Distant Stars. (a WH40K/Xianxia civ Quest).

Voting is open
Turn 10: End.
Another decade has passed and with it passing you're inching ever closer to the apocalypse.

With the help of your divination, you estimate that the apocalypse will start anywhere between 5-12 decades (turns) from now.

As your information about the crises is almost nonexistent you cannot estimate how prepared you are for the coming crisis. But the being you saw in your visions does not spell good fortune.

Without knowing for how long you must fight it is difficult to say if your supplies will last but at least they'll last longer than they did yesterday.

You can only hope that the actions in the past decade have pushed you closer to survivel.


-[X] Investment opportunities.

Capital and effort.

This is the needed ingredients for success.

And you have poured as much as you could possibly could into the economy.

This had its upside and it down sides.

Many businesses possessing the capital have decided to undercut their competition by swiftly incorporating new practices available with the rise of new technology.

Yet the vast amount of funds circulating in the economy has led to massive inflation, thankfully your fucus is turned form the economy for the next few decades which should let it cool somewhat.

+0.1 tech multiplayer.

The economy shrunk by 2.45% due to inflation.



-[X] the track of progress. (must be in the top three priorities).

At long last every last city in the empire is connected by at least one rail road.

Goods can travel from one end of the empire to the other in record time bringing with this achievement prosperity unseen before.

The smaller towns are still being connected and most villages would never be but they still benefit from the modernization of travel, with the price of goods dropping.

The extra founds invested in this project also allowed for then new lines to be laid down suing the new and improved practices.

+30 base economic power, Gain medium logistic network +75% economic growth and +7% EEP. maintenance 25 EFEP.

+0.05 tech multiplayer.



-[X] city expansions. (must be in the top 3).

Another decade has passed.

And even more expansions must be done.

By this point many towns became cities in full as the population is ever more urbanized.

Currently you tread water but the previous pattern holds and slowly the trickle slows and your workers start to pull ahead.

You suspect many of them will miss the stable work.

+5 base economic power. treading water. But the flow of people into the cities has been slowing down so you start to pull ahead.

-[X] military academies.

With a location chosen long ago, work on the military academy was swift.

But while the building themselves are built it will take the staff and the students some time to rack the experience and knowledge necessary to make it truly effective.

Of course, the isolated nature of the academy mad it a good place to test the new weapons that were created in the past decade.

Gain the notable institute, Military academy which increases the effectiveness of your armies (especially your officers) and lowers the temporary penalty (and it effective time) for using new weapons and doctrines. This institution cost 10 EFEP


-[X] day care. (must be in the lowest three.)

There is nothing parents care for more than their children, this is why you have been extremally carful in the schooling expansion.

Of course in such a large project something is bound to go wrong, overprotective parents, some corrupt officials and mistakes slow progress but thankfully nothing rises to a major impediment.

And by the end of the decade most young chicks are attending a preelementary school.

Now all that's left is waiting.

Waiting to let the parents see that there is no danger.

Waiting to see the benefits such an approach will bring.

Large education system has changed to extensive education system, rising it maintenance to 600 and increasing the trait educated populace to III as well as granting an additional advancement dice.

-[X] celebration of the century.

All throughout the empire, in the largest of cities and in the smallest of villages, banners are hung and music is sung to the little hours of the night.

Booze and liquor flow like water.

And the streets are full of reveals.

One hundred years has your empire survived and the celebrations will be something to remember.

Even with the day itself by and gone the celebrations themselves will likely continue for weeks.

But this is fine, a distraction for the masses can only help whatever ails them.

Unrest is reduced.

-[X] grain reserves.

The grain reserves expansion has gone according to schedule.

That is to say you've stopped it form degrading but done very little to increase the time youd last.

Nothing changes.


-[X] The art of the herbalist- both the art of immortal cooking and alchemy are limited by the available ingredients and catalysts they can use. You have gotten a lead on how to grow spiritual herbes follow it and see what you can do.

Intent.

It all comes back to intent.

You've gotten very good at shaping it.

At first you grew a single herb by yourself with your control and power it came out as a herb of a potency you never saw before.

Yet you cannot be the one to grow this.

So you helped your disciples in learning the art.

Their herbs came out less potent but that seemed more a product of the difference in power rather than one of skill.

Your disciples then taught specifically chosen mortals.

There were some problems of reliability as only one plant in ten achieved the necessary potency and you could only scale this so far before even one in a hundred wouldn't reach the required potency.

But even the production you have now is more than you can actually use.

Gain 5 points worth of grade 1 herbs every turn (note currently you have no way of storing them without loosing potency, so use it or lose it), grade 1 herbs can be used to increases the effectiveness of mortal pill recipes and are required for Grade 1 recipes.


-[X] the building blocks of the world part 2- the world is full of possible alchemy materials that you haven't even touched yet, with at least a somewhat better understanding of the underlaying principles of alchemy you can continue to attempt mixing and matching materials and see what new recipes you can come up with.

With the new herbs and even more ingredients new and improved recipes have been uncovered.

And with a lot more explosions science marches forward.


