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

Possible Skyship designs I am bring up because I am not sure you know it may be possible.

Aerie Class Carrier Skyreme: This odd craft is made up of brass perches and crystal tunnels. It is an Synapse Interface capable craft with can act as a hanger for a single squadron of Warbirds. It may land in a hanger itself where it takes up one squadrons worth of space. This allows NSI equipped skyships to bring small escort ships with them. Alternatively it allows Razorbeak Squadrons to be operated from flying carriers hanging above a planet surface rather than vulnerable ground fields.

Corona Class Torpedo Skiff: The smallest and simplest skyship possible that is both Synapse capable and can fling enough torpedoes to count as a full salvo. By applying these limits we can just manage to fit two of them in the space of a squadron, which in pure strike terms means they are roughly twice as dangerous as Assault Rocs, in exchange for lacking Assault abilities. While this torpedo usage would be hard on Logistics it would open up some flexibility in terms of alternate torpedo types, like artifact or elemental torpedoes.

Morning Glory Class Defender Skiff: Defender Skiffs mount not weapons that can endanger large craft but use a combination of mobility and large arrays of Recanters and Flame Lances protect others from Smallcraft or Torpedo Strikes. Morning Glories gain the bonus of advanced point defense and additionally any torpedo salvo or strike craft that try to bypass them to hit the defended target suffer a -2 penalty to their strike (effectively granting the advanced point defense bonus to the target even if they are bypassed). And of course the Morning Glory is NSI enabled and may land in a hanger taking up a squadron's normal volume.
 
[X] Plan: Gothic Build up
-[X] Let them go. Reward: -10 million population. +25 General AP to be assigned in Turn 47.
39 + 25 = 64
Anklok 11
-[X] Bribe spirits 1 AP
-[X] "Wrath Beyond Measure" Ark 3 AP
-[X] Little Beam 1 AP
-[X] High Holy 3 AP
-[X] Legion Trainee 4 AP + Training Grounds + Stable
-[X] Naval Phalanx 6 AP + Spark + Ash + Ecstatics
-[X] Skyweavers 2 AP + Arc
[10] Generic AP Added

I think we can probably put off High Holy with some vision questing as to who, if anyone, is already a CoD. I think StarJaunter mentioned a few pages ago that such an action might be wise. I'm curious what you've got planned with Legion Trainees given that SJ also said that we're capped on how many we can bring with us.

Mosok 11
-[X] Prepare IOM 3 AP + Ghost + Blood
-[X] Soulsteel 2 AP
-[X] Academy of Constellations 3 AP
-[X] Build Stalking Mantis 9 AP + Atelier + Exotic + ship
-[X] Luminous Herald 10 AP + 2 FC + 8 Exotic + Atelier Manse x5 + Ondar Shambol + Templeforge
-[X] Encourage Development 3 AP + dojo
[19] Generic AP Added

I'm assuming the Luminous Herald is recieving AP from each breed, right? I notice you're doubling down on the Herald, but I also see another FC elsewhere in your plan. May I ask for clarification here please? Also, if you could list that you're using ships to support the Luminous Herald, that's worth 10 DC right there. Might be important. (Also, it doesn't seem like you're trying to complete the Luminous Herald this turn. May I ask why?)

Pterok 11
-[X]Q1 Solar templeship free
-[X]Q2 "[Support for construction critical to thwarting the Despoiler]" 1 AP
-[X]Q3 Navigator research support 1 AP
-[X] Advanced Observatory 4 AP
-[X] Elemental Supr. (Observ) 1 AP
-[X] Elemental Support 3 AP
-[X] Void Abacus 5 AP
-[X] Stellar Stabilization 5 AP
-[X] Logistics stockpile 9 AP + Atelier + Thaumaturgy
-[X] Seeds of Immaculate Blood Bounty 3 AP
[21] Generic AP Added

Why are you putting 5 AP towards the Void Abacus? I'm not opposed to the research in general, but it might be best put off for another time, after we've gotten Navigators up (I rate completing one project rather than half-completing two as more important at the moment, and we've started Navigators while VAs are virgin territory). Stellar Stabilization could benefit from Crystal AP, either to further load the dice on completing it or to free up an AP to put elsewhere.

Raptok 11
-[X] Factory Cathedrals x1 6 AP +1 exotics
-[X] Atelier Manses x1 4 AP
-[X] Ophelis Base spread 3 AP
-[X] Navigator 3 AP
-[X] Geomantic Relays 2 AP
-[X] Brass Legion 1 AP + Automata
-[X] Decoy of Decay 1 Raptok + 1 Anklok + Factory Cathedral + Exotic Stockpile
[9] Generic AP Added

I'm unclear as to whether the Base Spread will be completed with only 3 AP and elemental support dice. Are you trying to make it a two-turn project? I also think you could add Cracking Bone AP to the Navigators project, and as before I see a Factory Cathedral listed here. Did we get a third FC no one told me about?

Resources
-[X] Jach'Uchil 1 AP +steam+ships

Colonization
-[X] Tocha 40 mill 4 AP + stockpiles + Feast

No real objection here, other than mention that we could probably get away with sending more AP on the ships as I don't think we're using the Skyremes much this turn. I'm not entirely sure how much the Feast will reduce the successes needed by, but I imagine we're getting enough Elemental Support with this plan that it's less of a concern than it might be.

Any other budgets? I would like to be able to start working on the write up over the weekend if at all possible.

I've got a few I'm working on but won't have up for at least 24 hours. Short version:

- one that's more or less what Voidseer's got here with a few tweaks
- one that puts a lot of AP towards infrastructure builds to help with building and equipping for the war
- one that puts a lot of AP towards divine intervention of one sort or another

Questions:
- if we put a Factory Cathedral towards making Prayer weapons for the Eldar, do we get the AP pay-off this turn or next? Similarly does that hold true for Willpower-boosting Cores?
- Now that we've completed multiple Factory Cathedrals (and Atelier Manses) could you list projects or formulae for us to calculate the anticipated difficulty of a) building them in groups and/or b) converted Atelier Manses into Factory-Cathedrals?
- Does a Tree-Spire supplant a manta for DC reduction in orbit?
- What relics would work well on a Solar Templeship? The Four Fulcrums, Perfection Beyond Imagining, something else? Also, when infusing a relic, is it the same '2 AP for five' listed in the Piety tab or is that 'one infusion for five relics'?
- When should we do Prayers for War and Righteous Answer for Catechism for the Gothic War? Likewise, if we want them to be available as hero units would we need to put forth the call to martial gods to accompany us this turn or next? (And if we've got them for multiple turns would we need to keep putting an AP towards asking Little Beam et al to stick around, or once they're stuck in they're in for the duration?) Also I don't see an option to ask help from Final Hymn of Judgement. Do we need to complete a project to do that?
 
