... I don't believe that's actually true; if we ever need wargear ASAP, we've been able to use the Forge rather than BAP to get immediate production.

But the important thing about direct production is that you get the goods this turn; we no longer need that, and until that changes, we should build production lines instead of stockpiling wargear.
 
Tbf, What we were doing is the equivalent of telling every gunsmith "go to your personal workshop or communal workplace and make a bunch of guns following these blueprints" Compared to an actual Production line and factory. it does not shock me at all that the conversion rate is so much better.

The forge of vaul just lets us cheat hard.
 
Things that are absolute musts.

1. Finish off the food fixing.
2. Put in a sizable chunk of Bonesinger AP on our engines.
3. Throw all that Seer AP at dealing with the Eye of Tzeentch and laugh maniacally.
 
EDIT: Hey, @Mechanis , we should have our full spread of Seer AP back now
... There's always bloody something. fixed.

SON OF EDIT: @Mechanis, another issue, we should have 10 Steward AP, shouldn't we? What happened to 3 of them?
that one is entirely on purpose, being the impact of no longer encompassing "All The Military Things." (You will note that just consolidating all the existing stuff into one place will by itself bring you back up to a cool 12 AP though, to say nothing of further institutional development there; you're losing a lot of work-hours to basically having to drive to a different country to go check someone else's records or have a coordination meeting. universal air transit makes that a lot less of a DEAR LORD for you than it would be for, say, modern Earth, but imagine if an EPA office in San Francisco had to put a dude on a plane to London, then wait for him to get back, every time they needed to check the FDA's records for something. It is... Significantly less than optimal, let's say.)
Problem with that is that we'll be permanently crippling our diplomacy capabilities because it will lock out Create Diplomatic Councils.
That's only for the context of one turn. EG, if you have diplomacy things you want to do Right Now, you can throw AP into there to represent using your existing infrastructure, but you can't also be dismantling-slash-rebuilding said infrastructure at the same time, because it would be the same people doing it.
 
Once again, I blame GW.

When I first fell in love with Warhammer 40k, I didn't think much of the Eldar, I thought they were just mindlessly arrogant space elves like everyone else and the Imperium was better.

My opinion has changed since then, they're now one of my favourite races.

I specifically blame Grav Thorpe since he seems to have it out for the Eldar in every lorebook he's written for them. He seems to be committed to giving the eldar a "dying empire" feel to them, and so refuses to let them win in any story he writes about them. According to Spartakrod the reason why is because Grav Thorpe is a communist who was so disheartened by the fall of the USSR he refuses to let any fictional society whose political he marginally supports ever succeed, but outside of that I don't know why.
 
Last edited:
@Mechanis do we still need to send escorts for the Fea-Eresh evacuation?
I'm pretty sure we've maxed out on the number of convoy's we can dispatch.

This was the description from the turn 4 Warrior Options list for the Fea-Eresh evacuation operation:
[ ] Assign additional Escort Ships
Determine how many ships you can assign to this duty, and thus how many convoys can be run at the same time.
Each convoy needs one (1) capital ship and four (4) Escorts. A maximum of four (4) convoys can be added to the evacuation effort before it becomes inefficient to add more.
The winning Turn 4 Vote had this specified for that option which basically assigns ships until we've filled the whole convoy quota.
Turn 4 Winning Vote said:
-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X]
1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
Our deployed fleets page shows that we've got 5 such groups taking part in the evacuation
Fea-Eresh Evacuation Convoy Escorts said:
  • 5 Battle Caravel
  • 8 Assault Ketch
  • 4 War Ketch
  • 4 Nettle Class Destroyer
Which checks out since we did assign a fleet initially on Turn 3.
Turn 3 Winning Vote said:
-[X][WARRIOR] Assign Escort Ships (-1 AP)
--[X] 1x Battle Caravel, 4x Assault Ketches
In addition the Turn 5 info page on what our allied forces are doing also shows that one line and scout fleet have been assigned to convoy escort and planetary defense duty.
Warrior Allied Command Section said:
Second Fleet is presently assisting the evacuation of the Ishari from Fea-Eresh, with the main body of the fleet over the world itself and a few of its escort squadrons assisting the actual convoy escorts themselves.

