Dragon Kings in the 41st Millennia (Exalted/40K Empire)

Honestly, I want to divine where Abbadon will be at a specific time and then have a solar temple ship with an Ark of Wrath to nuke him when he shows up.

Issue being that he also has access to Divination and Anti-Divination effects so he would likely show up in Planet Killer or something. And it might turn out to be a Life Model Decoy, or clone, or he has a get out of emergency teleport he sacrificed a planet to earn or something.

You know thinking on it with the invasion of Tocha I think we've over stretched ourselves.

If you hadn't the ork 'empire' that controls two of the surrounding worlds would gain a third and Tocha is relatively resource rich in terms of worlds.

You also do not have to participate in the 12th Black crusade. Or could limit participation to giving a few more toys to Eldar. You could just ignore it and focus on Colonization and fleetbuilding efforts so you are better prepared for the next issue.

::struggles to maintain serious face ::

If you do decide to drop it though, let me know so I can stop making timelines of the thing and working out details for you to muck with.
 
I just noticed this.
[ ] Soulsteel Deal: Send Mosok to engage to trade in the Underworld and set up a route the results in a small but at least a somewhat steady supply of black Soulsteel becoming available to our Artificers. This would result in roughly the level of Moonsilver we have now in soulsteel. AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers.
So are we getting Moonsilver with this deal or soulsteel? I'm assuming soulsteel as it is in the name and this is just an error.
 
I just noticed this.
So are we getting Moonsilver with this deal or soulsteel? I'm assuming soulsteel as it is in the name and this is just an error.
Its meant to refer to volume. You can use the Crucibles of Earthblood to convert silver into Moonsilver in small quantities (small mostly as it takes an elder to power the thing and gives like 1 kg per a full days dedicated effort from one of the most important individuals in your society). This deal provides Soulsteel in roughly the same quantity. IE enough for crucial projects like Globes of Stability or bits and bobs of magitech but not enough to outfit a Legion in something that depends on the stuff or make a ship out of it.

It is also the step on the path to further deals which would eventually provide more.

If you want me to word it differently please let me know how.
 
Could high Essence elementals use a Crucible?
Its using an artifact designed to work with elder level fire path magic to mimic a high end jadeborn charm.

even if an elemental mod existed it wouldn't be enough to remove the throttle. The same artifact makes jade, orichalcum, adamant, and moonsilver as well as perfectly destroying things. Its meant to allow small communities to produce at least some magical stuff without massive infrastructure.
 
If you do not understand me than explain where exactly the 12 AP assigned to ophelis colonization come from... keeping in mind the limits of AP transfer with the incomplete Gateport?

As far as I was aware the colonization was AP-agnostic, so I had assumed that preparation could be done on either side. Is this not so?

Many Eldar gods will have one which will have odd options compared to normal, like Vauls being either a next step beyond Factory cathedral OR multiple factory Cathedrals or a temple to Vaul (which also has a normal factory cathedral cause... vaul)

I vote for temple that also works as a factory cathedral.

I know you will have more than one solar manse so not sure what to do other then make another ondar shambal.

Dedicated CMA training manse, allowing hopefuls to better complete the Yoga of Celestial Refinement and learn Solar-aspected martial arts?
Anti-Wyld manse that lowers the DC of targeted 'burn out the Wyld' actions?
Anti-Wyld manse that reinforces the CCI effect to not only make incursions difficult, but painful to the point of making daemon summoners have to force their thralls to come through (and even then they're basically mulch)
A stellaformation manse to aid in the preparation of the Orichalcum obelisks necessary to align a star's stellamancy to that of the Most High (and also make things like Stellar Stabilization research easier)?
Make a basic manse out of it and give Little Beam the hearthstone?
A memorial to The War that lets anyone walking through it better understand its scope, severity and the moral impetuous to return to Creation?
A really nice spa location, easily on par with the morale boost from 'getting to fight Orks of appropriate skill and ferocity'?

Those are just the basics so ideas are welcome, especially for what you want to do with the "spare" elemental manses.