I think we can probably put off High Holy with some vision questing as to who, if anyone, is already a CoD. I think StarJaunter mentioned a few pages ago that such an action might be wise. I'm curious what you've got planned with Legion Trainees given that SJ also said that we're capped on how many we can bring with us.
Abbadon specifically avoided accepting significant blessings from Chaos to avoid anti-chaos and anti-warp effects. At one point, powerful anti warp fields banished an entire black crusade and began closing the Eye of Terror and all it did was turn him from one of the most dangerous and experienced space marines even before another ten thousand years of training against unkillable warriors, enhanced by foul sorcery into one of the most dangerous and experienced space marines even before another ten thousand years of training against unkillable warriors. Running High Holy is barely more expensive than divining to make sure it's necessary, and less expensive than running it after confirming it is.

I'm unclear as to whether the Base Spread will be completed with only 3 AP and elemental support dice. Are you trying to make it a two-turn project? I also think you could add Cracking Bone AP to the Navigators project, and as before I see a Factory Cathedral listed here. Did we get a third FC no one told me about?
It seems somewhat reasonable that even partial completion will lead to hearthstones. You can never have enough hearthstones. We'd be getting 66.66 hearthstones per success that's better than even odds of tripling our current stock, just with the basic 3 AP.
 
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we put a Factory Cathedral towards making Prayer weapons for the Eldar, do we get the AP pay-off this turn or next? Similarly does that hold true for Willpower-boosting Cores?
Eh, you could get something immediately I suppose but the best AP for your effort is making a deal after the war
Now that we've completed multiple Factory Cathedrals (and Atelier Manses) could you list projects or formulae for us to calculate the anticipated difficulty of a) building them in groups and/or b) converted Atelier Manses into Factory-Cathedrals?
I can its just a pain for all the possible variations of different amounts. I will try to isolate some juicy combos and post them.
Does a Tree-Spire supplant a manta for DC reduction in orbit?
Yes, basically unlimited mantas but stuck in orbit
What relics would work well on a Solar Templeship? The Four Fulcrums, Perfection Beyond Imagining, something else? Also, when infusing a relic, is it the same '2 AP for five' listed in the Piety tab or is that 'one infusion for five relics'?
Sun portal evocation for bouncing home for repairs and restocking supplies? Maybe something from the aegis to try to perfect block a ship scale attack?
When should we do Prayers for War and Righteous Answer for Catechism for the Gothic War? Likewise, if we want them to be available as hero units would we need to put forth the call to martial gods to accompany us this turn or next? (And if we've got them for multiple turns would we need to keep putting an AP towards asking Little Beam et al to stick around, or once they're stuck in they're in for the duration?) Also I don't see an option to ask help from Final Hymn of Judgement. Do we need to complete a project to do that?
Mostly next turn and every turn after that until done. Final hymn is same as little beam in terms of ease but I forgot to write his up seperately
Running High Holy is barely more expensive than divining to make sure it's necessary, and less expensive than running it after confirming it is.
This or make a relevant omake
 
[ ] Empower Relic: Relics carry concentrated Divine blessings for personal scale effects but when used need to be re-empowered. When used on Templeships some relics can be ritually boosted to enhance the whole ship. Empowering one costs one success, empowering 5 costs two success, empowering 25 is three success and 125 is four success, etc. Raptok Craftsman are needed to craft these relics. AP Needed 1. DC: 15. Success Needed: Varies. Reward: Empowers Personal Solar Relics. See Tokati Divinity for rules on making and types of relics.

This is meant to scale as larger rituals make it more efficient. So one relic is one success. Two success projects covers FIVE relics. Three success projects cover up to 25 relics and four success projects can empower 125 relics.

For factory complexes. Do you want to make it as cheap as possible but use up manses or be manse efficient by using plasma reactors to make major manses and making multiple factories off one manse but costing more.

For example utmost end is use 12 manses to make 12 Atelier for 24 success

OR have one atelier manse making fuel and build between 3 and 9 Plasma reactors and than build 15 to 45 Atelier manses off those 4-10 manses.

15 atelier 4 manse version would be 48 as a single project but if you made the nine plasma reactors first its 23 AP for first stage and 144 to make 45 Atelier manses off 10 Manses worth of Geomancy.

The most efficient direct Factory cathedral seems to be 7. 7 Manses become 7 factory cathedrals for 26 AP (and 7 stockpiles)
 
This is meant to scale as larger rituals make it more efficient. So one relic is one success. Two success projects covers FIVE relics. Three success projects cover up to 25 relics and four success projects can empower 125 relics.

For factory complexes. Do you want to make it as cheap as possible but use up manses or be manse efficient by using plasma reactors to make major manses and making multiple factories off one manse but costing more.

For example utmost end is use 12 manses to make 12 Atelier for 24 success

OR have one atelier manse making fuel and build between 3 and 9 Plasma reactors and than build 15 to 45 Atelier manses off those 4-10 manses.

15 atelier 4 manse version would be 48 as a single project but if you made the nine plasma reactors first its 23 AP for first stage and 144 to make 45 Atelier manses off 10 Manses worth of Geomancy.

The most efficient direct Factory cathedral seems to be 7. 7 Manses become 7 factory cathedrals for 26 AP (and 7 stockpiles)
Ild go for efficiency for the factories.
more resource investment now but better returns later.
 
I added a few more divine manses to ophelis.