Body reforging pill (G1) - cost per charge: 100 EFEP, 1 charge of G1 herbs. Craft per charge: 200 capacity. effect: upon consumption a single champion gains a permanent strength increase. Toxicity: 4 (permanent).

Iron body pill (G1)- cost per charge: 200 EFEP. 1 charge of G1 herbs. Craft per charge: 100 capacity. effect: upon consumption of a charge a champion gains a massive increase in survivability and armor for a day. Toxicity: 6.

Sustenance pill- cost per charge: 3 EFEP. Craft per charge: 5 capacity. effect: upon consumption of a charge 1 point worth of army are considered fed for a week. Toxicity: 2.

--[X] seek life- you have spent a decade in the realm of the dead and have come out with new knowledge but now your understanding is unbalanced, seek death counterpart to regain the balance, seek life and the great Dao so that balance may be returned.

life. Life comes in many forms.

In the small bacteria and the largest whale.

Everything has a place and its tapestry.

In your opinion there is nothing more beautiful than life.

And you have emersed yourself in it this last decade.

Looking at the lowest of bugs and everything beneath the heaven.

You have spent many a day's helping the miracle of life come to fruition, as new keku came into the world.

And above all you have meditated upon your experience.

You are well into the second half of your fourth century, you have lived longer then any keku has ever before and possess many memories that pertain to life.

And so, you dream, dream of a life that never happened.

Dream of two boys and a wife.

Gain a Dao fragment of life.

--[X] Pin down the date- currently you know that the apocalypse will start anywhere between a century to three from now, attempt to pin down when it would actually start so you may better prepare.

Perring into the future is a difficult task.

One that seems to only become harder as the end approaches, the importance and size of the event eclipsing all others and hiding them in its shadows.

The paths of the future twist and bend in unpredictable ways.

And its only getting worse.

Even with you getting better you aren't sure your skills are up to the task of untangling the paths of the future as the apocalypse closes in.

You must concede that pruning the possibilities of the future is no longer possible and plan with this new information in mind.

Divination skill increases to low.

Found out that the approaching apocalypse is making divination harder, pin the date action is no longer possible.


--[X] The next step- you have many students pushing for the next step in their journey, take the time to share your wisdom and guide them in surviving the tribulation.

You have spent much of this past decade in conversation and meditation with your elders.

Hoping to prepare them for the coming tribulation.

Was it enough?

Did your efforts even change something?

You don't think you'll ever get the answer to those questions you did your best and the rest is up to them.

Out of thirteen ascendants only three ascend and even them didn't do so unscathed.

And in a large and heavily maintained cemetery just outside the capital seven new graves are dug.

3 new third steps, (out of which one is a half-step and another is crippled in body).

Advancements.

A new decade A new time.

The power of steam falls behind the power of combustion.

Guns become more and more powerful and reliable.

New vehicles and trins can travel far faster than their predecessors eclipsing Keku flight.

And deep in the south a cripple takes flight in a keku made contraption.

Heralding a new age.

+3 advancement points, the tech level increased to 6 (this is around WW1). All advancements regress a step.

Cultivator reports.

This past decade two hundred and eighty-eight new first step have been awakened, one hundred forty-five first steps have attempted to ascend this decade of them seven have succeeded.

A net gain of 143 new first steps.

A net loss of 5 second steps.


Pushing further and harder yet seeing his actual progress diminish Vekatu spent much of his time concocting a pill that would help in his efforts.

And after many experiments and failures he succeeded and rose ever higher.

Vakatue reached the treasure body stage and has created the basic body refining pill.

Basic body refining pill - cost per charge
: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.

Between focusing on the tribulation ahead and on her own project Haku was a busy bird.

She still had some time to help with the refinement of the shield arrays but the true credit belonged to the many cultivators of the artifacts institute.

At the end of the decade long process, the shield arrays were more Qi efficient, harder to damage, cheaper and easier to construct.

Truly there was wisdom in numbers.

Haku is preparing for tribulation increasing her base chance by 1% (actual chance 16%, half step chance 32%)

The artifact institution refined the shield array tech.


Faction actions.

Five sects:
the five sects have continued constructing tribulation arrays for the use of first steps, with another seven second steps joining their ranks, there have been rumors that one of their elders is preparing for their second tribulation but it isn't expected anytime soon.

Nobles: the nobles were quite this past decade, oh they were still attempting to increase their influence but their attention is elsewhere and you don't know where.


AN: turn 11 will be out in the next few days, I'll go around updating the sheets later today/tomorrow. Hope you enjoyed.
 
Gain 5 points worth of grade 1 herbs every turn (note currently you have no way of storing them without loosing potency, so use it or lose it), grade 1 herbs can be used to increases the effectiveness of mortal pill recipes and are required for Grade 1 recipes.
Does it improve spiritual diet?

How high grade is the one personally made by the emperor.
Body reforging pill (G1) - cost per charge: 100 EFEP, 1 charge of G1 herbs. Craft per charge: 200 capacity. effect: upon consumption a single champion gains a permanent strength increase. Toxicity: 4 (permanent).

Iron body pill (G1)- cost per charge: 200 EFEP. 1 charge of G1 herbs. Craft per charge: 100 capacity. effect: upon consumption of a charge a champion gains a massive increase in survivability and armor for a day. Toxicity: 6.

