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

Right I've got a plan anyone got anything to say about it?

@StarJaunter is there anything here that doesn't work?

[X] Plan RUSHing forward
-[X] Anklok
--[X] Bribing spirits to do their job AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
--[X] Dogs of the States AP Needed: 1. DC: 35. Success Needed: 5/7. 3 Anklok AP
--[X] Continual Grace AP Needed 4. DC: 30. Success Needed: 0/26. 4 Anklok AP
--[X] Ruby Arrow Recruitment Drive [RUSH] AP Needed: 2. DC: 55 Success Needed: 6. 4 Anklok AP + Training Grounds autosuccess
--[X] Suppression (Tocha) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. 1 Anklok AP
-[X] Mosok
--[X] Long Term Support for (Planet Bhien-Morr of Gothic Sector)[RUSH] AP Needed: 2. DC: 25. Success Needed: 3. 2 Mosok AP + Ideal Workshop
--[X] Soulsteel Deal AP Needed: 2. DC: 40. Success Needed: 3/4. 2 Mosok AP
--[X] Tau'va Exchange AP needed: 2. DC: 35. Success Needed: 9. 2 Mosok AP
--[X] 9 Maze Class Void Skiff AP Needed 1. DC 25. AP needed: 36. 12 General AP + Ideal Workshop
--[X] Directional Shipyard(Tokat) AP Needed: 3. DC: 40. Success Needed: 15. 1 Lite Kroozer wreak + 2 Onslaught wreaks
--[X] Encourage Martial Arts AP needed 3. DC: 35. Success Needed 15. 7 Mosok AP + Dojo autosuccess
-[X] Pterok
--[X] Lumina Pacts [RUSH] 2 Pterok AP
--[X] Naval Administrative Oversight AP Needed: 3. DC: 35. Success Needed: 9. 3 General AP
--[X] Astrological Question [Supporting Ruby Arrow Recruitment Drive] AP needed 1 per question. You may apply up to two AP per question with the assumption you are better at piercing anti-divination measures... if any existed. DC: N/A. 1 General AP
--[X] Astrological Question "Which Blackstone Fortress will Abaddon attack next?" AP needed 1 per question. You may apply up to two AP per question with the assumption you are better at piercing anti-divination measures... if any existed. DC: N/A. 1 Pterok AP + 1 Divination auto answer
--[X] Astrological Question "When will Abaddon next attack a Blackstone Fortress?" AP needed 1 per question. You may apply up to two AP per question with the assumption you are better at piercing anti-divination measures... if any existed. DC: N/A. 1 General AP + 1 Divination auto answer
--[X] Elemental Support AP needed 1. DC: 25. Success Needed 1. 3 Pterok AP
--[X] Supremacy of Elemental Advantage [Prying Veil of Discretion (Ophelis)] 1 AP needed. DC: 25. Success Needed 1. 1 Pterok AP
--[X] Supremacy of Elemental Advantage [Naval Administrative Oversight] 1 AP needed. DC: 25. Success Needed 1. 1 General AP
--[X] Improved Warbirds AP Needed: 2. DC: 40. Success Needed: 5/6. 2 Pterok AP
--[X] Lightning Ballista AP Needed 1. DC 35. AP needed 3/5. 1 Pterok AP + Crystalweavers
--[X] [Night] Drive. AP Needed: 1. DC: 40. Success Needed 6. 1 General AP
--[X] Standard Stockpile AP Needed 2. DC: 35. Success Needed 0/8. 2 Pterok AP + Thaumaturgy autosuccess + 4 Atelier
--[X] Grace Stockpile AP needed 1. DC: 20. Success Needed 3/6. 1 Atelier
--[X] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 1 Atelier
--[X] Human Care Package [RUSH] AP Needed: 1 Atelier. DC N/A. AP needed: Atelier. 1 Atelier
-[X] Raptok
--[X] Golden Throne Aide AP Needed 2. DC 35. AP needed 3/9. 2 Raptok AP + Slicktongues + Ghostwalker
--[X] Pay the Debt AP needed: any. DC: N/A. Success Needed: 5. 2 Raptok AP + 3 General AP
--[X] Magical Population Growth AP Needed 3. DC. 40. Success Needed 3/24. 3 Raptok AP
--[X] Navigator AP Needed: 3. DC: 40. Success Needed: 14/24. 3 Raptok AP + Technomorphs
--[X] Geomantic Relay AP needed: 1. DC: 20. Success Needed: 3. 3 Raptok AP
--[X] Orichalcum Refinery Expansion (Ophelis) AP Needed: 1. DC: 25. Success Needed 5. 1 Raptok AP
--[X] Prying Veil of Discretion (Ophelis) AP Needed 3. DC: 35. Success Needed: 5. 4 General AP
--[X] Imidazole Plantation (Tocha) AP Needed 1. DC 15. Success Needed 6. 3 General AP
--[X] Brass Legion AP needed 2. DC: 30. AP Needed 5. 1 Raptok AP + Golem autosuccess
--[X] Void Kraken Collar of Clockwork Diligence [RUSH] AP Needed 1. DC 45. AP needed 5. 4 General AP + Ideal Workshop
--[X] Warstrider Auxiliary Factorum AP Needed 2. DC 30. AP needed 6. 2 General AP
--[X] Razor-Beaks AP needed 2. DC: 25. Success Needed 11/53. 1 Raptok AP + Stable autosuccess
-[X] Resource Action
--[X] Jach'Uchil Expedition AP Needed 1. DC: 45/95. Success Needed 1. 3 General AP + 3 Manta Class Transports + Hotbloods + 1 Kireeki Skyreme