[ ] Lileath's Loom: There is a powerful Demense on Ophelis bound to the Eldar god of Dreams and Fortuen and with our ties to prophecy and dreams perhaps we can call out to what remnants of her remain in the aether. Her Dream-Skeins enable the contact with others through dreams, specically they are usually tied to Divination and used to give a prophecy needed to some distant individual that aides them (specifically aiding them in a way that will eventually benefit you) Of course this will require comitting divination as well as Dream-skeins. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Loom Most Holy: Manse Counts as a Dream-Skein and as a nigh ondar Shambol level Manse temple for Lileath
[ ] Loom Most : Manse adds five Dream-skein as well as counting as a basic temple to Lileath
[ ] Loom Most Sublime: Manse counts as a basic temple to Lileath and as a center of weaving dreams and prophecies, enabling projects to reach out to the most distant through their dreams as all know even those who lie dead may dream.

[ ] Kurnous's Hunting Ground: There is a powerful Demense on Ophelis bound to the Eldar god of the Hunt and Wild Places and with our ties such things perhaps we can call out to what remnants of him remain in the aether. His hunting grounds allow Dragon Kings to train as Wild Riders. Demi-Ochilike who are gain ethereal power in exchange for service to the Horn. Each Sounding of the Horn summons all Wild Riders who ravage their enemies with savagery and Vengeance. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Hunting Grounds Most Holy: Kurnous's Horn may be sounded once a turn and the manse counts as a nigh ondar Shambol level Manse temple for Kurnous
[ ] Hunting Grounds Most Savage: Manse adds five Soundings of the Horn as well as counting as a basic temple to Kurnous
[ ] Hunting Grounds Most Sublime: Manse counts as a basic temple to Kurnous and the may be sounded once, but that sounding calls upon an Avatar, the King of the Woods, to lead the Wild Hunt.

] Hoeth's Tower: There is a powerful Demense on Ophelis bound to the Eldar god of Wisdom and Knowledge, learning and sorcery. Perhaps we can call out to what remnants of his remain in the aether. Hoeth's Tower adds research AP directly as his priests help pierce the veil. This AP may explicitly be used for Sorcery. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Tower Most Holy: Manse Counts as 1 research only AP and as a nigh ondar Shambol level Manse temple for Hoeth, Lord of Wisdom
[ ] Tower Most Mighty: Manse adds five research only AP as well as counting as a basic temple to Hoeth, Lord of Wisdom
[ ] Tower Most Sublime: Manse counts as a basic temple to Hoeth, Lord of Wisdom and as a center of Wisdom and Knowledge, grants one Auto success to research and may allow very limited access to sorcery beyond normal limits.
 
I added a few more divine manses to ophelis.

Speaking of manse ideas, I had a notion for some stuff for Therak. A manse intended to support the (assumed) Jupiter-aligned manse there for keeping things hidden, and another manse (I'm thinking a Water-based one maybe?) that sets out false positives* to confuse the sensors of visiting invading ships. Less likely to be effective against greenskins (who I presume will charge whatever they gosh darn feel like charging) and I'm unsure how effected the Necrons would be, but most other races ought to be at least stymied by system-wide ECM. It's intended to work with a pair of stations at the zenith and nadir of the system that have station-sized sensors linked to the manses on the ground and large telescope arrays to help ships navigate, while local patrol boats are given stealth tech like Notice-Me-Not coatings and are meant to do hit-and-fade torpedo runs on ships (and if someone decides to follow a system monitor who just shot their torpedo spread, then that's a set-up for someone else getting hit by something else).

Similarly, if we could set up a (Sidereal?) manse to help interfere with prognostications by giving false positives (such as "that artifact the Despoiler is looking for is here") on a world that we've basically turned into a fortress system, we could cause problems for all sorts of characters. Dare you attack our anti-daemonic fortress?

[ ] Lileath's Loom: There is a powerful Demense on Ophelis bound to the Eldar god of Dreams and Fortuen and with our ties to prophecy and dreams perhaps we can call out to what remnants of her remain in the aether. Her Dream-Skeins enable the contact with others through dreams, specically they are usually tied to Divination and used to give a prophecy needed to some distant individual that aides them (specifically aiding them in a way that will eventually benefit you) Of course this will require comitting divination as well as Dream-skeins. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Loom Most Holy: Manse Counts as a Dream-Skein and as a nigh ondar Shambol level Manse temple for Lileath
[ ] Loom Most : Manse adds five Dream-skein as well as counting as a basic temple to Lileath
[ ] Loom Most Sublime: Manse counts as a basic temple to Lileath and as a center of weaving dreams and prophecies, enabling projects to reach out to the most distant through their dreams as all know even those who lie dead may dream.

Dream-skein? Is this some sort of native Loom equivilent, or something else you're thinking about? (also I think you have a typo with 'fortune')

[ ] Kurnous's Hunting Ground: There is a powerful Demense on Ophelis bound to the Eldar god of the Hunt and Wild Places and with our ties such things perhaps we can call out to what remnants of him remain in the aether. His hunting grounds allow Dragon Kings to train as Wild Riders. Demi-Ochilike who are gain ethereal power in exchange for service to the Horn. Each Sounding of the Horn summons all Wild Riders who ravage their enemies with savagery and Vengeance. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Hunting Grounds Most Holy: Kurnous's Horn may be sounded once a turn and the manse counts as a nigh ondar Shambol level Manse temple for Kurnous
[ ] Hunting Grounds Most Savage: Manse adds five Soundings of the Horn as well as counting as a basic temple to Kurnous
[ ] Hunting Grounds Most Sublime: Manse counts as a basic temple to Kurnous and the may be sounded once, but that sounding calls upon an Avatar, the King of the Woods, to lead the Wild Hunt.

Should I assume that 'sounding the horn' is basically 'push button to pray for a heroic cavalry charge from offscreen'?

] Hoeth's Tower: There is a powerful Demense on Ophelis bound to the Eldar god of Wisdom and Knowledge, learning and sorcery. Perhaps we can call out to what remnants of his remain in the aether. Hoeth's Tower adds research AP directly as his priests help pierce the veil. This AP may explicitly be used for Sorcery. AP Needed: 3. DC 20. AP needed: 22. Reward:
[ ] Tower Most Holy: Manse Counts as 1 research only AP and as a nigh ondar Shambol level Manse temple for Hoeth, Lord of Wisdom
[ ] Tower Most Mighty: Manse adds five research only AP as well as counting as a basic temple to Hoeth, Lord of Wisdom
[ ] Tower Most Sublime: Manse counts as a basic temple to Hoeth, Lord of Wisdom and as a center of Wisdom and Knowledge, grants one Auto success to research and may allow very limited access to sorcery beyond normal limits.