Air aspected manse that moves whispers around naturally. Can be built to serve as a watchpost for the Cuttlefish Monitors/Shining Service (evesdropping on everyone) or it can be reversed to whisper 'thaumaturgy 101' into everyone's ears, allowing dragon kings in the area to accumulate basic thaumaturgical lore in addition to whatever else they were doing
Wood aspected manse that draws toxins, venoms and drugs towards its hearthstone naturally (being a generally mundane but excellent tool for drawing poisons from someone), but can be easily made into a premier location for pharmaceutical creation and research (or make specialist poisons).
Water aspected manse given to the god of a certain martial arts style, training anyone who comes in whatever style that is.
Fire aspected manse turned to a performance hall as the manse itself provides special effects and emotion is conveyed particularly well through plays and song
Earth aspected demense that naturally makes peoples' emotions rigid (increases their Dodge MDV in 2e terms), can be developed into a safe place to develop/understand memetic weapons.

You know thinking on it with the invasion of Tocha I think we've over stretched ourselves.

I agree we're stretched thin, but not that we've over-stretched. My original plan circa ~Turn 42 was to boost ourselves by 30 million dragons every fifteen years (that doesn't seem to be panning out, alas) but we're still able to settle Tokat (50 million dragons), Tocha (40 million dragons) and Ophelis (80 million dragons) with some population to spare. We could probably push to take one more system in a decade or two (I was thinking Khyral) before halting expansion, and we're definately going to want both the next round of nursury improvements and CCI up to help our birthrate, but the primary concern for our growth for me is a lack of military power to defend it, which as more Ork worlds are removed becomes less of a problem (though not a reason to stop building ships to defend our worlds).

Incidentally I'm giving some strong thought to making Tocha a Weyrworld. It's got great oil reserves to support the Weyrs, can feed a lot of dragons and probably defend itself pretty well too. Only reason not to at the moment is that we don't...really have the numbers to try yet. Moreover, at least for now I see us as more incentivized to spread wide than try to go tall, so as to benefit from planetary resources and deny Orks clay.

If you hadn't the ork 'empire' that controls two of the surrounding worlds would gain a third and Tocha is relatively resource rich in terms of worlds.

Will we be able to build raiding ships to steal AP from orks?
 
Isn't the problem with orks being that most of their resources is basically trash without the Waaagh?

This... Its one thing to steal from Orks when you can get to them by walking or with boats made of wood you can grow into Shape with an expression of Essence and Will. Another to use a craft taking a decade or more to forge to do so. At best it would be a risky and relatively low reward version of the Resource gathering action which has the side benefit of weakening orks.

But is starting a fight with Orks really weakening them

As far as I was aware the colonization was AP-agnostic, so I had assumed that preparation could be done on either side. Is this not so?

Most of the effort of colonization is building cities and tunnels and mines, and gardens, and workshops, and hunting lodges, and... etc.

Effort that can be prepared off world is represented by the Colonization packages. Otherwise colonization is limited by the resources available onsite and that you can ship in. If the gateport was finished you would have no limits but since its not you are limited to 3 AP moved to Ophelis.

If you tried a mega investment in Tocha I would say the same things given you only have one transport right now.
 
Most of the effort of colonization is building cities and tunnels and mines, and gardens, and workshops, and hunting lodges, and... etc.

Effort that can be prepared off world is represented by the Colonization packages. Otherwise colonization is limited by the resources available onsite and that you can ship in. If the gateport was finished you would have no limits but since its not you are limited to 3 AP moved to Ophelis.
So if I'm understanding this right we can use the AP from Ophelis to help expedite the colonization and 3 AP imported through the gate from Tokat, is that right? Also are we able to use Ophelis' Raptok AP to complete some research (SCIENCE!) projects (in otherwords can we outsource research development)?
 
Plan Industrial Prototype
22
Anklok 7
- Bribing Spirits 1 AP
- Little Beam 1 AP
- Infuse Ark 1 AP
- Dark Star 2 AP
- Improved Warbirds 2 AP + Arc + Sparks
- Naval Phalanx Training Grounds + Ashlords + Eucharist + Corpse-Eaters + Ecstatic's
[0]

First three are the same as other plans, and I imagine some people are wanting Guided by a Dark Star worked on (won't complete this turn, but maybe next) while I put Training Grounds towards Naval Phalanx work. I'm also hoping that alternate Path users are drawn to the Naval Phalanx lifestyle for now. (I was tempted to work to double the size of our military but Dark Star beat it out narrowly enough that I'm perfectly willing to drop it to do the 'take under our wing' action). Additionally/alternately, I think we could divert some Anklok AP towards designing a Temple Ship, and in doing so we might either free up Pterok AP to do something else (like build more Rocs) or make a better ship.