I'm 100% crazy enough to want to do this
[X] Plan God Bothering

EDIT: moved an Atelier from grace stockpiles to invocation to insure that passes
EDIT2: Dropping Elemental Support because even with the extra Atelier from grace stockpiles invocation stockpiles still needs at least one more AP
EDIT3: Forgot to add a Minotaur Class FTL Transport to Cleanse Tocha
EDIT4: Moved the Crystalweavers over to the Lightning Ballista to replace 1 Pterok AP, Replaced Analytical Engines with Legions of Servants and added an Ideal Workshop to it, dropped Moon Speak (Vault of Night), added Obscuring Fate "The Eye of Night" with two AP freed from moon speak, dropped Invocation Stockpile and divided the ateliers between standard and grace stockpiling, added Void Vessel Mini Turn (Pennant) and [Night Drive] Drive using the AP from the Invocation Stockpile, replaced Repairs (Onslaught 1 + Onslaught 2 in Gemini Shipyard) with Salvage (Onslaught 1 + Onslaught 2), moved the Lite Kroozer into the shipyard, added Wyld Aspect Manse [Hidden Tabernacle] using freed AP, added Astrological Question [Supporting Ruby Arrow Recruitment Drive] using freed AP, added last of freed AP to Orichalcum Refinery Expansion (Ophelis), added Technomorphs to Navigator and then realised that I had only spent 10 out of 12 Pterok AP and so added Elemental Support and another AP to Night Drive research.
EDIT5: forgot the third Ideal Workshop which is now added to Legions of Servants
EDIT6: dropping the wyld manse and adding the freed AP to the refinery and the servants.
EDIT7: added Hotbloods to repairing the Lite Kroozer, dropped Encourage Development and moved the AP from that to Encourage Martial Arts, moved an atelier from the logistics stockpiles to the standard stockpiles and removed the RUSH tag from the logistics, removed an AP from night drives to generate and elemental supremacy for an Imidazole Plantation and started said plantation with the AP freed from the kroozer and moved two AP from the refinery to the plantation.
EDIT8: Ghostwalkers added to Golden Throne Aide
EDIT9: Thought about it for a bit and I'll drop the void vessel mini turn in favour of putting a die on developing "cheap" plasma cannons and see what quirky stuff Star offers us after the war ends.
EDIT10 (I will stop editing this some day I promise): Moved general AP from the refinery to night drive so the Pterok AP can be used for Lumina Pacts
EDIT11 (I can stop whenever I want!): Moved an Ideal Workshop from legions to Long Term Support and moved the freed AP from that to Encourage Martial Arts
EDIT 12: Swapped Obscuring Fate for Where is Abaddon?
EDIT 13 (I just can't stop doing this can I?): dropped using elemental advantage on the imidazole plantation and moved that ap to elemental support, moved a Raptok ap and the ideal workshop from legions of servants to brass legions and changed my two Abaddon divinations to where will he attack and when
EDIT 14 (the first step to sorting out your problems is admitting that you have one): dropped the Gemini Yards and shuffled AP around to make a start on Prying Veil of Discretion
EDIT 15 (~DON'T STOP ME NOW~): dropped Plasma Cannons and moved that ap to [Night] Drive
EDIT 16 (~I'M HAVING SUCH A GOOD TIME, I'M HAVING A BALL~): Dropping Cleanse Tocha and Legions of Servants for Improved Warbirds and a Void Kraken Collar of Clockwork Diligence
EDIT 17: dropped salvaging the onslaughts and moved the freed ap over to Prying Veil and the Void Kraken Collar
EDIT 18 (I think this is the most edits to a plan I've made ever): dropped Continual Grace down to just 4 Anklok ap and removed the Exotic Stockpile, adding 1 Anklok ap to Dogs of the States, 2 Anklok ap to Ruby Arrow Recruitment Drive, putting 12 General ap towards Maze skiffs, 3 General ap towards Naval Administrative Oversight, 1 General ap towards Supremacy of Elemental Advantage [Naval Administrative Oversight], 3 General ap to pay the debt so that the ideal workshop can be put towards the maze skiffs and moving a Pterok ap from the Lightning Ballista over to Elemental Support
EDIT 19: removed the RUSH tag from the stockpiling actions and moved an atelier from the grace stockpiles over to the standards
EDIT 20: replaced repairing the ork ship with the Tau'va Exchange
EDIT 21: added the Hotbloods and a Kireeki to the Jach'Uchil Expedition and added a Directional Shipyard to benifit from Slamu's omake bonus
 