This I like, and I'm really tempted to go for the Most Sublime option if we do this. However, before we get ahead of ourselves with the manse work in Ophelis, I have a plan I want to run past everyone;

Given that the Eldar are suggested to have theoretical knowledge of geomancy (but likely not practical knowledge), and we expect willpower-boosting cores are likely going to be Of Particular Interest to the Eldar, I was thinking that we'd trade geomantic knowledge to them and make the manse-capping of Ophelis part of their lessons, ending with the Ondar Shambol treatment for Isha. Given that (OOC) we know she's alive I presume prayers will be able to reach her there and she'll be able to do...something to tell the Eldar she's still around, which may yet 'prove' to us that the other Eldar gods are still alive. This may end up with us accidentally god-forging Vaul (back?) into existence, but given how Autocthon got started...eh, there's precedence. Thoughts?

Unrelated, but what would a templeship to Gorignak be like? Crewed primarily by rock monsters looking for a fight?



*sorry, I prefer to use YouTube links when possible but I didn't find one that had the bits I was looking for
 
had a notion for some stuff for Therak.
I will confirm therak has a lunar/abraxan manse
Dream-skein? Is this some sort of native Loom equivilent, or something else you're thinking about? (also I think you have a typo with 'fortune')
I am not dedicated to the term if you thing you have better for the thing which can send out dream prophecies and with some prep work arrange dream conversations with someone's subconscious
Should I assume that 'sounding the horn' is basically 'push button to pray for a heroic cavalry charge from offscreen'?
Very much this. Sorta like having an automatic free lumina summon always at the ready.
 
Whistle While You Work!
Turning of Cracked Coins gazed upon the prepared vessel. A desiccated hand, formed of rotten behemoth flesh and soulsteel bone. He thought of what he knew of the Essence he sought to mimic. The astrological portents of doom. The wyld visions of far off places. He turned the Hand over in his claws, as he began to channel the prepared components, and sang.
Let's go in the garden
He thought of the Garden of Rot that haunted his nightmares.

You'll find something waiting
He thought of the dark artifact, lying unknown on the Human world, palm facing down.

Right there where you left it lying upside down
An identical dark artifact, lying unknown on the Human world, palm facing up.

When you finally find it, you'll see how it's faded
He thought of the true purpose of his creation, to seem mysterious and threatening without being able to prove its mundanity.

The underside is lighter when you turn it around
What first appears rotten and deadly is harmlessly mundane when viewed correctly.

-----

Everything stays right where you left it
[Entropy]. The gradual and predictable path of this universe.

Everything stays
Stagnation, the enemy of all life.

But it still changes
But tempered with [Adaptation].

Ever so slightly, daily and nightly
Constantly fighting against the pull of [Entropy].

In little ways, when everything stays
As stagnation pulls life down, life shifts, oh so subtly to turn that weight into strength.

-----

Go down to the ocean
He beckoned his enemy to sail the sea of void, in search of potent tools.

The crystal tide is raising
The shifting tides of the Wyld, rising and blinding.

Waters' gotten higher as the shore washes out
The unknowable nature of the very beings he serves will, in turn, serve to divert suspicion, for of course their artifact will be inscrutable.

Keep your eyes wide open, even when the sun is blazin'
The closer he looks, the more he will be blinded.

The moon controls the tide, it could cause you to drown
Mystery and arcana hiding the fact that there is nothing to hide.

-----

Everything stays right where you left it
An artifact of decay is where the artifact of decay was left.

Everything stays
Everything is where it should be.

But it still changes
But it's not, is it?

Ever so slightly, daily and nightly
With guile and subtlety.

In little ways, when everything stays
What is the same is not the same.
Author's Note said:
And that's how I imagine thaumaturgy and artificing work.
 
Abraxus is pleased with you use of Dark and Forbidden Arts to forge Alien and Inscrutable Artifacts of Purpose beyond the Comprehension of Mortal Minds.

🌚


I will bow before the Premises of a Dark Star and allow this offering to appease both the Her and whatever Harbingers of Darkness first forged the Hand.

Reward: +1 Hand of Darkness [FAKE], -1 Exotic Component Stockpile
 
For the factoryyour legion training, either ship, making stockpiles, brass legions are all acceptable target.

you may be able to scrape up enough to start a wondrous globe of precious stability but probably not finish it.

Plow spare AP into resource hunting for next turn?
 
Plan writing has begun.

To make sure I've got it straight, we've got 6 teams of Naval Phalanxes that need retraining? Or are there more?

I presume Final Hymn of Judgement does not have something like Little Beam's Training Arc because he hasn't lost to an overgrown mushroom in a fistfight, so no such project should apply for him (hym?).

Will the population growth research decay to 0 this turn?

If we are infusing relics at an increased rate, is it assumed that it's done all at once in a grand ceremony, or

Not really relevant to this turn or next, but what sort of research would 'why did the Eldar not like our cities?' be? I presume a Raptok project because a) geomancy and b) diplomatics (and maybe c) medical?), but I'm not sure if that'd be "mad science" or "improvements" or something else

