Wilderness, the Order of the Shade, the Order of the Winds, the Order of Vitality, the Order of the Netherworld and the Order of the Flame formed (Rites actions for Lore of the Wilds, Lore of Shadows, Lore of Air, Lore of Life, Lore of Death and Lore of Fire take 20% less time and are 5-10% more likely to succeed)




Resources
Minerals
  • Previous stockpile: 34.233 B
  • Previous production (Total): 38.8095 B
  • New production (Total): 38.809 B + 0.125 B + 0.055 B = 38.9895 B
  • Previous upkeep: 5.152 B
  • New upkeep: 5.152 B + 650 M - 130 M = 5.672 B
  • Previous production (Actual): 33.6575 B
  • New production (Actual): 38.9895 B - 5.672 B = 33.3175 B
  • Expenditure: 640.9 M
  • Calculated stockpile: 34.233 B - 0.6409 B + 33.6575 B + 3 × (4.4 M + 3.8 M + 3.2 M + 2.6 M + 2.0 M + 1.4 M + 0.8 M + 0.2 M) + 9.17 M - 650 M + 130 M = 67.4349 B

Exotic gasses
  • Previous stockpile: 784.28 M
  • Previous production (Total): 43.5 M
  • New production (Total): 43.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 29.5 M
  • New production (Actual): 29.5 M
  • Expenditure: Nil
  • Calculated stockpile: 784.28 M + 29.5 M = 813.78 M

Radioactive materials
  • Previous stockpile: 19.542 M
  • Previous production (Total): 1.05 M
  • New production (Total): 1.05 M
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 700,000
  • New production (Actual): 700,000
  • Expenditure: Nil
  • Calculated stockpile: 19.542 M + 700,000 = 20.242 M

Nanomaterials
  • Previous stockpile: 37.4745 B
  • Previous production (Total): 22.5736 B
  • New production (Total): 22.5736 B + 0.0429 B + 0.0165 B = 22.633 B
  • Previous upkeep: 1.913 B
  • New upkeep: 1.913 B + 210 M - 42 M = 2.081 B
  • Previous production (Actual): 20.6606 B
  • New production (Actual): 22.633 B - 2.081 B = 20.552 B
  • Expenditure: 8.2552 B
  • Calculated stockpile: 37.4745 B - 8.2552 B + 20.6606 B + 2 × (2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M) + 82,500 + 2.75 M - 210 M + 42 M = 57.9887 B

Green Dan'xenal
  • Previous stockpile: 106.176 M
  • Previous production (Total): 38.905 M
  • New production (Total): 38.905 M
  • Previous upkeep: 407,500
  • New upkeep: 407,500
  • Previous production (Actual): 38.497 M
  • New production (Actual): 38.497 M
  • Expenditure: Nil
  • Calculated stockpile: 106.176 M + 38.497 M = 144.673 M

Blue Dan'xenal
  • Previous stockpile: 40.002 M
  • Previous production (Total): 22.726 M
  • New production (Total): 22.726 M
  • Previous upkeep: 0
  • New upkeep: 15,000
  • Previous production (Actual): 22.726 M
  • New production (Actual): 22.726 M - 15,000 = 22.726 M
  • Expenditure: Nil
  • Calculated stockpile: 40.002 M + 22.726 M = 62.728 M





A/N: Well, the reserves are slowly building up.

Time to cook up Turn 17.
 
Can we make orders for other themes like building, or exploring, or things like wards, exorcism, runes, formations, etc. ?
 
Can we organise something like the Starbound party in the GDI plan quest, where elements of the Militarist and Rationalist factions lobby to allow development of major infrastructure such as arcologies and mines on the colonies to accelerate their growth?
 
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