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[X] Plan RUSHing forward

For what we are willing to do for Emps I would go with ether of these.
[X] Plan God Bothering
[X] Promise Plan: Giving up the Ghost(wind)
-[X] Lanka and the Golden Throne
-[X] Talisman of Vaul
-[X] Caches
-[X] Punching the Warp, in the face
-[X] Home Away From Home
 
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We have 25 projects in progress and you are starting more than 10 new ones. Our AP should be used to finish what we have, to do what our Breeds want done and to support the Gothic War.

Let me see if I can answer some of your concerns;

Anklok
  • God of Ophelis has 3 successes. I believe this is from omake.
  • More Angels has 3 successes. I recall that as being overflow from completing the prior project.
  • Dogs of the State has 5 successes and could reasonably complete based on the AP assigned.
  • Skyweavers Training Zone has 3 successes (and I believe ought to be 6) which I know came from omake.
Mosok

  • Moar Fishies has 8 successes. I agree we'll want to put more effort in here but my plan prioritized getting ships repaired.
  • Soulsteel Deal has 3 successes and needs one more. I don't mind working on this but didn't prioritize it as I doubt we'd be making much with Soulsteel in the near future. We can put two AP towards it if absolutely necessary but thus far it doesn't seem to be.
  • Minotaur transport has 1 success, and I believe that is overflow from completing a prior project.
  • Gemini Yards has 7 successes. My plan continues work on this with a small but nonzero chance of completing it.
  • Repair Lite Kroozer has 1 success. My plan works on completing it but does not get all the way there due to prioritizing getting the Onslaughts ready to go.
  • Encourage Development has 6 successes. My plan works on it and has a reasonable chance of completing it.

Pterok

  • Map the Other Stars (Ophelis) has 2 successes. I don't mind completing this but prioritized crowding the observatories with people looking into the Gothic War. I'm open to hear other plans that include working on it.
  • Lightning Ballista hs 3 successes, I believe from looting that Ork Little Beam had a beef with. My plan works on this and has a reasonable chance of completing it.
  • Mystic Tome has 3 successes, which I believe are from omake.
  • Cleanse Tocha has 4 successes which came from conquest bonuses. I want to complete Imidazole Plantations to make working on this project more effective.
  • Grace Stockpile has 3 successes, which I believe are from overflow from a prior project.
  • Logistics Stockpile has 2 successes, which I believe are overflow from a prior project.

Raptok

  • Golden Throne Aid has 3 successes. I'd like to get more work done with it but have not prioritized its completion for this turn.
  • Magical Population Growth has 3 successes. I'm working on this but it won't complete this turn.
  • Navigators has 14 successes. I'm dedicating resources to completing it but we're still a few turns from completion.
  • Beasts of Resplendent Liquids have 3 successes. Those are Omake successes.
  • Pagoda Drive II has 3 successes. I believe they are from research into the Rhino.
  • Improved Warbirds has 5 successes and needs 1 more to complete. We could probably get the 2 AP needed to work on this if you really think it important, but what would you like to sacrifice to do so?
  • Defense Grid [Tokat] has 5 successes and needs 3 more to complete but will consume 1 AP in upkeep. I'm not convinced the juice is worth the squeeze but if you like there's little stopping you from writing an omake to complete it.
  • Ork Airfields have 3 successes. Those are from Omake.
  • Silos [Tokat] have 1 success. I suppose we could work on them but don't consider it a priority at this time.
  • Ophelis Basic Spread has 3 successes. My plan works on that and has a decent chance of completing, dependent upon elemental summons.
  • Analytical Engines has 1 success. My plan works on this.
  • Razor Beaks has 11 successes but the project probably needs to be reexamined, as without new infrastructure (additional Stables buildings, or some sort of Military Dinosaur Ranch) it's going to be nother 40+ AP with just a few legions worth of birds.
Did I miss projects you wanted to work on? Because I think we're continuing projects that need to be continued, as a general rule.
 