While I'm working on the plan(s), I have a list of component research I've been mulling over I'd welcome commentary on;
  • Double Torpedo slots (I presume that this would manifest as 'more torpedo storage' rather than 'more torpedo tubes', but maybe there's some other benefits here? I hope to complete at least some of the space manipulation research before trying something like that)
  • Double Temple research. I doubt it would do anything, but having a triple sized temple cruising around seems like it might offer opportunities for shenanigans if we have the right kind of divine support.
  • Solar Temple + Sutra Batteries research. I'm not sure what this might result in, but if it just codified the 'Creatures of Darkness get double nines' that'd be nice. Other possibilities too of course.
  • Solar Temple + Sutra Batteries + Stable Drive. More of the same, really. Maybe with easier justification, or an expanded scope.
  • Solar Temple + Orichalcum. I'm sure there are benefits from having the temple built with the holy metal but I'm drawing a blank on what they might be. This is mostly an exploratory research (which, if productive, I would intend to repeat with 'Abraxus temple + moonsilver' and 'Observatory + starmetal')
  • Hexigrammatic Warding research (not sure if that'd be a component or not, nor if it would have the same name)
  • Stable Drive + Perfected Calculation Arrays. I imagine more shooting bonuses, maybe triple tens or double eights? Or just a cost reduction of sorts, maybe +1 to flurries...
  • Barracks research: passenger quarters. Basically turning barracks into quarters fit for non-Dragon Kings to travel in without it coming across as, well, a converted barracks for a race of dinosaurs with an expanded view of what 'roughing it' entails.
  • Ox-Body research. The two big ones are 'synergizing with buying up Hardness/Toughness' and the other is 'adds crippled levels to the ship/counts as added crippled levels for buying up Hard To Kill/Emergency Shields', not sure whether that's best done together or separate.
  • Leeyata Temple + boarding peripherals (primarily boarding fields), trying to eke out additional boarding potential there. I'm thinking primarily adding additional boarding avenues (usually it goes from 2 to 4)
  • Leeyata Temple + barracks, either more or better troop transport somehow.
  • Ryzla Temple + Hangars, either more elite squadrons or more squadrons or some sort of performance boost, something.
  • Ram Drive + Ramming Prow, not sure what might come of this but I'm thinking something like 'reduce AP cost to build' or 'automatically purchase the half slot for the heavy prow', maybe 'increase the damage automatically absorbed by ramming by [x amount]'
  • Ramming peripherals (essence ram, boarding field, etc) streamline AP cost when being built together
  • Jade + ramming ship basic design family, either streamline AP cost or get synergy bonus from ramming (absorb more damage, get a free damage increase again, triple tens when doing the final roll for ramming speed, etc)
  • Abraxus Temples + Sorcerous Thrones (mostly "can they share a ship" rather than having to have a dedicated sorcery ship, but if there are other synergies to be had I'd like to find out)
  • Hangars + Barracks (more specifically 'large hangars & large barracks') trying to improve the ability to throw landing parties of Dragon Kings out in a quick and timely manner.
  • Autocthonic Temples (Hymn of Final Judgement for example) + Autocthonic ships; see if they could count as either geomantic or autocthonic whichever is more beneficial? A bit of a stretch but it works in my head a bit. (I'm also curious if geomantic temples could receive elemental support. On the one hand 'lots of complex magitech says no', but on the other hand 'basic geomancy uses lots of elementals', a bit up in the air there)
  • Magical Materials + Hardness gain (reduce AP for buying up Hardness because we're already putting several tons of jade into a ship)
  • Magical Materials + Globe of Perfected Stability (leverage an abundance of one of the Magical Materials for added effect, maybe streamline AP for the Globe if it's being purpose-built?)
  • Solar Temple + Theion Drive (another exploratory research, but I'm thinking something like 'acts as a Theion Drive one level higher than one installed' currently)
  • Haze Shields + Essence Battlements (I remember it being mentioned that there's synergy here. Without going back and looking I think it was something to the effect of 'haze shields count as a larger component slot (though not a full +1)'.
  • Essence Battlements + Emergency Shields (may add more Emergency Shields levels to a ship with Essence Battlements installed, which I fully expect to be all of them)
  • Essence Battlements x2 (I suspect this just gets us 2.5 the 0 levels, so 5 on a templeship. Might be a good investment if it synergizes with other component research like the haze shields)
  • Abraxus Temple + laboratory space + improved sensors, mostly looking for synergy bonuses but I also accept cost streamlining.
  • Essence Battlements + Globe of Perfected Stability ('can project the reality stabilizing effect across a wider area'? Not sure if there's a synergy here to be honest)
  • Quetzacoatl Temple + Jurai ship. Not sure if this'd be a synergistic effect or a cost streamlining effect, but still something I expect to have some effect when we finally get around to building it)
 
To make sure I've got it straight, we've got 6 teams of Naval Phalanxes that need retraining? Or are there more?

technically there are two on each skyreme so you have 12 right now, just six that are not solidly assigned. But you could strip the skyreme if you needed to.

Will the population growth research decay to 0 this turn?

I probably will save decaying this turn but will probably apply it again the next turn after this.

If we are infusing relics at an increased rate, is it assumed that it's done all at once in a grand ceremony, or

Basically yeah. This is to facilitate having units that regularly use Relics so you can set up some kind of upkeep for it. 6 or 7 upkeep might let a whole legion use one Relic each!

Not really relevant to this turn or next, but what sort of research would 'why did the Eldar not like our cities?' be? I presume a Raptok project because a) geomancy and b) diplomatics (and maybe c) medical?), but I'm not sure if that'd be "mad science" or "improvements" or something else

Probably Pterok to figure out what happened and Raptok to achieve whatever the problem is?

Technically a lot of the issue is that the Geomancy is meant to benefit citizens of the city and the visiting eldar were not declared citizens. So first step to a solution would be some kind of visitors pass for Dragon King cities. You just don't have enough visitors for it to seem much of a priority.. yet.

Double Torpedo slots (I presume that this would manifest as 'more torpedo storage' rather than 'more torpedo tubes', but maybe there's some other benefits here? I hope to complete at least some of the space manipulation research before trying something like that)

I guess I could see a double torpedo boat able to launch two torpedo salvos per turn as long as the ship isn't doing anything else. Maybe able to launch some kind of super torpedo but I am not sure what to do with super torpedo... I have mostly been treating the concept of advanced high performance torpedoes as something with a higher logistics cost (like artifact torpedoes) or that required special artifice (like thousand forged dragons or elemental torpedoes)... not as something that requires a special launcher.

Double Temple research. I doubt it would do anything, but having a triple sized temple cruising around seems like it might offer opportunities for shenanigans if we have the right kind of divine support.

I am not sure what a double sized temple would do mechanically? Generally this would work out in ship design by having other parts of the ship be things the temple would want... not by making the temple bigger. Maybe some gods could use a double temple to summon a terrifying titan grade avatar or something but that would be pretty specific to certain gods I think.

Solar Temple + Sutra Batteries research. I'm not sure what this might result in, but if it just codified the 'Creatures of Darkness get double nines' that'd be nice. Other possibilities too of course.

I am sure using Luminous Herald of Dawn in Battle against Creatures of Darkness will provide the data needed for research. And it would probably be something like using additional momentum cost (time spent ritualizing and praying) to potentially add damage. IE basically meaning that this set up would allow such a ship to ACT like they had Heavy Guns installed against creatures of darkness if they wanted to. This would not be a component but some kind of anklok prayer/pterok ritual that would be enacted in the Solar Templeship as the guns are prepping to fire.