Sustenance pill- cost per charge: 3 EFEP. Craft per charge: 5 capacity. effect: upon consumption of a charge 1 point worth of army are considered fed for a week. Toxicity: 2.
The first two are extremely good, permanent effects are great, although it would need much refinement before it can touch the emperor considering the permanent toxicity.

Iron body pill is a massive boost for a day, perfect for the necron tomb stuff.

Main problem is action economy, I suspect our second institution would be an alchemy one, so far it shown great potential in both war and cultivation.
Found out that the approaching apocalypse is making divination harder, pin the date action is no longer possible
We need to be ready in five turns, every point after it is blessed, but we can't assume they wouldn't attack soon, especially if the enemy smells we aren't yet ready.
Vakatue reached the treasure body stage and has created the basic body refining pill.

Basic body refining pill - cost per charge
: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.
Can we specifically tell him to go last after the rest and give him tribulation array to insure his success?

Or would it not be enough even with the flavour text of the last few tribulations barely having any power.
 
Can we specifically tell him to go last after the rest and give him tribulation array to insure his success?

Or would it not be enough even with the flavour text of the last few tribulations barely having any power.
I already factor this in the base chance for their tribulation. Also by default champions/notable talents/ second steps use the tribulation arrays if you have them.
 
It usually takes 2-3 decades for someone who just awakened to be ready for their tribulation but you have enough people that the 100-150 are ready every turn.
I am guessing we also can't use this pill to double our second step rise, because they would just fail the tribulation on a larger scale.
 
All right, all of the informationals have been updated.

This includes the character sheet, the army sheet, the empire sheet, the mercenary board and the recipes sheet.
 
+0.1 tech multiplayer.

The economy shrunk by 2.45% due to inflation.
In hindsight this was probably a slightly bad idea, at least if we end up skipping through multiple tech tiers.

We don't want to invest heavily in outdated tech if we're going to unlock better one in a decade or two. We just want to adopt the things which will pay off in a decade or two.

+30 base economic power, Gain medium logistic network +75% economic growth and +7% EEP. maintenance 25 EFEP.

+0.05 tech multiplayer.

nice. and we go from coal powered trains to oil or diesel trains. and hey, next upgrade might end up being electric ones, and maybe the beginning of high speed trains

Gain the notable institute, Military academy which increases the effectiveness of your armies (especially your officers) and lowers the temporary penalty (and it effective time) for using new weapons and doctrines. This institution cost 10 EFEP

We're going with religious focus, but if we get military actions to follow up on this we'll probably want to invest significantly in them.

Large education system has changed to extensive education system, rising it maintenance to 600 and increasing the trait educated populace to III as well as granting an additional advancement dice.

VERY good. I think if we go with our quick advancement plan we might want to create schools for adults to keep themselves updated though


Nice, not much else to be said

-[X] grain reserves.

The grain reserves expansion has gone according to schedule.

That is to say you've stopped it form degrading but done very little to increase the time youd last.

Nothing changes.

well, by improving our tech I imagine the extra food we can store will go up.

maybe not immediately though. We had a major advancement here, so we were technically two tiers ahead, and now it's only one. but the improved train logistics are likely to help as well, as will the growing economy of course

Gain 5 points worth of grade 1 herbs every turn (note currently you have no way of storing them without loosing potency, so use it or lose it), grade 1 herbs can be used to increases the effectiveness of mortal pill recipes and are required for Grade 1 recipes.

nice. I think we'll want to send a third step here next time we get some so they might create ingredients suitable for pills worthy of the Emperor and the other third steps though
Body reforging pill (G1) - cost per charge: 100 EFEP, 1 charge of G1 herbs. Craft per charge: 200 capacity. effect: upon consumption a single champion gains a permanent strength increase. Toxicity: 4 (permanent).

Iron body pill (G1)- cost per charge: 200 EFEP. 1 charge of G1 herbs. Craft per charge: 100 capacity. effect: upon consumption of a charge a champion gains a massive increase in survivability and armor for a day. Toxicity: 6.

Sustenance pill- cost per charge: 3 EFEP. Craft per charge: 5 capacity. effect: upon consumption of a charge 1 point worth of army are considered fed for a week. Toxicity: 2.
I imagine the permanent pills can't be abused by using them dozens of time, but is the bonus significant for the emperor? is there any downside to using them?

Sustenance pills, if we can mass produce them, could be a good possibility for military rations. I think toxicity 2 was low enough that mortals could use them. It simplifies logistics, and even mass storage. instead of grain we could store those pills after all.

iron body pills go on the list of combat pills we'll want to create a reserve of before the apocalypse hits. I think we want to establish the alchemy institution soon to start and create massive reserves of pills to boost our cultivators.
And so, you dream, dream of a life that never happened.

Dream of two boys and a wife.

Gain a Dao fragment of life.

Poor Shikatu. Centuries later, and he still thinks of them...

Divination skill increases to low.

Found out that the approaching apocalypse is making divination harder, pin the date action is no longer possible.
...ok, that's very problematic.

We need to divine everything else in the next two turns. the kind of enemies and threat, their comparable tech level, weaknesses and strenghts, and so on.