Mosok 7
- Temple Forge 9 AP + Ship
- Void Dancer 1 AP + Dojo
[2]

Cutting the Temple Forge closer than I'd like to free up AP to design the ship. @StarJaunter Can Elementals support the Temple Forge? Also, finishing up the Void Dancer project. Honestly I'm considering dropping the Void Dancer project to give the Temple Forge the 10 AP I want it to (not sure if Dojo can be applied to something else right now, even basic 'Train CMA' actions)

Pterok 7
- Q1 Temple Forge support Free
- Q2 Industrialization support 1 AP
- Q3 ? 1 AP
- Design Treel Temple ship 2 AP
- Elemental Support 1 AP
- Elemental Supremacy [Factory Cathedral B] 1
- Elemental Supremacy [Atlier Manses] 3
- Birds of a Feather [Rocs] 3 AP + Workshop
- Grace Stockpile Thaumaturgy
[5]
Given that 6 Maze Transports 'ought' to cost ~60 AP yet only cost 33 AP due to Ryzla's clergy helping things along, would something similar apply to Birds of a Feather when making Rocs? Or would we be better off putting Slicktongue AP towards it to bring it down to only ~50 AP? I went with 'Grace stockpile' because we can get 30 more in one turn, but I'd like to start transitioning to turning Grace stockpiles into Invocation stockpiles for the big party around Cadia in a couple decades. I'm starting with building out our Roc supply to make up a lack, and because I hope to complete Improved Warbird research in time to make a last minute run of Warbird squadrons for the Treel ship. I originally wanted to do four Atier Manses, but I didn't have the wiggle room to make that work. Alas, Treel's ship comes first.

Raptok 7
- Gateport 2 AP
- Open Plantation 1 AP
- Factory Cathedral (resume 2/6) 4 AP
- Factory Cathedral (new) 4 AP + Exotic
- Atlier Manses (x3) 9 AP
- Tougher Clawstriders Stables
[13]
@StarJaunter Would you prefer me to group multiple like projects together ("Atlier Manse x4") or individually ("Atlier Manse A, B, C, D"?) Likewise, can they be part of a single project (doing the same thing multiple times, like building basic Manses) for added synergy, or are they different projects that just so happen to be similar? I regret not being able to find the AP to do transdraconianism research to allow us to put the Bone-Breakers to work, but finding a use for the other ten paths isn't too shabby if I say so myself. I'm willing to drop the plantation action to put it towards some industrialization action (probably Factory Cathedrals) but figure 1 basic elemental summoning ought to just about polish off the Gateport and getting a new Plantation up.

Resources
- Karma Expedition 1 AP + Ghost
- Jach'Uchil Expedition 1 AP + Steam + Ships
[2]

Fishing for AP next turn, putting the Ghostwalkers and Hotbloods to work. Shouldn't be too controversial.

Ophelis
Anklok: As before
Mosok: As before
Pterok: As before
Raptok
- Design Component [Large Hangars] 1 AP
- Design Component [Large Barracks] 1 AP + Metal + Crystal
- Eldar Diplomacy 1 AP
- Ophelis Colonization [50 million] 5 AP (generic) + Slicktongue

The idea here is outsource the 1 AP projects to the Raptok this turn, which between the two components should assist the Treel Templeship design nicely. The Eldar Diplomacy I'm putting down to 'the Eldar seem to prefer Ophelis anyway, talk there' while I'm putting the general Ophelis AP towards helping incoming colonists get themselves situated (and probably we'll do something more about moving all of them over next turn when the Gateport's finished).
 
Here is my plan. Much of it I borrowed from Slamu as a base. I have refined it and now submit it for consideration and review. So what do you all think?

[X] Plan - Doing work
Anklok 8 - 1 AP
-[X] Bribe Spirits 1 AP
-[X] Little Beam 1 AP
-[X] Infuse Ark 1 AP
-[X] Guided by a Dark Star 2 AP
-[X] Dogs of the State 2 AP
-[X] Naval Phalanx training; Training Grounds + Ashlords + Eucharist + Corpse-Eaters + Ecstatics

Mosok 8 - 1 AP
-[X] Temple Forge 7 AP + 2 generic AP + Manta
-[X] Void Faring Hero Style 1 generic AP + Dojo