Solar Temple + Sutra Batteries + Stable Drive. More of the same, really. Maybe with easier justification, or an expanded scope.

Stable drive plus any gun IS the synergy. This would just be two synergies that vaguely overlap... anything special would be in the ship design phase... not components.

Solar Temple + Orichalcum. I'm sure there are benefits from having the temple built with the holy metal but I'm drawing a blank on what they might be. This is mostly an exploratory research (which, if productive, I would intend to repeat with 'Abraxus temple + moonsilver' and 'Observatory + starmetal')

The benefits of magical materials hulls are extensive and I am not sure I am comfortable formalizing any kind of synergy bonus.

Hexigrammatic Warding research (not sure if that'd be a component or not, nor if it would have the same name)

You lack Gellar fields and basically use Hexigrammatic warding combined with anti-wyld wearable charms, sanity preserving rituals, and being fuck-mothering magical dinosaur people to travel in the warp. Seriously the average human crew rolls 3-4 dice to resist the warp if exposed... You guys before the bonuses from tools, rituals, gods, and technology apply get like 12-14 dice on anyone you would let aboard a wyld traveling ship. You pretty much travel on dangerously exposed deathtraps by human standards and just tough it out.

Your full wards ARE better than imperium hexagrammatic warding but you basically you can ward a small room like 50 square feet as a one dot artifact. Doing a whole ship to that level would be prohibitive and globes are better and cheaper anyway. Cheapening up the wards basically leads to the current situation.

Stable Drive + Perfected Calculation Arrays. I imagine more shooting bonuses, maybe triple tens or double eights? Or just a cost reduction of sorts, maybe +1 to flurries...

These are basically contra-indicated technologies. PCA allow your ship to remove the penalties from being out-numbered which implies its being super mobile at least in terms of constantly refining angles and vectors. Stable drive helps you line up a shot.

Not to say a ship cannot have both but there is no room for a component that some how combines them or enhances them because you have both.

Barracks research: passenger quarters. Basically turning barracks into quarters fit for non-Dragon Kings to travel in without it coming across as, well, a converted barracks for a race of dinosaurs with an expanded view of what 'roughing it' entails.

Here is where you might want those improved cost wards! You can surely design passenger quarters as a component. Please confirm specifics when you do. IE will it need to protect the passengers from warp (or will it always be on a globe protected ship, cost would definitely increase which would be wasted if it was on a globed ship) and what decree of quantity vs quality are you seeking. A passenger deck that is maxing out moving human refugees will look very different from luxurious travel of a sector governor. And being flexible of course raises the cost.

Ox-Body research. The two big ones are 'synergizing with buying up Hardness/Toughness' and the other is 'adds crippled levels to the ship/counts as added crippled levels for buying up Hard To Kill/Emergency Shields', not sure whether that's best done together or separate.

1) I could see something like Ox-Body that adds three times -1 levels for less than the 24ish AP that just costs on its own at default but each version would be a different component so you either lose flexibility or will waste a lot of AP researching tons of variants to restore the flexibility.

2) Easy enough, probably adds one ap to the cost of the Ox body in addition to the cost of actually buying the h2k or ES and the rest of the ox-body.

Combining them feels too complicated and will have an AP penalty if you try.

Leeyata Temple + boarding peripherals (primarily boarding fields), trying to eke out additional boarding potential there. I'm thinking primarily adding additional boarding avenues (usually it goes from 2 to 4)

No I don't really see it.

Leeyata Temple + barracks, either more or better troop transport somehow.

That is what the temple does, nothing to research... unless you mean designing the actual ship.

Ryzla Temple + Hangars, either more elite squadrons or more squadrons or some sort of performance boost, something.

Ditto.

Just research bigger hangers. I was spitballing the idea of a 4 slot hanger (?Massive? Hanger) plus ryzla temple in a dromon hull acting as a super carrier. 28 squadrons, one of which is always elite, plus 5 hanger operations per turn but nothing else but FTL and shields.

Ram Drive + Ramming Prow, not sure what might come of this but I'm thinking something like 'reduce AP cost to build' or 'automatically purchase the half slot for the heavy prow', maybe 'increase the damage automatically absorbed by ramming by [x amount]'

I mean thats the front and back of the ship... anything that combined them is you know... a ship design.

Ramming peripherals (essence ram, boarding field, etc) streamline AP cost when being built together

This I could see, streamlining cost or size perhaps. Not both of course.

Jade + ramming ship basic design family, either streamline AP cost or get synergy bonus from ramming (absorb more damage, get a free damage increase again, triple tens when doing the final roll for ramming speed, etc)

Again this is a ship design thing to justify where you spent the BP generated by a good design roll

Abraxus Temples + Sorcerous Thrones (mostly "can they share a ship" rather than having to have a dedicated sorcery ship, but if there are other synergies to be had I'd like to find out)

Normally I would say no to thrones and temples on the same ship. Any other versions you get would be limited to spells associated with their god keep in mind.

I could see it as a component to save either half a slot or save the cost (not both obviously).

Hangars + Barracks (more specifically 'large hangars & large barracks') trying to improve the ability to throw landing parties of Dragon Kings out in a quick and timely manner.

Of course. Even a half barrack half hanger to act as the base of a space marine esque strike cruiser. But large Assault ships for conquering planets is fully in character for dragon king ships... especially templeships to Leayta. I suppose you could design an assault module of any size you want to make it more efficient than it should be in either size or cost.

Autocthonic Temples (Hymn of Final Judgement for example) + Autocthonic ships; see if they could count as either geomantic or autocthonic whichever is more beneficial? A bit of a stretch but it works in my head a bit.

This one is a not really. A geomantic ship for certain gods may LOOK like an Autochthonic ship and the bonuses its temple provides may even coincide with the bonuses an autochton ship does (potentially) but its a coincidence.

(I'm also curious if geomantic temples could receive elemental support. On the one hand 'lots of complex magitech says no', but on the other hand 'basic geomancy uses lots of elementals', a bit up in the air there)

I am making them less useful due to the Magical material hulls! Elementals cannot manipulate Orichalcum that well. About the only MM hull that elementals could help with is Jade.

Simple geomantic hulls with no temple or magical material hull involves can certainly benefit at least some from elementals, mostly in ways already covered by Atelier manses though.