And we need to assume we'll be invaded on the first possible turn, because if we get it wrong we WILL suffer for it.

That means we have 4 turns to massively grow in terms of

1) Cultivator power. mostly I think that means pills in reserves, formation, and either a pill or formation institution

2)tech level. we need to raise it quickly

3)conventional military. we want at the very least to push officer training in preparation for a mass of conscripts, and constant wargames to adapt to the new technologies and the role of cultivators in military conflict. If we can predict the nature of our enemies we also should train with that in mind

4)ALL THE RELIGIOUS PROGRESS! we need more divine qi to pay for tech advancements, for champions if needed, for all of the lessons... If things go bad we can sell the drop of blood for a boost, but ideally we want to keep it to make some kind of special elixir or artifact.

5)We need more arrays. Shield arrays in particular on all major cities, and ideally many of the mid tier ones.

I'm sure I'm forgetting stuff.


Out of thirteen ascendants only three ascend and even them didn't do so unscathed.

And in a large and heavily maintained cemetery just outside the capital seven new graves are dug.

3 new third steps, (out of which one is a half-step and another is crippled in body).

oh, and we need to start the research on ways to heal them without using our limited reserves of divine qi and lifespan, because that's a last resort.

And deep in the south a cripple takes flight in a keku made contraption.

Heralding a new age.

+3 advancement points, the tech level increased to 6 (this is around WW1). All advancements regress a step.
the difference between each tech level is only going to go up. we should speedrun through them if possible.


Vakatue reached the treasure body stage and has created the basic body refining pill.

Basic body refining pill - cost per charge
: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.

...we need to create more of those too! it's the key to mass-produce second steps!

... also pragmatically speaking it would free more room for the places of power, as in the transition from first to second step we lose so many people that we end up freeing room for them. Of course it also means that once the apocalypse comes we can ask and/or allow cultivators to rush to the second step to help. Or hey, in more peaceful times it can allow more cultivators to push to higher body stages

She still had some time to help with the refinement of the shield arrays but the true credit belonged to the many cultivators of the artifacts institute.

At the end of the decade long process, the shield arrays were more Qi efficient, harder to damage, cheaper and easier to construct.

Truly there was wisdom in numbers.

Haku is preparing for tribulation increasing her base chance by 1% (actual chance 16%, half step chance 32%)

The artifact institution refined the shield array tech.

The geniuses innovate. The moere humble researchers refine.

Both are important.

ah, I was wondering if it meant what I feared.
Main problem is action economy, I suspect our second institution would be an alchemy one, so far it shown great potential in both war and cultivation.
pill institution is kinda necessary, it's too good to pass up.

pills are also really expensive though. we need a larger and wealthier economy to properly support it. Also a larger population.

it's kinda funny though. Usually industrialization means fewer people in agriculture, BUT with spiritual ingredients requiring personal attention there will actually be a place for people who WANT to live the calm and idealistic agricultural life, as they can work on plants for cultivators instead of common food, and we have an effective INFINITE demand for them.

there will be an effective place for both. Big industrialized and mechanized farms for mass produced food, and small family farms for the super-quality food for cultivators and pill-making.



I'll check the changes in the info posts in a few hours
 
I imagine the permanent pills can't be abused by using them dozens of time, but is the bonus significant for the emperor? is there any downside to using them?
If you can tank the toxicity there is no reason you cant use it more than once, there might be slight diminishing returns but you could do It.

As for the benefit for the emperor, yes and no?

The boost is wholly physical (for this pill at least) so when your going all out the only real benefit is that your body will be slightly tougher but going all out costs Qi and effort and at your resting state it a nice bonus to have, not big mind you but not quite minor as well.

Of course you've got a lot of different ways to sustain higher levels of combat so it might not be needed.

But thinking of this as top power= no effect, resting power= minor effect is accurate enough.

Poor Shikatu. Centuries later, and he still thinks of them...
This is the kind of wound that can scab over but that can never truly heal.
 
pill institution is kinda necessary, it's too good to pass up.
It is the perfect combination of good for combat and good for cultivation.

The only real subject I foresee an institution of potentially surpass it it is formations.

But I already suspect a pill institution will create more cultivators than recruitment one, and have more uses too.




Can we encourage reproduction? Giving more benefits for more children, making it a religious imperative, using our control of school to subtly feed propaganda about it (and religion) and so on?
 
But I already suspect a pill institution will create more cultivators than recruitment one, and have more uses too.

Pills will massively speed up first step, obviously. We might still need a teaching institution later for the second steps to learn, possibly led by a third step. But that comes later.

Otherwise I think we might end up with a dip in quality.


Can we encourage reproduction? Giving more benefits for more children, making it a religious imperative, using our control of school to subtly feed propaganda about it (and religion) and so on?
We're already in a population boom I think, but nudging things that way can only be a good thing.

Especially because, well, we have infinite demand for some kind of goods, like spiritual ingredients.

We'll have to boost our farming tech and land to keep up with pop growth though.
 
Can we spend the spiritual plants to improve spiritual diet? And if yes by how much? It was after all innately an action born out of spiritual diet research tree.