Let me see if I can answer some of your concerns;

A lot of your plan involves starting new projects with no relevance to the Gothic War. We should not start any new projects unless it has to do with the Gothic War or something of similar immediate importance, like the invading Orkz in our sub-sector. There is no point in chipping away at entirely new projects like Continual Grace when it can be used to hide the Hand of Darkness, Ruby Arrow recruitment or anything that can be completed this turn. Continual Grace is not the only new project you picked that is like that. Hand of Darkness and the Eye of Night were called out by our Dragon Kings as needing to be hidden.

I disagree. He also said we could probably go a couple decades (four full turns, and we're unlikely to go that long) between progressions, most of them come with additional, non-Favor rewards and, as I said, we're already planning to do some or all of those tasks anyway.

He never said how many turns we can go without and said he would be stricter the more we take. If we have five oaths and do one per turn, that would be one oath every 5 turns. What do you mean by need? None of these actually do anything for the Dragon Kings. We get a change of diplomatic status for the Dragon Kings at 1 and 3 oaths done. We get one Imperial Favor at 4 and 5 oaths done. We only really need three oaths so the Imperium is less likely to commit genocide of us in a crusade.

--[X] Moon Speak (Vault of Night): (This action may be supported by Mosok AP as well as Anklok) AP Needed: 3. DC: 50. Success Needed: 0/8. 3 Anklok AP

This will give us 1 success out of 8. We need to finish Vault of Night now. We cannot have Abaddon and Chaos figure out we have their artifacts. We would be inviting invasion while we barely have a fleet and army. We already have to deal with the Roks and feral Orkz.

You should assume that we are going to have a +20 DC to anything except Ruby Arrows recruitment. If you want to rush it you should also make sure it has an 75% or higher chance of being finished.
 
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Wait I need a reminder does this mean that the ideal workshop can be applied to three different projects at once, that it gets applied to a single project three times or is it a typo?
It means we have three of them so we can apply each of the three to any appropriate project and even double (or triple) them up on a single project. As memory serves Ideal Workshops are factory cathedrals.
 
This will give us 1 success out of 8.
No it potentially gives us three as it's one dice roll per an AP not one dice roll for every three dice AP needed is how much we need to commit to the project per turn to roll dice in order to progress.

I'm assuming that the eye is staying with the fleet until the war ends due to the danger of gateing from the Gothic sector to Tokat, which could be wrong as that is up to StarJaunter.

I'll consider changes to the plan but right now I'm keeping it as is so not to be rude but if this bothers you you can make a plan as well.

It means we have three of them so we can apply each of the three to any appropriate project and even double (or triple) them up on a single project.
Thanks for the reminder I'll add in the extra two after work.
 
No it potentially gives us three as it's one dice roll per an AP not one dice roll for every three dice AP needed is how much we need to commit to the project per turn to roll dice in order to progress.

I did not notice you did not rush it. It is 3 rolls but will average at 2 successes. That is what I was getting at.

I'm assuming that the eye is staying with the fleet until the war ends due to the danger of gateing from the Gothic sector to Tokat, which could be wrong as that is up to StarJaunter.

I am worried about what will happen during and after the war. We have to keep both artifacts hidden as soon as we can so divination will not make Chaos attack us to reclaim them.

I'm keeping it as is so not to be rude but if this bothers you you can make a plan as well.

I will when I can and if there are not plans similar to what I think we should do.
 
He never said how many turns we can go without and said he would be stricter the more we take. If we have five oaths and do one per turn, that would be one oath every 5 turns.
He literally did right here:
My only constraint was not ignoring one of the projects for over ten turns without an excuse. I don't think thats unreasonable. I also don't disbelieve it could happen if you were not warned about it.
Meaning we only need to make progress on one every two turns, some of which will overlap with shit we already intend to do.
What do you mean by need?
I think the only thing I said "need" for was the Talisman. IIRC, we promised one to the Eldar.
None of these actually do anything for the Dragon Kings.
Hard disagree. Even putting aside what I consider to be a vast underestimation of the value of a Favor from the Emperor, most of the Oaths offer additional Benefits:
  • The Second: Gets a Primarch back in the game fighting Chaos (which benefits everyone not Chaos) and inclined to like us. That's an Elder Essence equivalent ally and an additional in with humanity.
  • Lanka and the Golden Throne: We're planning to expand Lanka anyway, and what we lose in karmic honey from Humanity's going to the Emperor is more than made up for with the hundreds of millions to billions of Sheut we'll be allowed to divert to other projects, such as expanding our other afterlives or spiritual combat.
  • Talisman of Vaul: We get a War in Heaven Superweapon to trade to the Eldar or keep for ourselves.
  • Caches: Costs nothing since we were already going to make the ships and globes needed and is basically a treasure map to Great Crusade, possible DAoT era goodies.
  • Punching the Warp, in the face: This is admittedly the flimsiest reward but even assuming everyone we send will die so we don't get weapon testing data or veteran units and putting aside our holy duty to protect humanity and fight Creatures of Darkness, we need to kill Chaos to get home/summon Sol here properly and fighting Chaos helps the Dragon Kings for the same reason fighting Chaos helps literally everyone.
  • Home Away From Home: Ridiculous, massive rep with the faction of the IoM most likely to want to kill us, access to a new pantheon of gods to cover the holes we have in ours and blessings for any human allies or protectorates. We also wanted to build one of these anyway, this is just permission and blueprints to do so.
 