Pterok 8 - 1 AP
-[X] Q1 Temple Forge support (Free)
-[X] Q2 Jach'Uchil Expeditions support 1 AP
-[X] Q3 Factory Cathedral support 1 AP
-[X] Logistics 1 AP
-[X] Sutra Batteries 2 AP + 1 generic AP
-[X] Design Solar Templeship 2 + Metal + Crystal
-[X] Cleanse Tocha 1 generic AP + Thaumaturgy
-[X] Grace Stockpile 1 generic AP

Raptok 8 - 1 + 3 AP
-[X] Call Ulthwe (Generic exposure) 1 generic AP
-[X] Call Ulthwe (New Contacts) 2 AP
-[X] Colonization Package 1 AP + 1 generic AP + Workshop
-[X] Geomantic Relays 2 Ophelis Raptok AP
-[X] Component [Large Hangars] 1 Ophelis Raptok AP
-[X] Open Plantation 1 AP + 1 generic AP
-[X] Factory Cathedral (resume 2/6) 1 AP + 4 generic AP
-[X] Gateport 2 AP
-[X] Plasma Reactor 3 generic AP
-[X] Tougher Clawstriders Stables

Resources
-[X] Karma Expedition 1 AP + Ghost
-[X] Jach'Uchil Expedition 4 AP + Steam + Ships

We have three mantas and three skyremes. One manta is assisting the temple forge, the rest are available for expeditions.

Colonization
-[X] Ophelis: 50 million colonists, 5 Ophelis AP + Slicktongue
-[X] Tocha: 10 million colonists, 1 AP+ Colony stockpile (if completed in time)
--[X] Send over Volcano Host, remaining Brass Legions and Standard & Grace stockpiles early, followed by Realm Guard colonists before civilian colonists due to impending attacks
 
Last edited:
So, my first problem with this plan is that it basically means we aren't sending any ships to the 12th Black Crusade, and that's something I personally want to do. I'm also anxious that the temple yard won't complete in time, and that this does
I'm a little unsure why you're building the Grox Ranch when we're moving so many people off Tokat. Is this just so we can make use of the Stables this turn? If so there are research actions that only take 1 Stable action (Tougher Clawstriders is almost done) and a few yield us trade goods (like the spider ranch).

I confess I see your investment in raiding plundering exploring Jach'Uchil and it makes sense to me, but going so all-in with the ships makes me nervous as the majority of our army is away and we don't know if someone hostile is coming to visit us soon.

Might I suggest taking two AP off diplomacy and another two off the gateport, investing one in summoning elemental support to make up the difference on the gateport and two into the temple-forge? That should give you one more to play with, and I'll remind you that the Factory-Cathedral is something we're going to want up and operational sooner rather than later (though we'll need more than 1 AP to work on it).

The stockpile actions, similarly, I think you could condense a bit; logistics and grace can autocomplete with a single action from an atlier manse which we'll get back next turn, and I don't think cleansing Tocha is vital quite yet. If you wanted to keep all those actions on thaumaturgy actions turning Grace Stockpiles into Invocation Stockpiles is something we're going to want when facing Chaos Space Marines, and if nothing else I'm sure you can find uses for the freed-up AP ('donate AP to forging pacts with the Lumina' is always an option, though not something we probably need this turn)

Anklok actions I don't have much of a qualm, but the Dogs of the State option to me is groundwork for getting ready to a Teteocan expansion, which isn't something I think we're going to be super ready to do until after Turn 49 I think. If you wanted to do something to that effect anyway I won't speak against you, but my own plan was to wait until turn 48 then do a godforging spree backed by divination support (Who wants to do More Angels but have them tasked to cover Cadia?). Similarly my own plan is to hold off on colonizing Tocha until we get our colony ship back and we can do the job properly (and probably have at least one Atlier Manse ready to pump out colonization kits for us).

On the 'Encourage development' front, I don't know if @StarJaunter would let you put alternate path users on that, but it might be nice to try it. (Also we should be down only 1 group from Arena sacrifice I think, unless that updates on the Results)

I'll give your plan some thought, but as-is I think it could use some work.
 
So if I'm understanding this right we can use the AP from Ophelis to help expedite the colonization and 3 AP imported through the gate from Tokat, is that right? Also are we able to use Ophelis' Raptok AP to complete some research (SCIENCE!) projects (in otherwords can we outsource research development)?

Correct

Can Elementals support the Temple Forge?

I am going to say no, not unless it was part of a Citadel design anyway.