And what did we do with the super plant the emperor made, if we didn't use it, maybe we could give it to the talent before it rot.
 
Can we spend the spiritual plants to improve spiritual diet? And if yes by how much? It was after all innately an action born out of spiritual diet research tree.

And what did we do with the super plant the emperor made, if we didn't use it, maybe we could give it to the talent before it rot.

eh, our spiritual diet is already at a really high tier. We might use them to help lower tier cultivators, but I doubt we can do enough to improve Shikatu's by much.

I think we might want an imperial action to spread spiritual farming though, to help mass-producing ingredients for pills. Maybe we should do that the same turn we create the pill institution?

Actually we should get another cultivator AP on turn 12, so we could probably afford to create the pill institution this coming turn. And if we dedicate a decent amount of pill-creation capacity to body refinement pills that will likely accelerate recruiting and cultivator AP growth.

and really, we need to start working on our stores and supply of pills. We'll need more healing and buffing pills for the coming war, and there's obvious value in ration and cultivation pills as well.

As a matter of fact if we can mass produce body refinement pills enough, then we might actually be able to make a majority of our armed forces step 1 cultivators. They would likely never progress to step 2, but just the improved physical abilities and carry capacity would make them better soldiers, and they could use stronger/better mortal weapons.

Those who try and survive to step 2 can then be "promoted" to "true" cultivators, maybe.
 
Actually we should get another cultivator AP on turn 12, so we could probably afford to create the pill institution this coming turn. And if we dedicate a decent amount of pill-creation capacity to body refinement pills that will likely accelerate recruiting and cultivator AP growth.
Don't forget we also have religion to spread, and possibly more research actions we want to take, since this turn we took two actions, one was expansion of spiritual diet, to making spiritual plants, which synergized with alchemy to improve pills.

The second was the second action in the alchemy research tree, so we might get more of those.

Next turn I suspect we will take one research alchemy action, and one demigods spreading religion action, so we can finish the research tree before committing to an institution, if there such actions.

Alchemy is powerful, but there are multiple problems, it is expensive and refining a recipe take an action, so if we want better iron body for example, we need to waste an action, an institution might allow us to get past that problem.
As a matter of fact if we can mass produce body refinement pills enough, then we might actually be able to make a majority of our armed forces step 1 cultivators. They would likely never progress to step 2, but just the improved physical abilities and carry capacity would make them better soldiers, and they could use stronger/better mortal weapons.
I suspect this will stay with the elite, we are better off giving it to cultivators to speed up development and maybe to special units, but the wider army isn't worth the cost, not when we can instead make our cultivators even stronger with permanent strength increase or iron body.

Pills are for cultivators, because they aren't cheap and we aren't rich enough yet, we probably wouldn't be rich enough until we are interstellar.
 
Alchemy is powerful, but there are multiple problems, it is expensive and refining a recipe take an action, so if we want better iron body for example, we need to waste an action, an institution might allow us to get past that problem.
more recipes are good, but we can have all the recipes in the world and it won't help much if we don't have actual pills to give our cultivators.

So yeah, we need the pill institution to mass produce them, otherwise they'll never help much.

I suspect this will stay with the elite, we are better off giving it to cultivators to speed up development and maybe to special units, but the wider army isn't worth the cost, not when we can instead make our cultivators even stronger with permanent strength increase or iron body.

Pills are for cultivators, because they aren't cheap and we aren't rich enough yet, we probably wouldn't be rich enough until we are interstellar.
to start with we're definitely giving them to all our actual dedicated cultivators, sure.

If we have leftovers, to special army units.

EVENTUALLY I expect we can have all military people taking them. As I said, a nice thing of spiritual ingredients is that, if they only really take intent/will, then anyone can in theory cultivate them. Which means that anyone has a backup job of "spiritual plants farmer" if they somehow lose their job due to, say, automation or their old job going obsolete.

or maybe retired old Keku can grow a few plants as a hobby/side gig. Who knows.

actually...

Basic body refining pill - cost per charge: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.
let's ignore the EFEP cost. as our economy expand it becomes more and more negligible.

100 capacity for 10 first steps.

The base brewing capacity is 200 it will grow slightly with cultivator numbers but not by much, spending an AP on a craft action would increase this capacity by 500 and spending one permanently would increase it by 700.

-[] pills- you have a need for more pills so task more disciples with crafting them. (+500 capacity)

we have 200 capacity, it would go up by 700 with 1 permanent AP, and probably a bit more than that with a second. Let's say 200 + 700 + 800 = 1700 total capacity with an institution, more or less.

that's enough for 170 first steps to INSTANTLY reach the point they're ready for ascension.

This past decade two hundred and eighty-eight new first step have been awakened, one hundred forty-five first steps have attempted to ascend this decade of them seven have succeeded.

288 new first steps this turn.

...yeah, we can cover a bit more than half, but not even all our new recruits sadly. There's not enough pills for everyone even if we literally create only this type of pill. The EFEP cost is also not negligible with those numbers...

...I suppose we can use them to incentivize other types of services over cultivation. Maybe something like getting more cultivator APs, to represent how cultivators need to dedicate less time to actual cultivation and can then do more in their actual job?

a few comments about the updated info
Place of power capcety: 2,592/3233.