--[X] Logistics Stockpile [RUSH] AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 2 Atelier

Far be it from me to discourage Logistic Stockpiling, but you technically have enough to keep your fleet running for two turns even with no production so this might be slightly excessive. Of course you are also repairing all the ork ships so sending out the whole fleet including those may dunk on your supplies.

--[X] Magical Population Growth AP Needed 3. DC. 40. Success Needed 3/24. 3 Raptok AP + Crystalweavers

Unless you have something from me approving this in the past I will say this is a no go.

Crystalweavers can be assigned to Lightning Ballista and the Analytic automata projects at least. The orichalcum refinery and the Warstrider facilty would produce no real arguments either.

--[X] Navigator AP Needed: 3. DC: 40. Success Needed: 14/24. 3 Raptok AP

I think you have a special unit for making implants that historically you have been including in this, the Technomorphs.

Pagoda Drive II has 3 successes. I believe they are from research into the Rhino.

Technically rhino got the first half of Pagoda 1. Finishing Pagoda 1 and starting Pagoda 2 was the power system on a chaos heavy cruiser.

Wait I need a reminder does this mean that the ideal workshop can be applied to three different projects at once, that it gets applied to a single project three times or is it a typo?
Yes, Ideal workshops, also known as factory cathedrals can be assigned to do the same things as Atelier manses if you don't have any projects that need there special attention.

Alternatively Ideal workshops cannot be shut down easily but an Atelier Manses can be shut down to save upkeep, ie you can convert an Atelier manse into a General AP and use the leftover factory cathedrals to cover the Atelier manses work.

You can also assign atelier manses to aide in ork ship repairs is you want to get them done.
 
I have 15 General AP, 13 Raptok AP and 2 Atelier Manses left. How should I spend the rest?

@StarJaunter is there anything wrong with this plan?

[] Plan Hiding Artifacts From Chaos
-[] Perfected Slayers
-[] Bribing spirits to do their job: 1 Anklok AP
-[] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[] (RUSH) Moon Speak (Vault of Night): 21 General, 9 Anklok AP
-[] Repairs (Lite Kroozer): 1 Mosok AP, 5 Atelier Manse
-[] Repairs (Onslaught 1): 7 Mostok AP, Gemini Shipyard
-[] Repairs (Onslaught 2): 2 General, 5 Mostok AP, Gemini Shipyard
-[] (RUSH) Hand of Darkness Analysis: 12 Pterok AP
-[] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem

Ruby Arrow needs 6 successes. If we were conservative with it we will not guarantee it being done. At DC55 less than half the dice rolled will succeed on average. I do not want us to take a chance of failing it because we need them now to fight Chaos Astartes.

Abaddon can leave before Turn 51. Chaos can find out about the Eye of Night on Turn 50 through divination. When Tokat has the Eye of Night we do not want them to find out we have it. The same applies to the Hand of Darkness. If we Rush it we can destroy it before they know where it is and can take it back. The AP we spend on these will be saved by not having to spend AP from Chaos trying to retrieve these artifacts. We need to make sure we get away with stealing it and the Rush DC can be 20 higher for them. We do not need Chaos warfleets attacking us in the middle of an Ork invasion.

Read what our Pterok have to say about them.

Pterok: This Hand of Darkness is a major concern. Both understanding it AND what we should do with it. And now the Eye of Night which we had nothing ready to hide when it eventually is returned to our system.

It is a major concern. We have to get them done and the Gothic War is about to end.

The Ork ships should be repaired to patrol our sub-sector and fight the Orkz if they try to retreat from a planet they invade. 7 Mosok AP and Gemini Shipyards is enough to get 14 successes.

The Brass Legions can either be used to fight the Orkz or be carried by the Eldar to support us in the Gothic War. I can switch it to something else.
 
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A lot of your plan involves starting new projects with no relevance to the Gothic War. We should not start any new projects unless it has to do with the Gothic War or something of similar immediate importance, like the invading Orkz in our sub-sector. There is no point in chipping away at entirely new projects like Continual Grace when it can be used to hide the Hand of Darkness, Ruby Arrow recruitment or anything that can be completed this turn. Continual Grace is not the only new project you picked that is like that. Hand of Darkness and the Eye of Night were called out by our Dragon Kings as needing to be hidden.