Honestly I'm considering dropping the Void Dancer project to give the Temple Forge the 10 AP I want it to (not sure if Dojo can be applied to something else right now, even basic 'Train CMA' actions)

Little Beam and the Dojo at least will work on nothing else until its complete and they will not make progress without being invested in.

would something similar apply to Birds of a Feather when making Rocs?

It does, thats why you can potentially make 20 squadrons at once.

It would max out as 30 squadrons at 60 AP (+24 for Assault Rocs). But that seems too much at once right?

If it helps Factory cathedral completing will drop those to 17 AP for ten Squadrons, 30 AP for 20 squadrons and 39 AP for 30 Squadrons.

Invocation stockpiles for the big party around Cadia in a couple decades.

Gothic sector... cadia is like hundreds of years off still. Or will its Cadia so there is probably always something going on but not Black Crusade level.

Likewise, can they be part of a single project (doing the same thing multiple times, like building basic Manses) for added synergy, or are they different projects that just so happen to be similar?
I will probably combine in a single project but don't want to commit to the level of discount I will give until I see it.
 
a few yield us trade goods (like the spider ranch)
We have not completed the research that will allow us to make a spider ranch yet.
Might I suggest taking two AP off diplomacy
We need to get invited if we are to go fight in the 12th BC and for that we need the eldar to like us enough to invite us. The sooner we reach the threshold for that the sooner we can focus on other important things.
and another two off the gateport
I'm not sure if we can sub in elemental support/supremacy on this project.
 
Last edited:
[X] Plan - Doing work

Hey @Voidseer maybe you should replace the grox with Tougher Clawstriders since we used the stables on that on turn 42 leaving only two successes from completion.
 
[x] Plan Industrial Growth

Anklok
-[x] Bribing spirits to do their job 1 AP
-[x] Little Beam Training Arc (part 3) 1 AP
-[x] Infuse Ark 1 AP
-[x] Guided by a Dark Star 2 AP
-[x] Improved Warbirds 2 AP + Arc + Sparks
-[x] Naval Phalanx Training Grounds + Ashlords + Eucharist + Corpse-Eaters + Ecstatics

@StarJaunter Is there a hard limit to how many infusions an ark can receive, or just a practical limit to 'how many times the bad guys let you open the Bad Touch Box this campaign'? Anyway, the first portion of the Anklok projects are telegraphed pages in advance, while the Improved Warbirds is a little bit new I want to make sure we can send the best smallcraft fleet to the Gothic Sector as possible, and given how chonky the Rocs are production-wise it seemed best to start there and hope/expect to be able to complete Warbird Mk 2 in time for their production run. I'm hopeful we can put people with alternate paths into the Naval Phalanx courses because honestly being able to supernaturally terrify some CSM during a boarding operation, while hilarious and worthy of doing so on those merits alone, will probably do a lot to make a splash at the tip of the spear. (Wait, that turn of phrase went weird there at the end. Oh well.)

I'd like to request a project to combine the remaining 'create angels for x planet' in the Tokat subsector into a single greater project that, like the Army of Twilight, promotes/assigns constituent members to fill vacancies as they are identified and can be supported on-site (ie, once we take the planet). My hope is that we can get some project efficiencies for the scale and front-load them for conquest/colonization actions.

Mosok
-[x] Temple Forge 9 AP + Manta
-[x] Void Faring Hero Style 1 AP + Dojo

Still tempted to drop the Void Faring Hero Style to better secure the Temple Forge, but I'm looking forward to that being done and will have to hope that we roll well enough on the shipyard option. That said, what do we need to do before the Mosok have an option to establish spy networks on the Ork planets and we can set up decapitation strikes as a prelude to invasions?

Pterok
-[x] Astrological Question "Will the Realm have unexpected visitors for the next quarter century?" Free
-[x] Astrological Question "When does the Peacock rise ascendant?" 1 AP
-[x] Astrological Question "What dates are key to the creation of temple ships?" 1 AP
-[x] Void Vessel Design (Treel Templeship) 2 AP
-[x] Elemental Support 1 AP
-[x] Supremacy of Elemental Advantage [Factory Cathedral B] 1 AP
-[x] Supremacy of Elemental Advantage [Atlier Manses] 3 AP
-[x] Birds of a feather [10 Rocs squadrons] 3 AP + Workshop
-[x] Grace Stockpile Thaumaturgy