Place of power capcety
: 2,860/3233.
I'm still so annoyed we didn't get the option to make a new one each turn!

Estimated economic power: 3,310.

Estimated economic power: 3,943.

An acceptable level of growth, though not really exceptional

--Effective economic power: 1986 - 457 (maintenance)=1,529.

--Effective economic power: 2,366 - 832 (maintenance)=1,534.

On the other end our maintenance costs went up by so much...

still worth it, but still... we need to continue grow. we need an update to the book of laws I think, and to buy a LOT more tech to speedrun technology.

Technology level: 6 (1/18 to next level) (tech multiplayer: 5.65)

we need 17 points.

we can get 3 from normal turn I think, 6 in two turns. that leaves 11 points (22 divine charges) to spend on tech advancements over 2 turns if we want to advance a tech tier in two turns (one turn is just not viable).

I think we should go for it if possible.

Faith:
Spread: ~36%

Favor: low.

Total divine Qi generated per turn: +16 charges worth.

Total gained per turn (25%): +4 charge (this is what you get personally).

Faith:
Spread: ~40%

Favor: low.

Total divine Qi generated per turn: +23 charges worth.

Total gained per turn (25%): +6 charges (this is what you get personally).

And it seems like it should be possible, actually!

With a religious focus we can probably raise that +23 significantly each turn, at least for a few decades! We need at least 10 on the tribulation assistance this coming turn, so that leaves 13. The 6 charges are likely to go on divine insights for the most part, with one maybe on punching back the Heavens.

that's 16/23, leaving 7 charges.

mh... if we buy the tech points on the second turn, we need 22 divine charges for that (probably. might be slightly more or less), but we should be able to afford that as long as we invest heavely in the faith next turn.

+50% economic growth.
+7% Estimated economic power.
+3% administrative efficiency.
+1 advacnmant dice.
hey, I think that advancement die there is new!

if we're up to 4 per turn, then we actually only need 18 divine charges over 2 turns to advance a tech tier!
Book of laws (excellent)-

"The work of yourself and the finest servants of the empire you could have gathered, this set of law's takes into account hundreds of different factors to customize the laws to the local situation and give it some needed adaptability to handle unknown factors which may or may not pop-up"

Decayed. -10% economic growth.
we really REALLY need new laws. At WORST we can wait one more turn for it if we want to enact the new laws at the same time as we start spreading the new tech we'll be buying from the god (I imagine the Emperor will just publish plenty of scientific papers and/or put many scholars to work on specific projects he'll explain the basics of...)

Possible uses for the drop of primordial blood- 25 divine Qi charges.
something to consider eventually.
 
The 6 charges are likely to go on divine insights for the most part, with one maybe on punching back the Heavens.
We need one to live, four to ascend (we can't ascend with one).

This leaves us with one divine qi, and three aps.

We have at least ten years spare, so we burn them for additional action.

Three ap goes to meditation for the tribulation bonus, one goes to meditating on godhood.

Than we pull out our trump, we buy extended lifespan from god, burn it on ap for insights and burn some wealth for even more insights.

Getting divine insights for flight and teaching is my main priority, and I am interested in a regular fire insight too, because we didn't get one in the end and we still know that one is more likely to give cultivation boost, and possibly alchemy boost.

That already cost us 18 divine ap this turn, I think we should leave the rest to put champions and daughter, our third steps get priority because they can use divine qi to get insights, and their first few pillars got enough boost over them that they can erect them incredibly fast.

2.3 goes to our daughter, this leave enough for the third steps to get entire points, which they can use for said insights.

I think we should buy the tech points next turn, with the rest going to a lesson on spiritual surgery, and maybe tribulation assist to our first step talent, he already gave us a bunch of useful pills, so he is worth the it, who knows, maybe he will make the skip to the end pill for dantian too.
 
Stockpiles
I figured I should put this into writing now that your stockpiling alchemy pills.

The turn itself is going well, I'm like 60% done so it should be out either alter today or tomorrow.

Stockpiles:

Food: 2780/2780 charges. (each charge is enough to feed one army point for a week)

Medicine: 340/340 charges. (one charge is consumed when a unit is healing, when no charges are left, only lightly wounded units may heal).

Ammunition (small arms): 1700/2500. Charges (growing) (each charge is sufficient for one army point to battle at medium intensity for a week).

Ammunition (shells): 60/250.

Fuel (requried for mechenized to move): 1800/3400.

G1 herbs: 55/150.

Alchemy pills:

12 lowly healing pills.
 
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something to consider eventually.
I am not sure how comfortable I am with potentially wasting such an invaluable thing, but 25 divine qi combined with some lifespan burn may allow us to speedrun core formation, if we didn't find use for it after making the initial preparations.

With it, we could potentially be nascent souls in the invasion.

But the fact a god is paying for it double that cost make me think it is even more valuable than that.
 
...Can I maybe convince you to, again, delay tribulation by just one turn?