Most of the non-Gothic War stuff I'm starting is AP-generating (Tau'va) or preparation for AP generation (Endless Mine), allowing us to better direct resources later. We likewise don't need to get everything done to hide the Eye this turn. The Orks aren't invading us (though they are building up) and completing projects like 'repair the ships' helps with defending us against invasion and preparation for invasion.

If we only focus on the Gothic War, we'll be stumbling from crisis to crisis and never get critical infrastructure (like manse construction or tapping gas giants) or research (improved ship components or transdraconian upgrades) done that would help in those projects. My plan does include Ruby Arrow recruitment as you'll note (though I'll probably move some resources around there) and the Hand of Darkness is already hidden from a previous project.

--[X] Continual Grace AP Needed 4. DC: 30. Success Needed: 0/26. Reward: Population increases by 30 million. +3 Generic AP. +1 Breed AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn. 4 Anklok AP + 20 General AP + 1 Exotic Stockpile

I believe this is 2 AP short of completion. May I ask why you're not giving it divination support to ensure its successes?

--[X] Long Term Support for (Planet Bhien-Morr of Gothic Sector)[RUSH] AP Needed: 2. DC: 25. Success Needed: 3. 3 Mosok AP

This can benefit from Atelier/Factory support; one Mosok AP + two or three manse (I'd have to check) and you get a couple planets worth of spy gear.

--[X] Encourage Martial Arts AP needed 3. DC: 35. Success Needed 15. 3 Mosok AP + Dojo autosuccess
--[X] Encourage Development AP needed: 3, DC: 30. Success Needed: 6/12. 2 Mosok AP + 1 General AP

May I ask why you're splitting your focus here? Development is closer to completion and doubles the number of TMA groups we have, while Encourage MA bumps up those numbers by 25%. I'm a little confused by your methods here.

--[X] Cleanse Tocha AP needed: 2. DC: 30 (20). Success Needed 4/50. 2 Pterok AP + 1 Minotaur Class FTL Transport

Imidazole Plantations make this more efficient, by the way. 3 Raptok AP for starting the process, 1 Pterok elemental support AP to complete it.

--[X] Geomantic Relay AP needed: 1. DC: 20. Success Needed: 3. 3 Raptok AP

I'd prefer to get moon habitats around Ajawo'Baxal as I suspect that will be the more efficient way to go about this. Manta to drop the DC to 40, 3 Elemental Supremacy AP from the Pterok and ~9 AP from the Raptok to set up the habitats and unlock the rest of the project.

I have 15 General AP, 13 Raptok AP and 2 Atelier Manses left. How should I spend the rest?

I suggest infrastructure projects. There are a lot of plantation, manse and strategic resources stuff that has low DC and most can be supported with Elemental summonings. The Ophelis system also needs in-system transport like Mantas. You can replace the Atelier Manses applied to ship repairs as while they are effective AP to get the job done they are not efficient AP to apply unless it's an 'all hands on deck' situation. Better to put them towards building up stockpiles or helping build things.

Wouldn't say no to research or divination; you've got some free astrology AP that could help things in the Gothic Sector you're not making much use of.
 
We likewise don't need to get everything done to hide the Eye this turn. The Orks aren't invading us (though they are building up) and completing projects like 'repair the ships' helps with defending us against invasion and preparation for invasion.

If we only focus on the Gothic War, we'll be stumbling from crisis to crisis and never get critical infrastructure (like manse construction or tapping gas giants) or research (improved ship components or transdraconian upgrades) done that would help in those projects. My plan does include Ruby Arrow recruitment as you'll note (though I'll probably move some resources around there) and the Hand of Darkness is already hidden from a previous project.

Three more ships is not guaranteed to be enough if a chaos warfleet attacks us. They do not have to be associated with Abaddon. If we ignore what the Pterok say, they can find out about it. Rushing them will let us take care of both of them on this turn. This turn is the last turn to prioritize for the Gothic War because this will be the climax.

As for your argument on the Gothic War, it is is an event of galactic importance that happened after more than 49 turns. I did not put all AP towards the Gothic War and there is still 28 AP to spare for mine, or 30 if I switch out the Brass Legions.
 
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[x] Plan Ships, Debts and Praise v.1
Anklok
-[x] Bribe Spirits 1 AP
-[x] Arks 3 AP
-[x] Dogs of the State 2 AP
-[x] Continuing Grace 26 AP + exotic
-[x] Ruby Recruits [RUSH] Stables + 1 AP
-[x] Wash the spears(Perfected Slayers) 1 AP + Barracks

Sending more well-trained recruits to the front and (I presume) training up the Slayers in-theater so they perform better. I'm willing to take a point off Dogs of the State if needed for some other project but I don't see much that's crucial right now.