Low key, I'm tempted to try to slip another AP towards Elemental Support in hopes a few more will find their way to supporting the Factory-Cathedrals, but I think we're pushing it a bit much as it is. I'm making my stance clear here and now though; I do not intend to Cleanse Tocha of spores until we get the Imandazole plantation up, as it basically breaks even on one planet and is going to be a time saver going forward. In the interrum though, I'm strongly considering how best to start transitioning Grace Stockpiles into Invocation Stockpiles without freeing up too much AP from elsewhere. Alas, my best advice to myself is 'start this project ten turns ago'. (Thanks, Hindsight)

The Treel Templeship is ostensibly a colony ship, and I want to wait to settle Tocha properly until its return from The Wars (or its confirmed destruction I suppose), but given how much effort we'd need to put into anything beyond a 10 million colonist blip I'm not sure we want to penny-ante that. As I'm seeing things currently (and this is obviously subject to change), we send 0 colonists (saves effort in the short run, but no return on investment), 10 million colonists (keeps the lights on but that's about it) or 40 million colonists (lots of Raptok and some Mosok AP there, but we'll need to spend AP to get AP and I'd rather focus on preparing to kick Abbadon right now).

Raptok
-[x] Gateport 2 AP
-[x] Open Plantation 1 AP
-[x] Factory Cathedral (resume 2/6) 4 AP
-[x] Factory Cathedral (new) 4 AP + Exotic
-[x] Atelier Manse (x3) 9 AP
-[x] Tougher Clawstriders Stables


-I haven't seen the Ordinatus project, is that something that needs to be unlocked?
-Similarly are Nova Cannons under War Engines of Tokat, or would they be something like a Component research?
-what would the various Alchemical options (medic, spy, champion etc) have looked like for the Tocha campaign as strategem options?

The plan for the Raptok is simple; get the Gateport running properly, then turn to on the industrial manses. This is going to cost us AP going foreword (5 AP if everything completes as I'd like them to) but I think we're getting more than we lose.

Assuming we have an Atlier Manse chipping away at a Colonization Stockpile x5 project, that should be 21 successes needed done over 7 turns and be enough to colonize...pretty much anything remaining in a single turn, especially if we get something like the 'keep 4 successes' stuff with Leeatya's help. Those 7 turns should be enough to move in, set up most important infrastructure ('send a Solar ship to help with Stellaforming' for instance) and move on. Not immediate concerns, just thinking out loud.


Resources
-[x] Karmic Expedition 1 AP + Ghost
-[x] Jach'Uchil Expedition 1 AP + Steam + Mantas


Fishing for AP next turn, putting the Ghostwalkers and Hotbloods to work. Shouldn't be too controversial, and hopefully offsets the AP lost to industrialization.

Ophelis
Anklok: As before
Mosok: As before
Pterok: As before
Raptok
-[x] Design Component [Large Hangars] 1 AP
-[x] Design Component [Large Barracks] 1 AP + Metal + Crystal
-[x] Call Ulthwe (Generic exposure) 1 AP
-[x] Colonize Ophelis:
--[x] 50 Million: Brings total on Ophelis to 80 million 5 AP (generic) + Slicktongue

Large Hangars and Large Barracks are helping the Treel Templeship (and I guess Leeatya and Ryzla's ships when we get around to building them too I guess?), and phoning Ulthwe to cozy up to them a bit. I'm putting most of the onus of colonization of Ophelis on Ophelis this turn, but with the hope and expectation that we'll be better-positioned to pick up the slack next turn and with slightly moved goalposts.
 
Is there a hard limit to how many infusions an ark can receive, or just a practical limit to 'how many times the bad guys let you open the Bad Touch Box this campaign'?

Regardless of specifics it can only recharge at a Solar Manse, so if you don't bring a solar templeship with you there will be struggles. I am leaning towards being able to recharge in situ without AP derived costs but only via some form of compromise. IE choosing to spend a month recharging the Ark instead of saving a world.

Specific compromise might vary and might even be a no duh of course we will recharge instead of having our forces join a large collection of our allies guarding a well protected fortification but even there you are vanishing and not helping when allies might want your help... so compromise.

If you want easy access you can build and infuse multiple Arks, which is why my 'default' design for a Solar temple ship includes a high security vault for storing Arks and relics.

-[x] Astrological Question "Will the Realm have unexpected visitors for the next quarter century?" Free
-[x] Astrological Question "When does the Peacock rise ascendant?" 1 AP

Just wanted to point out @Slamu that you are owed a question which can take the place of basic divination questions and free up an AP here.