Making it a templeship than brings the god into question. Treel is fine with earth elementals and some wood ones. Dragon Kings would not let elementals help in building a Solar Templeship because THEY want to build the thing themselves.

Magical Materials + Hardness gain (reduce AP for buying up Hardness because we're already putting several tons of jade into a ship)

Again seems like a ship design and what you are spending BP on.

Magical Materials + Globe of Perfected Stability (leverage an abundance of one of the Magical Materials for added effect, maybe streamline AP for the Globe if it's being purpose-built?)

Not as a component or ship design. As you gain experience with Reality Engineering technology you may discover some odd synergies that proper TECHNIQUE may allow you to exploit. LIke jade ships could come out of warp travel closer to the star or "shadow of the warp" and moonsilver might be faster and starmetal more accurate.

Solar Temple + Theion Drive (another exploratory research, but I'm thinking something like 'acts as a Theion Drive one level higher than one installed' currently)

Some sorta of Face the Sun effect? I could maybe buy it. Still seems more like either a ship design BP function or a technique possible when you have this combo.

Haze Shields + Essence Battlements (I remember it being mentioned that there's synergy here. Without going back and looking I think it was something to the effect of 'haze shields count as a larger component slot (though not a full +1)'.

Yes I assume EVENTUALLY you will have Storm shields as your standard protection although you could ignore haze effect and just double down on essence battlements. A storm shield would count as one slot for both but cost more than both as seperate installations, require a Factory Cathedral to be involved, and may raise upkeep of this.

[Templeship with Stormshields, navigators, wondrous globes and Void abacus would be quite the upkeep]

Essence Battlements + Emergency Shields (may add more Emergency Shields levels to a ship with Essence Battlements installed, which I fully expect to be all of them)

no. for one there is a lot more to it than shields, those are just the most visible and obvious upgrade. I will probably seek a better name for the installation when you research Emergency Shields.

Essence Battlements x2 (I suspect this just gets us 2.5 the 0 levels, so 5 on a templeship. Might be a good investment if it synergizes with other component research like the haze shields)

You can already use two slots for shields to add ONE additional layer... its just not very efficient. I suppose you can research a heavy shield component that adds a layer for only half a slot. Remember to get one for each ship size bracket.

Abraxus Temple + laboratory space + improved sensors, mostly looking for synergy bonuses but I also accept cost streamlining.

I mean your laboratory space IS Abraxus Temples at this point. Improved sensors would apply a double 9 to any roll you needed to do with the temple that might involve using them. I just don't see it as something that would be special component worthy.

Generally I do not see combining temples with something ever a good COMPONENT design. Specific Manse effects that could be their own templeship like thrones, atelier manse and observatories being combined with some appropriate temple may work.

FYI if you had an Atelier ship the way the system works is that it could use AP from your budget use the ateliership to make logistics stockpiles to support a fleet away from home because Dragon King Administration is just that awesome. Downside is a lot of your ship designs seem like they would need pretty much a whole Atelier ship or more each. But you may need to eventually develop some kind of fleet train ships either cargoships moving stockpiles from planets or a bunch of atelier ships making what is needed.

Essence Battlements + Globe of Perfected Stability ('can project the reality stabilizing effect across a wider area'? Not sure if there's a synergy here to be honest)

Not really. Projected stability is the realm of higher end Reality Engineering tech (or geomancy)

Quetzacoatl Temple + Jurai ship. Not sure if this'd be a synergistic effect or a cost streamlining effect, but still something I expect to have some effect when we finally get around to building it)
Not really... Quetzacoatl is mostly a god of weather. He has fertility associations with plants in the form of crops being effected by weather... not because he is a vegetative deity.
 
[x]Plan Fires of Industry v. 01
Anklok 11
-[x] Bribing spirits to do their job. 1
-[x] Little Beam Training Arc (part 4): 1
-[x] Infuse Ark: #1 1
-[x] Infuse Ark: #2 1
-[x] Pact Lumina 2
-[x] Highest of Holies: 3
-[x] Herald support 5
-[x] Legion Trainee: 4 + training grounds + oil
-[x] Naval Phalanx 1 + Spark + Ash + Pyre + Steam + Metal
[8]

I had to make a couple of painful cuts here, including the Skyweavers Training Zone, but this still covers the basics for me; increase the ground troops we have, keep infusing the arks, retrain the Naval Phalanxes and pay our pantheon dues with regards to bribing spirits and training Little Beam.

Mosok 11
-[x] Prepare for the Imperium of Mankind: 2 + Ghost + Blood + Corpse
-[x] Acadamia of Constellations: 3
-[x] Luminous Herald of Dawn: 5 + Ondar Shambol + Atelier x5 + exotics x8 + FC + ship
-[x] Build Infiltration Ship (Stalking Mantis class?): 9 + Atelier + exotic + ship
-[x] Encourage Development: 3 + dojo
[11]

I cut the shipbuilding AP down as much as I dared, and I half expect to need to do another round of omake to complete both of them like we did with the Feast. I cut Soulsteel acquisition because I don't think current plans call for making Globes, but if not let me know. Other than that we get started with training for how to infiltrate the humans and may double the number of TMA artists we can bring with us.

Pterok 11
-[x] Astrological Question "What is the correct timing for constructing the Luminous Herald of the Dawn?" free
-[x] Astrological Question "What are the ill-omens for construction of Factory Cathedrals?" 1
-[x] Astrological Question "When are the best times to move forward on ship construction?" 1
-[x] Elemental Support: 4
-[x] Supremacy of Elemental Advantage: (Factory Cathedrals) 7
-[x] Herald Support 5
-[x] Stellar Stabilization: 4 + Crystal
-[x] Seeds of Immaculate Blood Bounty: 3
-[x] Logistics Stockpile: 7 + Atelier + Thaumaturgy
[21]

This was the section I couldn't really compress much, in part because the big ticket item was the Logistics Stockpiles. I had to cut the Immaculate Seed Plantation option but I kept the Seeds of Immaculate Blood Bounty because we're going to make it through this war and the Eldar are going to want our seeds, but only if we take the time to show them what they could have. (I'm hopeful we can still use astrology to reduce the DC on ship construction as well as fulfill the requirements of the Herald's construction, if not please let me know so I can change it). The last major item here is Stellar Stabilization, which has a reasonable chance of completing here but not a certainty.