Mosok
-[x] Tau'va Exchange 4 AP + ghost + oil
-[x] Repair [Onslaught 1&2] Gemini Yards 8 AP
-[x] Encourage MA 2 AP + dojo
-[x] Gemini Yards [Ophelis] 3 AP

I revisited my calculations regarding the ships and discovered that what I originally had would only have started things moving along, not completed repairs. This should at least move things further along.

Pterok
-[x] Q1 Continuing Grace support auto
-[x] Q2 Best time to build CCI (Tocha) auto
-[x] Q3 Abbadon Location 2 AP
-[x] Q4 Chaos Attacks 2 AP + crystal
-[x] Q5 Obscure Dragon Kings Expedition 2 AP + blood
-[x] Elemental Supremacy [Gemini Yard] 1 AP
-[x] Elemental Support 4 AP
-[x] Lightning Ballista 2 AP
-[x] NAO construction 3 AP
-[x] Grace Stockpile Thaumaturgy
-[x] Standard Stockpile Atelier x6

I noticed our Standard stockpiles are a tiny bit low, so I put most of our effort there and put Thaumaturgy Workshop towards getting another ~30 Grace stockpiles. I'm torn between converting the Grace Stockpiles into Invocation Stockpiles later (which does not say that an Atelier Manse helps with so I presume we'd be going with 'get a big pile of Breed AP and run it through Thaumaturgy Workshop) and chipping away with a one-two ping improving the Volcano Host a little at a time.

Raptok
-[x] Pay Debt Factory Cathedral x2
-[x] Magic Pop Growth 3 AP
-[x] Navigators 3 AP + Bone
-[x] Imidazole Plantation 3 AP
-[x] Analytical Engines 1 AP + Golem + Factory Cathedral
-[x] Ophelis Basic Spread 3 AP
-[x] Endless Mine 2 AP
-[x] Sulfur Exploit 8 AP + manta

That should pay the debt off neatly enough (unless we require direct AP put towards it?), and get a few other tasks rolling. If the Factory Cathedral doesn't work for the Analytical Engines I don't mind shifting that to another project but I assumed it would

Resource
-[x] Jach'Uchil 3 AP + steam + manta + skyships

Any feedback for this plan? It doesn't focus down hiding the Eye (that's a 'next turn' thing) but otherwise hits most if not all the high points.
 
No Rushed Artifacts version adds Naval Administrative Oversight and gives a high chance of finishing the Imidazole Plantation. The Artifacts still have a high chance of being done in a turn with reduced AP and without rushing. Everything in this version of the plan has a high or guaranteed chance of succeeding.

[X] Plan Gothic War Climax Mark V

[X] Plan Gothic War Climax, No Rushed Artifacts
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[X] Moon Speak (Vault of Night): 9 General, 9 Anklok AP
-[X] Repairs (Lite Kroozer): 6 General, 1 Mosok AP
-[X] Repairs (Onslaught 1): 7 Mosok AP, Gemini Shipyard
-[X] Repairs (Onslaught 2): 2 General, 5 Mosok AP, Gemini Shipyard
-[X] Hand of Darkness Analysis: 7 Pterok AP
-[X] Naval Administrative Oversight: 11 General, 5 Pterok AP
-[X] Jach'Uchil Sulfur Exploitation: 2 General AP, 7 Raptok AP
-[X] Grox Ranch (Tokat): 7 General AP
-[X] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[X] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem
-[X] Imidazole Plantation: 1 General, 6 Raptok AP
-[X] Obscure Dragon Kings Expedition: 2+Blood
-[X] (RUSH) 1 Standard Stockpile: 1 Atelier
-[X] (RUSH) 2 Invocation Stockpile: 2 Atelier
-[X] (RUSH) 1 Grace Stockpile: 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

[X] Plan Gothic War Climax
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[X] (RUSH) Moon Speak (Vault of Night): 21 General, 9 Anklok AP
-[X] Repairs (Lite Kroozer): 6 General, 1 Mosok AP
-[X] Repairs (Onslaught 1): 7 Mosok AP, Gemini Shipyard
-[X] Repairs (Onslaught 2): 2 General, 5 Mosok AP, Gemini Shipyard
-[X] (RUSH) Hand of Darkness Analysis: 12 Pterok AP
-[X] Jach'Uchil Sulfur Exploitation: 2 General AP, 7 Raptok AP
-[X] Grox Ranch (Tokat): 7 General AP
-[X] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[X] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem
-[X] Imidazole Plantation: 6 Raptok AP
-[X] Obscure Dragon Kings Expedition: 2+Blood
-[X] (RUSH) 1 Standard Stockpile: 1 Atelier
-[X] (RUSH) 2 Invocation Stockpile: 2 Atelier
-[X] (RUSH) 1 Grace Stockpile: 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

We used a Favor to let the Eldar pick up anything we want on Turn 50. We should make use of that.