-I haven't seen the Ordinatus project, is that something that needs to be unlocked?

I didn't rush to do it since you lack a weapon to mount on one nor a specific foe/fort that needs a specific solution to overcome yet. This is the kind of thing meant to Mount a Mark IV Heavy Sonic Cannon or equivalent city destroying weapon.

I am planning on two possible frames. One that is basically a MAWLR from Killzone and another that is a giant floating pagoda island/fortress thing, based on linking up like 16 Traveling Pagoda type artifacts. Not sure if I will demand research to unlock those frames or not

-Similarly are Nova Cannons under War Engines of Tokat, or would they be something like a Component research?

War engines or reverse engineering from finding similar. But lets be honest, relics and Arks in a Templeship already provide Nova weapon like effects in a very in theme way.

-what would the various Alchemical options (medic, spy, champion etc) have looked like for the Tocha campaign as strategem options?

Medic would reduce losses: in this situation each medic would cut the losses by about 1200 each.

Spy would look a lot like infiltrator type options just better at it.

Engineers could have kept the clockwork running without distracting medics.

Soclialite... probably nothing here? You might have been able to send some socialites and spies to basically neutralize the planet without invading it by making them fight amongst themselves though. I would say two of each would have been enough to cripple Tocha orks for multiple turns, including banding them together to face invasions from other orks too of course.

Champions... honestly none of the Orks on Tocha were potent enough to challenge your guys as they are. Some of the best orks might need veterans to fight them instead of new recruits but nothing that needed high end resources like an Elder, Chosen, Cyber-Dragon Champion or something to oppose. If the Orks had some badasses the effect would have been something like inflict a bunch of losses on Orks by mowing through them or stop a bunch of losses on Dragon Kings as they duel their champions to prevent enemy champions from mowing through your guys. If the Orks had some badasses the Truculee would have had the option to face them in addition to their other options.
 
Regardless of specifics it can only recharge at a Solar Manse, so if you don't bring a solar templeship with you there will be struggles. I am leaning towards being able to recharge in situ without AP derived costs but only via some form of compromise. IE choosing to spend a month recharging the Ark instead of saving a world.

Specific compromise might vary and might even be a no duh of course we will recharge instead of having our forces join a large collection of our allies guarding a well protected fortification but even there you are vanishing and not helping when allies might want your help... so compromise.

If you want easy access you can build and infuse multiple Arks, which is why my 'default' design for a Solar temple ship includes a high security vault for storing Arks and relics.

Once we get up to speed, I don't see any serious force being sent out without a temple to the Sun to watch over them, but good to know that should be part of our considerations. If we sent off a Solar Temple Ship with eight stored infusions in an Ark on campaign though, we could theoretically drop a half dozen Ark activations as quickly as it takes the relic-priests to clean out the residue from the last use and piously install the next 'charge'?

...would something like a fleet-wide Sunburst Evocation to gain a situational advantage on rival void-ships be something we could work towards in time? I'm thinking of it as sort of like micro-Warp Jumps that can only happen maybe once per battle so you need to make sure you get the most out of it (though now that I'm thinking about it between Navigators and Void Abacuses we could probably do the micro-warp jumps more easily anyway....)

Just wanted to point out @Slamu that you are owed a question which can take the place of basic divination questions and free up an AP here.

I thank you for the reminder, and might take you up on it of no one is interested in my plan as it stands.



I didn't rush to do it since you lack a weapon to mount on one nor a specific foe/fort that needs a specific solution to overcome yet. This is the kind of thing meant to Mount a Mark IV Heavy Sonic Cannon or equivalent city destroying weapon.

I am planning on two possible frames. One that is basically a MAWLR from Killzone and another that is a giant floating pagoda island/fortress thing, based on linking up like 16 Traveling Pagoda type artifacts. Not sure if I will demand research to unlock those frames or not

Maybe start with one frame, then research to unlock the other? Having watched a video of the MAWLR I like the design but the pagodas seem more in-theme for the Dragon Kings to start with.

And I'm working on the temple situation!

(sample)

Temple to [Leeatya] 2 AP
Temple to [Shining Flower] 2 AP
Temple to [Quetzacoatl] 2 AP
Temple to [Hymn of Final Judgement] 2 AP
Elemental Support 2 AP

That's 8 Raptok AP and 2 Pterok AP to get the remaining temples started, and while I don't expect every temple to finish that should at least get them all started. We could possibly bump up the Elemental Support to 3 AP in clean conscience if we've got other low-DC projects running at the same time like seeding Plantations or working on the Militia, but at the very least I'd like to get Leeatya and Final Hymn up soon so we can send off a darn good general to war and having a second hero-unit god running around the Gothic War just makes sense to me.