At present the 11th Scout fleet is assisting the evacuation of the Ishari from Fea-Eresh, patrolling the Webway along the evacuation route to help ensure it remains secure.
 
Last edited:
So are we mothballing scrying until we finish the Eye project or is there anything we'd like to take a look at?

I'd say until we finsish the eye and build the seer circle.
1. Finish off the food fixing.
2. Put in a sizable chunk of Bonesinger AP on our engines.
3. Throw all that Seer AP at dealing with the Eye of Tzeentch and laugh maniacally.

I disagree on 1 and 2. Both 1 and 2 are important but not urgent. I think it's far more effective in even the quite short run to take the options that increase the number of AP we have and then do 1 and 2 rather than the other way around. Particularly for the engines, we don't get any benefit at all until the engines are completely finished, and it may even be quicker to Enhance Industry a few times and then have more BAP to put on the engines later. More haste, less speed is the watchword here I think.

We'll end up in the same place but having got more done.

3 I agree on.

I think that finding out what happened to Nacretinei could be important because it sounds like it could be time sensitive.

Problem is that daemons can get into the Webway, and scrying for it and finding it will just tip off Kairos. Better to manually look for it I think
 
Last edited:
Sunblaster Calivers are High Technology.

I don't think EP cost is all that goes into this.
While that is true our Sunblasters are explicitly easier to make than regular plasma weapons
Additionally, these weapons are elegantly simple in their design, far easier to manufacture than most equivalent systems.
I don't think they'd be 6EP like our Needler rifles if that wasn't the case.

Edit:
Their simplicity really pays dividends as they get scaled up since the larger Suncannons are outright half the normal cost of plasma weapons
They are also extremely elegantly designed, such that their cost of manufacture is easily half that of the more clumsy designs of other races.
 
Last edited:
Sooo proto-plan

[] Plan Room to Breathe
-[] [Steward] Move Existing Councils (5 AP)
-[] [Steward] Manage Diplomatic Affairs (2 AP)
-[] [Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
-[] [Bonesinger] Enhance Industry (3 AP)
-[] [Bonesinger] Seer Circle (4 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Continue ship refits (1 AP)
-[] [Bonesinger] Refit an Escort (1 AP)
--[] 3 War Ketch prioritising damaged ships
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
-[] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[] [Seer] Scry the Past (4 AP)
--[] "What happened to the Nacretinei?"
-[] [Seer] The Eye of Tzeentch (6 AP)
-[] [Seeker] Grav-Gun Hybridization
--[] Crude Hybridization (1 AP)
--[] Simple Hybridization (3 AP)
--[] Perfect Hybridization (6 AP)
-[] [Seeker] Reverse-engineer Haywire Weapons
--[] Haywire Guns (2 AP)
-[] [Warrior] The Burden of Command (1 AP)
-[] [Warrior] Design Escorts (1 AP)
-[] [Warrior] Design a Light Capital (Light Cruiser) (2 AP)
-[] [Warrior] Chassis Militization (6 AP)
-[] [Warrior] Refit Profiles (1 AP)
-[] [Warrior] Dispatch an Allied Force
--[] 4th​ line fleet with 2nd​ and 3rd​ line hosts are to search the wrecks of Kronite for salvage
--[] 3rd​ scout fleet is to see if the terraforming engines of Ectosa can if not be repaired then at least switched off
--[] 4th​ scout fleet is to check the last known location Craftworld Nacretinei for clues about what happened to them
 
Last edited:
The Infantry sized Field is a very good target for setting up foundry lines. Every infantry man, if we can afford it, is going to want one. I don't think vehicle crew CAN given the size limitation, but if your infantry, they will want Conversion fields, which makes it a very good target for foundry'ing for anyone who is worried about opalescent.
 
Hey guys, remember:

Also of note is Nacretinei, who stated an intention to join the Moot but with the party of their ally Stel'iy-Rann, yet have seemingly vanished shortly thereafter.
(Quest Chain A Pearl Without Price is now available)

We have to find these guys. Like every plan made needs to have at least 2 AP to scrying the fate and location of these guys (one to scary the present, one to scary the past to see what happened).