We can probably accelerate progress in Core Formation with divine charges like we could use divine qi to accelerate pillars (if at only half the price), and a single turn of extra insights would just help so MUCH.

one turn, and we could go... let me make a pseudo plan for a second.


oh, reminder @uri I think you didn't tell us what the God shared of the "wounds in the world" info we bought.
Age: 453. (lifespan 470)
we can still buy lifespan. so it's basically 490 lifespan, technically.
Faith:
Spread: ~40%

Favor: low.

Total divine Qi generated per turn: +23 charges worth.

Total gained per turn (25%): +6 charges (this is what you get personally).

Total diverted for mercenary board (35%): +8 divine charges.

Next turn we get 6-1 = 5 divine charges.

I want to spend them all on divine insights.

we have 17 insights and 10 divine insights I think

so 2 personal APs on insights, and 5 divine charges on divine insights, would mean +4 insights and +10 divine insights.

Those powers have been extremely valuable, and they can even help during tribulation, like we saw with the intangibility for example, or with the earth regen to recover right after.

We are left with 1 AP, plus what we're willing to convert from lifespan. We should remember that most action will be just more effective once we're in core formation, as we'll be better in every way from being higher stage, AND we'll also be able to convert more lifespan into APs from the extended lifespan.

I'd take it on sermon for the faithful, as we really want to push hard on more divine charges.




so my idea for turn 11 is this:

TURN 11

EMPEROR ACTIONS:


6-1=5 divine charges on Insights. (Wind, Flight, Teaching, Earth, not sure the last one. Maybe Fire or Water? They had powerful insights)
2 APs on normal insights. (Fire, Flight)
1 AP on Sermon For the Faithful.

MERCENARY BOARD:

not sure. tech points? I want to make sure we can buy enough on turn 12 to advance a tier.

Assuming that, between religion focus and both cultivator and emperor faith-growing actions, it would go up from 23 to AT LEAST 26 (and I'm being absurddly cautious here!), we need 18 charges spent by the end of turn 12. I think spending the 8 divine charges automatically reserved on 4 tech points is fine, and it means on turn 12 we need to spend another 10, which should be doable.

so, 8 divine charges on advancement points

CULTIVATOR ACTIONS:

Traveling Demigods
one "research" action.



We should avoid trading wealth for divine charges right this turn, I think. We don't need divine charges that badly with this plan anyway.


TURN 12:

EMPEROR:

3 APs and 4 Divine Charges on tribulation.
Convert Lifespan into more actions potentially.

CULTIVATORS

2 APs permanently on pills.
1 AP on... maybe more traveling demigods?

I am not sure how comfortable I am with potentially wasting such an invaluable thing, but 25 divine qi combined with some lifespan burn may allow us to speedrun core formation, if we didn't find use for it after making the initial preparations.

With it, we could potentially be nascent souls in the invasion.

But the fact a god is paying for it double that cost make me think it is even more valuable than that.
oh, I agree it's obviously much more valuable than the 50 charges he's offering.

But that's not really the thing we need to worry about.

Is what we can buy for 50 charges NOW more valuable than what we could make from the drop of blood in 50 or 100 years?

In any case, just this turn we went from 16 to 23 divine charges, by going from 36% to 40% spread (and constant fervor, but I'm going to guess it actually went up a bit but it's still in the same "tier")

AND WE DIDN'T HAVE A RELIGION FOCUS.

I think it's likely the charge production could even double in 2 turns, really, so we might be able to afford the knowledge about the drop earlier than we hoped for, admittedly.

We're already at the point where he's basically only offering 2 turns of Divine qi for it, and it probably won't be long before it's only one turn, and then less than that.



I'll repeat myself: delaying tribulation by ONE turn for a total of 10 divine insights and 4 personal insights is, I think waiting 1 turn for +10 divine insights and +4 normal insights is NOT unreasonable.
 
I'll repeat myself: delaying tribulation by ONE turn for a total of 10 divine insights and 4 personal insights is, I think waiting 1 turn for +10 divine insights and +4 normal insights is NOT unreasonable.
We could be dealing with an apocalypse on turn 15, we still need to research the lords, develop techniques, develop formations from zero, deal with complications, cultivate to get core formation abilities, learn to heal half steps, do an expedition to the necron tomb and more.

We need to improve our divination and research the apocalypse, study divine qi, potentially help more people ascend, heal whatever complications our divine ascension will bring, likely temper ourselves, encourage our religion, possibly study the drop.

Getting core formation stuff isn't going to be free or cheap, getting insights wasn't.

The amount of divine and regular insights I described is getting from my plan are more than enough.

Five turns to prepare is very little, we have stuff to do, we aren't advancing in vacuum, I would support it if we didn't have an apocalypse coming, but we do.
 
We could be dealing with an apocalypse on turn 15, we still need to research the lords, develop techniques, develop formations from zero, deal with complications, cultivate to get core formation abilities, learn to heal half steps, do an expedition to the necron tomb and more.

We need to improve our divination and research the apocalypse, study divine qi, potentially help more people ascend, heal whatever complications our divine ascension will bring, likely temper ourselves, encourage our religion, possibly study the drop.

Getting core formation stuff isn't going to be free or cheap, getting insights wasn't.

The amount of divine and regular insights I described is getting from my plan are more than enough.