Raptok 11
-[x] Call Ulthwe (Gothic War coordination): 1
-[x] Herald Support 5
-[x] Factory Cathedral x7: 20 + 7 exotics
-[x] Essence Spiders: 1 + Stables
[19]

I could be persuaded to move the Essence Spiders off for another turn or two, but IIRC there was a general consensus saying they wanted their inclusion. The obvious big ticket item here is going for the seven factory cathedrals, which I hope to pay off handsomely next turn (provided nothing goes horridly awry), and I wasn't sure how StarJaunter wanted me to classify the war coordination so I just put it as 'Call Ulthwe'.

Resources
-[ ] Jach'Uchil Expedition: 4 + ships
[4]

I'm a mite embarrassed to only be throwing four dice at this instead of my original six planned, but we only have so many ships right now. Another reason to do the 'mass produce Maze Skiffs' project, but c'est la vie. Optimistically should give us ~12 AP, realistically I'm thinking 6 or 9.

Colonization
-[x] 40 Million: 4 + Feast + stockpiles
[4]

With the stockpiles and number of elementals running around I feel confident that Tocha should be fairly quickly colonized. My primary concern is whether or not we're going to be able to connect with it going forward to get the AP it produces. The two answers to that I have thus far are "have the Raptok build a Gate of Auspicious Passage" or "have the Mosok build transports back". My preference is to have the Mosok produce the 9 Maze Skiffs for 36 AP option, provided we can spare a pair of Atelier Manses on them. The idea is to have each of the skiffs run a route between each world in the sector ("Valki to Tocha, Tocha to Tokat, Valki to Khyral" etc) which should get us to just about 'anywhere to anywhere'.

(the piety-focused plan comes tomorrow)


Edit; X'd in the Mosok
 
Last edited:
[x]Plan Fires of Industry v. 01
Anklok 11
-[x] Bribing spirits to do their job. 1
-[x] Little Beam Training Arc (part 4): 1
-[x] Infuse Ark: #1 1
-[x] Infuse Ark: #2 1
-[x] Pact Lumina 2
-[x] Highest of Holies: 3
-[x] Herald support 5
-[x] Legion Trainee: 4 + training grounds + oil
-[x] Naval Phalanx 1 + Spark + Ash + Pyre + Steam + Metal
[8]

I had to make a couple of painful cuts here, including the Skyweavers Training Zone, but this still covers the basics for me; increase the ground troops we have, keep infusing the arks, retrain the Naval Phalanxes and pay our pantheon dues with regards to bribing spirits and training Little Beam.

Mosok 11
-[ ] Prepare for the Imperium of Mankind: 2 + Ghost + Blood + Corpse
-[ ] Acadamia of Constellations: 3
-[ ] Luminous Herald of Dawn: 5 + Ondar Shambol + Atelier x5 + exotics x8 + FC + ship
-[ ] Build Infiltration Ship (Stalking Mantis class?): 9 + Atelier + exotic + ship
-[ ] Encourage Development: 3 + dojo
[11]

I cut the shipbuilding AP down as much as I dared, and I half expect to need to do another round of omake to complete both of them like we did with the Feast. I cut Soulsteel acquisition because I don't think current plans call for making Globes, but if not let me know. Other than that we get started with training for how to infiltrate the humans and may double the number of TMA artists we can bring with us.

Pterok 11
-[x] Astrological Question "What is the correct timing for constructing the Luminous Herald of the Dawn?" free
-[x] Astrological Question "What are the ill-omens for construction of Factory Cathedrals?" 1
-[x] Astrological Question "When are the best times to move forward on ship construction?" 1
-[x] Elemental Support: 4
-[x] Supremacy of Elemental Advantage: (Factory Cathedrals) 7
-[x] Herald Support 5
-[x] Stellar Stabilization: 4 + Crystal
-[x] Seeds of Immaculate Blood Bounty: 3
-[x] Logistics Stockpile: 7 + Atelier + Thaumaturgy
[21]

This was the section I couldn't really compress much, in part because the big ticket item was the Logistics Stockpiles. I had to cut the Immaculate Seed Plantation option but I kept the Seeds of Immaculate Blood Bounty because we're going to make it through this war and the Eldar are going to want our seeds, but only if we take the time to show them what they could have. (I'm hopeful we can still use astrology to reduce the DC on ship construction as well as fulfill the requirements of the Herald's construction, if not please let me know so I can change it). The last major item here is Stellar Stabilization, which has a reasonable chance of completing here but not a certainty.

Raptok 11
-[x] Call Ulthwe (Gothic War coordination): 1
-[x] Herald Support 5
-[x] Factory Cathedral x7: 20 + 7 exotics
-[x] Essence Spiders: 1 + Stables
[19]

I could be persuaded to move the Essence Spiders off for another turn or two, but IIRC there was a general consensus saying they wanted their inclusion. The obvious big ticket item here is going for the seven factory cathedrals, which I hope to pay off handsomely next turn (provided nothing goes horridly awry), and I wasn't sure how StarJaunter wanted me to classify the war coordination so I just put it as 'Call Ulthwe'.

Resources
-[ ] Jach'Uchil Expedition: 4 + ships
[4]

I'm a mite embarrassed to only be throwing four dice at this instead of my original six planned, but we only have so many ships right now. Another reason to do the 'mass produce Maze Skiffs' project, but c'est la vie. Optimistically should give us ~12 AP, realistically I'm thinking 6 or 9.

Colonization
-[x] 40 Million: 4 + Feast + stockpiles
[4]

With the stockpiles and number of elementals running around I feel confident that Tocha should be fairly quickly colonized. My primary concern is whether or not we're going to be able to connect with it going forward to get the AP it produces. The two answers to that I have thus far are "have the Raptok build a Gate of Auspicious Passage" or "have the Mosok build transports back". My preference is to have the Mosok produce the 9 Maze Skiffs for 36 AP option, provided we can spare a pair of Atelier Manses on them. The idea is to have each of the skiffs run a route between each world in the sector ("Valki to Tocha, Tocha to Tokat, Valki to Khyral" etc) which should get us to just about 'anywhere to anywhere'.

(the piety-focused plan comes tomorrow)
The Mosok aren't X'd in
 
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