Think of all the brownie points we'll get from this. People are going to look at us and think "Hey, Vaul-Vekesh are great, they just keep helping everyone out, let's work with them more".
 
I'd say that one Enhance Industry is too few. I think we should really be looking at at least two, possibly three or four. More BAP really is very useful, as we can use that additional BAP to create additional Forges or do additional research in a couple of turns, and then a few turns after that we'll be in a better position than if we'd done things the other way around.

As we seem to have a breathing space, now's the time to work on our foundations, and I think our basic industry is that.

Particularly as it also makes our current foundries and any foundries we build in future more productive. Although the amount it scales it up is unknown, that's still valuable.
 
Last edited:
[ ] First Draft: The Dawn of a New Day
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Weapon Forge (Sunblaster Rifle) (2 AP)
-[ ][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER][FORGE] Use the Forge to Refit (3-9) Damaged Assault Ketches to War Ketches
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] Scry the Future (1 AP)
--[ ] Which world will be the next target of the Orks plaguing our neighborhood?
-[ ][SEER] Scry on the Present (1 AP)
--[ ] Where is Nacretinei right now?
-[ ][SEER] Raise a Seeing Circle (2 AP)
-[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Crude Hybridization (1 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (3 AP)
--[ ] Scrambler Field (6 AP)
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] Commission Strike Craft (1 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design Escorts (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons

First draft ready to go. Basically, I think we want to get our Militia Squads properly refit to take our new gear into account, it should be easy to convert MIlitia Fire to... Let's call it Vulkari Green Fire Squads (Because I love that we're going with the chinese aesthetic with Wraithweave, so I think we can go with a similar theming for our basic dudes. Greens for our militia equivalent, and Banners for our Elites. Sure, it's Tang vs Ming Dynasty, but nobody ever said we needed to adhere that tightly to a single era when we're plundering cultures for cool aesthetics!) I'm also getting us started on a proper, militarized chassis because we're all fed up of our shitty our Jetbike options are, so let's just do it ourselves so we can get some Light Cavalry started. That probably won't be a long term project like some of the bigger vehicles might be. We also do an Escort Design round to give our Lance Sloops a new lease of life as torpedo boats (Unlocked with BAP this turn), figure out what our proper First Generation non-placeholder Frigate will be, and get a Cruiser Refit started in the pipeline. Finally, we're commissioning proper Strike Craft this turn, so we can have either the Escort or the Cruiser we're redesigning this turn work as a light carrier.

Seeker puts a lot into the Haywire Projects because they'll be very useful down the line--especially the Scrambler Field, which is why it gets 6 AP in hopes that it doesn't end up being a quagmire. Much as I'd like a more elegant hybrid for the combi-grav weapon, we need something usable ASAP, and we'll have to hope we can revisit the topic later for Gen 2

Seer keeps hitting Kairos's kneecaps when we can, because it's still the most vulnerable Curse of the bunch and we're probably saturating him with too many Threats at the moment between us and every other Craftworld working against him at once for him to be able to pay special attention to us in particular, so it also tries to sneak two peeks at Useful Things To Know--like where the local Orks are going to hit in force next so we can spoke their wheels. I'm also trying to train a new Seeing Circle in hopes that gets us another Seer AP.

Bonesinger starts the Engine Grind, but doesn't go all in on it. Instead, I'm getting a Foundry for VGA established as well as the Sunblaster Rifles going, because that's going to be an excellent weapon for anti-armor work to go well with our excellent anti-infantry weapon in the Needle Rifles. I also use a Forge Activation to Expand our Industry, maintain our obligations, and finally clear our docket of Low Hanging Fruit for our Tech Implementation Projects, so we have a full list of basic stuff ready to go for the Refit Profile and the Reorganization we have going on.

Finally, we have Steward, which spends the Tax to get the rest of our Steward AP back, and uses what scraps we have left to at least start working on some of the questlines and opportunities we IDed earlier.
 
Last edited:
We've got 13 BAP to assign to various stuffs.

Depending on what people think is critical, we could slam down three Enhance Industries and the Seer Circle if we're willing to put off developing any of the Bonesinger techs by a turn.