Five turns to prepare is very little, we have stuff to do, we aren't advancing in vacuum, I would support it if we didn't have an apocalypse coming, but we do.

research the lords can be done by converting lifespan into APs AFTER we go up to the fourth step. That should also make us more resistent to the book's corruption.

develop formations is I think the main research action I'd want cultivators to make on turn 12, and we can again convert lifespan into a Shikatu AP to take the Power of One action as well.

As our divine Qi goes up (and it WILL go up really quickly) we can use more of it on cultivation, on converting to normal APs, and so on, which means we'll actually get quite a few extra actions on turn 13, 14 and 15, as well as a considerable number of charges we could use for the mercenary board.

I still believe that 14 extra insights (of which 10 are divine) is worth a single turn of delay on everything else. we can then burn more lifespan to get extra actions pre-apocalypse but post-tribulation, as actions as a fourth step are going to be more effective in general anyway.

Really, the fact we get a massive upgrade to lifespan post-tribulation and that our divine qi is going to grow up very VERY quickly means we can afford the turn, because we can borrow more APs basically if we need them.
 
research the lords can be done by converting lifespan into APs AFTER we go up to the fourth step. That should also make us more resistent to the book's corruption.
I am fully expecting we will be pressed for time even if we do it.
I still believe that 14 extra insights (of which 10 are divine) is worth a single turn of delay on everything else. we can then burn more lifespan to get extra actions pre-apocalypse but post-tribulation, as actions as a fourth step are going to be more effective in general anyway.
You know what we could have instead of those insights, core formations abilities, my plan also includes gathering at least eight insights as well (four from the two aps buying lifespan grant us, two from the final divine qi point and one from burning wealth), probably more around ten if we decide to burn wealth for 2 divine qi instead of one.

I already listed the absurd amount of stuff we need to do in five turns, and you think we are doing it even if we ascended this turn without burning at least ten years a turn?
 
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You know what we could have instead of those insights, core formations abilities, my plan also includes gathering at least eight insights as well (four from the two aps buying lifespan grant us, two from the final divine qi point and one from burning wealth), probably more around ten if we decide to burn wealth for 2 divine qi instead of one.

I already listed the absurd amount of stuff we need to do in five turns, and you think we are doing it even if we ascended this turn without burning at least ten years a turn?

We have lifespan we can burn for APs right after Core, so I don't think we'll really be left behind much on schedule.

also divine insights have on average been more powerful than normal insights, and you're not taking advantage of them enough in my opinion.

We still get two turns MINIMUM of core formation, with plenty of divine qi and lifespan we can burn for more progress there.

Honestly my main problem with ascending next turn is the 4 charges cost on the "punching back" tribulation. that's 8 potential insights which could have come so in handy...

That's mostly due to the insight.
Oh, I forgot that.
 
Focusing on the mind
Haku didn't know what to feel when she saw the results of the report.

One of if her attendants written it, but the information itself came from halfway across the empire, and wasn't it an odd thought, that days of flight from here, less than an hour ago, the test was complete and results complied.

Again she felt that odd feeling, of seeing the wisdom of the many.

She grew up in the shadow of the belief that history was decided by lone people, pioneers like the emperor and her, who pushed society forward by themselves.

But in a system built by mortals, she was given a report of how hundreds of Keku worked together to refine the array she created.

And the results were undeniable, she may have created the base and framework they worked around, may have done more work than any ten of them put together, but still, with increments of progress and work, they did together what she might have taken years to complete.

And the Keku were one step closer to survival.

She was tempted to put the majority of her time again on another project, maybe a refinement of a more Keku sized rune, one similar to the tools and artifacts she had heard about, the ones invented by that crafter or used by the demon, or perhaps a way to gather qi from outside of places of power, a system of veins that tapped everything from the deepest oceans to the most mundane of mountains.

But she could not put all her focus to it, not now.
After the faithful day, when she saw a rune for the first time, she had been slowly getting closer to her juniors, giving lessons like her sister and master, using their aid as more things took her time.

And as she calmed her mind and prepared for the tribulation, that will come in the next few decades, she saw that it was the right decision, the ties she made were a distraction, not all her interactions with the sect were for her own benefit or projects, the lessons were not always repaid, and they were not always practical.

She spent more time with sister and master, more than she did in the past, more than cultivation brought her.

But as she prepared herself, as she has read some of the less private lesson and conversation the emperor has given to the thirteen elders, before three of them, an unprecedented number, ascended at once.

She realised, those distraction may weaken her body, but not her spirit, with growing conviction in her work, in her sect and in her family, there was a power.

That power was useless for cultivation as she did it until now.

But it did strenthen her mind, it did more to refine mental flaws into strengths than anything she did before, it was making her the worse cultivator, but it was also making her the stronger person.

Yin qi could do more than creating ice, and tonight she is going to subject herself to an assault by her sisters, mental attacks and illusions, for without facing one flaws, one can not fix them.

She admitted to herself a while ago that there is a strength in numbers, that even if she doesn't use her time to cultivate, the empire and sects will take the slack, but it was heartening to be proven she was right again.

She must be ready after all, the date of the apocalypse is not yet public knowledge, but the sects had already been informed, and time is of essence, before the invasion arrives, she would be of the third step or dead.
 
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