...also now I'm thinking of a Dark-Eldar hunting ship that's small, fast, has good sensors and is hilariously overgunned by having an artifact weapon like the Mk IV Sonic Cannon onboard. (Also I think Eldar ships are made of crystalline materials, so bonus damage there, right?)

War engines or reverse engineering from finding similar. But lets be honest, relics and Arks in a Templeship already provide Nova weapon like effects in a very in theme way.

True, but I kinda want to see the theological arguments about employing Nova weapons among the Dragon Kings; on the one hand no one is arguing that they aren't powerful, but on the other hand harnessing the death of a Sun seems like it crosses a line, right?

Medic would reduce losses: in this situation each medic would cut the losses by about 1200 each.

Spy would look a lot like infiltrator type options just better at it.

Engineers could have kept the clockwork running without distracting medics.

Soclialite... probably nothing here? You might have been able to send some socialites and spies to basically neutralize the planet without invading it by making them fight amongst themselves though. I would say two of each would have been enough to cripple Tocha orks for multiple turns, including banding them together to face invasions from other orks too of course.

Champions... honestly none of the Orks on Tocha were potent enough to challenge your guys as they are. Some of the best orks might need veterans to fight them instead of new recruits but nothing that needed high end resources like an Elder, Chosen, Cyber-Dragon Champion or something to oppose. If the Orks had some badasses the effect would have been something like inflict a bunch of losses on Orks by mowing through them or stop a bunch of losses on Dragon Kings as they duel their champions to prevent enemy champions from mowing through your guys. If the Orks had some badasses the Truculee would have had the option to face them in addition to their other options.

So it looks like medics (unsurprisingly) are a tempting option for sending along with each army, and engineers probably ought to be deployed any time we're looking to send out large groups of mechanized or automatae forces. Spies should probably get attached to the Tidal Host at least for that wonderful spotter effect, and we can hold off on Champions until the Orks look like they might present a challenge. Socialites I'm guessing are best used in conjunction with spies to lay groundwork for an invasion.
 
I don't think Dark Eldar are much into crystals of any kind. Craftworld Eldar mainly use wraithbone as a structural material, which isn't a crystal either
 
Once we get up to speed, I don't see any serious force being sent out without a temple to the Sun to watch over them, but good to know that should be part of our considerations. If we sent off a Solar Temple Ship with eight stored infusions in an Ark on campaign though, we could theoretically drop a half dozen Ark activations as quickly as it takes the relic-priests to clean out the residue from the last use and piously install the next 'charge'?

If you have 8 stored ARKS sure. If you are needing charge the same one repeatedly the minimum time is 25 days for a Solar class Adamant Circle infusion. Other beings would have different numbers and UCS is on the relatively fast side for this sort of thing. Adamant circle stuff from Abraxus if you got it would be 28 days to charge up. Remember though the Gothic war is roughly ten years long I think. Many conflicts have durations like that.

also now I'm thinking of a Dark-Eldar hunting ship that's small, fast, has good sensors and is hilariously overgunned by having an artifact weapon like the Mk IV Sonic Cannon onboard.

Issue is that the cannon is Battleship grade weaponry. So Battlecruisers aka Dromon Artillery Ships are the smallest natively. A wayfarer can technically have a a temple and a temple can unlock use in a smaller ship... but a wayfarer with a temple and sonic cannon just about has room for FTL and shields and thats it.

But keep in mind your Sutra weapons and Implosion Bows hit as hard as normal races Battleship weapons... your battleship weapons hit harder yet.

Granted Eldar are one of the few races that can manage similar feats.

True, but I kinda want to see the theological arguments about employing Nova weapons among the Dragon Kings; on the one hand no one is arguing that they aren't powerful, but on the other hand harnessing the death of a Sun seems like it crosses a line, right?
Nova weaponry is less about unleashing nova and more about the concept of using weapons that cause a big enough explosion to do area of effect damage in a void battle. Usually through the use of expensive ammunition to make it affordable enough to install on things.

Its entirely possible for it to be a soulbreaker orb cannon or Temporal Cascade cannon or something for you.
 
Back
Top