I don't think the Steward AP is going to be contentious, given Manage Diplomatic Affairs doesn't make establishing a Diplomatic Council impossible on future turns.
 
Okay team, it's time for another episode of What Is Going On With The Webway, by yours truly, 990.M29 Edition. See previous releases here, here, and here.

The tl;dr this turn is that all friendly craftworlds are moving toward us steadily and someone snapped a webway transit option between us and the orks in half.


We've had another slight formatting change- the map key has changed its position again and all webway routes appear to have gotten more defined on their edges similar to the 970-975 maps instead of the "fuzzy" appearance they had in the 980-985 maps. It remains unknown if this is stylistic or if it indicates something. As with the last time this happened it makes it somewhat difficult to tell which webway routes are tightening/widening.

Movement of craftworlds:
  • Arach-Qin has continued on their expected northward path toward Vau-Vulkesh and have now passed the last system between us. They've basically moved in or will shortly.
  • Zahr-Tann has moved toward us as well, heading north past one planet. They are likely one turn away, two at most.
  • Meros is also moving our way and moving much more quickly than either of the other two; they've moved northeast past Wazdakka and are nearly past the Tork-Toofa branch of the northern path to the orks. If they continue at their current pace they'll be with us in two turns, although there's a chance they'll slow down if they were pushing their engines hard this turn or similar in order to get out of that ork-ridden trap.
Major webway shifts:
  • There was a complete break in the webway between Red Suns and Kronite, cutting the number of routes to the westward ork-dominated areas from three to two and leaving both of the worlds in question at the end of branches instead of part of a major pathway.
  • The southernmost route west no longer routes through Kronite (which is now a branch terminus as noted above); instead it goes directly from the nearby uninhabited system to Blak Toof. The previously south-growing path from Kronite appears to have completely vanished and may have been incorporated into this new geography somehow.
Minor webway shifts:
  • The webway branch routes coming off the northern path westward have continued to move a bit, and in particular the one nearest us has bifurcated. None of them lead anywhere yet, though.
  • The route south of Zahr-Tann which had previously been growing shrank back along its previous path. It still doesn't lead anywhere.
  • The weirdness that we were seeing in the north-south routes around Quilan on the last map appears to have reverted to roughly the simpler M980 structure instead of doing something crazy.
  • The three uninhabited worlds southwest of Quilan which were previously connected by a T-structure are now connected by a triangular structure. This could be a precursor to larger and more interesting changes.
 
Problem with that is that we'll be permanently crippling our diplomacy capabilities because it will lock out Create Diplomatic Councils.
it should be resolved in a single turn. this isn't complex stuff. Lal'c-Tann is literally just getting in touch, and Stel-Uit is a from creation city that just needs our BAP and protection in the meantime. these are the minimal effort options that are "easy to pull into our sphere of influence" according to the QM.
-- [] Seer Circle (4 AP + 2 x Forge of Vaul)
bit excessive to use both on it. a boost to seer isn't that critical, and I think people are unlikely to vote for something that takes neither development or foundries.
1. Finish off the food fixing.
It's not. we have decades before we are even forced to rationing. we can't take it and move our councils, which would mean would still be at 7 stewardship next turn.
-[] [Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
-[] [Bonesinger] Enhance Industry (3 AP)
-[] [Bonesinger] Seer Circle (4 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Continue ship refits (1 AP)
-[] [Bonesinger] Refit an Escort (1 AP)
--[] 3 War Ketch prioritising damaged ships
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
your going a little too a slice of everything here. refits aren't remotely critical with none of our ships doing anything besides scouting webways and escorting convoys, and we should go heavy with enhance industry now while we have room to breath, and pick between seer circle and an 2 point development.

--[] 4th line fleet with 2nd and 3rd line hosts are to search the wrecks of Kronite for salvage
--[] 3rd scout fleet is to see if the terraforming engines of Ectosa can if not be repaired then at least switched off
--[] 4th scout fleet is to check the last known location Craftworld Nacretinei for clues about what happened to them
bit underdone. we know there is tech in those locations. give me a few minutes.
 
Last edited:
Back
Top