Morale is low among the Dragon Kings because of our population policy and on Tokat we exceeded the recommended population. I would like to see what a Grox Ranch will do for our morale and it will finish this turn. Everything I picked should be able to finish. The Brass Legions can be used to take a Blackstone Fortress back.

Everything in this plan except for the plantation has a high or guaranteed chance of success. That is why this plan is shorter. This turn is the climax of the Gothic war. After this we can finish other projects or start the bigger infrastructure projects. When we do that, we should not spread our AP out. It is more efficient to get 1 project done at a time over 5 turns than to get 5 projects done at once after 5 turns. We do not get a reward from having an incomplete project.


[X] Plan God Bothering

@StarJaunter is there anything wrong with these plans?
 
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I'm so glad to see this Quest return 🐲

[X] Perfected Slayers: Bonus to fighting extremely skilled enemies (Astartes, Aspect Warriors and the Ilk). Discount to training to higher skill level.
[X] Promise Plan: Giving up the Ghost(wind)
-[x] Home Away from Home
-[x] Talisman of Vaul
-[x] Caches
-[x] Lanka and the Golden Throne
-[x] Punching the Warp, in the Face


For the turn 50 plan, these are my top priorities:
*Set up the reinforcements and/or bulk supplies/AP to send with Ulthwe at 50.2
must be done by end of 50.2 or anything completed with a RUSH tag if we do a normal turn
** Holy weapons, grace stockpiles, Arks, and Relics are all options, in addition to troops/reinforcements and dinosaur mounts. A Wondrous Globe of Precious Stability would be very good. A new Naval Phalanx would be good.

*Get started on a Vault to hide the Eye of Night. Abaddon already knows we have it, but he doesn't know where our home sectors are. So we need the Vault finished by the end of the Gothic War.
* Spirits need to be bribed for turn 50
* We must be ready to stabilize the star at Tarantis, OR wherever Abaddon strikes
* Rebuild the Ruby Arrows.
* Suppress Shroomborn on Tocha
* Repair Ork Lite Kroozer. Can we get our Tokorki Meks to repair and upkeep those Ork ships with less supervision/less AP spent by us?
* Continue AP on some unfinished projects: Magical Population Growth, city Torpedo Silos, Tokati Defense Grid so we don't lose the successes we already got in them
* Upgrade Shining Inquisition and/or Taking the Shine to Known Threats.
* Infiltrate Orks of Valki/Therak to get them fighting each other, to delay their attacks on us.
 
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How many ork ships can be assigned to the gemini shipyards? Is there a path the Roks are going?

Two unless you Rush all of them and than its assume you get two done in the first half and another two in the second half.

Khyral. So after that war is done there will be an Ork presence with control of three systems in the sub-sector compared to your two and control of the best route for leaving or entering the Sub-sector, ie increased ability for this multi-planetary ork group to go on adventures and build their waagh strength by getting into fights that don't involve you.

The real question is will the Factory Cathedrals triple the successes for repairs?

No, ork ships are too garbage to benefit from factory cathedrals besides as Atelier manses which add one success (which can be doubled in a shipyard).

It is a major concern. We have to get them done and the Gothic War is about to end.

I will point out you can:

-Build the Hidden Tabernacle
-Build the Manse of Secrets on a Jupiter Demense
-Use Divination to temporarily hide the Eye while you arrange to destroy it as soon as possible (which means you need do nothing this turn as it will take time for the ships to get back.
-Keep the ships traveling until you have time to do something more permanent

Using the sorcerous working to hide the hand is something players came up with to avoid doing these things and I threw the project on again for the eye just cause, not because I or any Dragon King official asserts it is the best possible solution to this problem.

I'd prefer to get moon habitats around Ajawo'Baxal as I suspect that will be the more efficient way to go about this.

Objectively false. I have already stated that any power system that is more efficient then a geomantic relay will be nerfed until Geomantic relay reigns supreme. The only reason to use gas giant power relays is because you cannnot or will not spare the manses to make them, not because cost wise it is more efficient.

-[x] Repair [Onslaught 1&2] Gemini Yards 8 AP

I am completely confused why everyone is repairing the ork ships... we came pretty close to salvaging them last time to prvent their upkeep from draining this turn and now pretty much every plan is repairing them.

-[X] (RUSH) 1 Standard Stockpile: 1 Atelier
-[X] (RUSH) 2 Invocation Stockpile: 2 Atelier
-[X] (RUSH) 1 Grace Stockpile: 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

Because these are not rolled I want to be clear that saying RUSH means you are optimizing for two turns output, not five turns output on your manse. IE you get less.

Instead of +10 stockpiles at the end of turn 50 you get +3 stockpiles in time of RUSH.

I am also not sold on Atelier manses making Invocation stockpiles alone, they need AP invested. Its actual prayers and deeds done to gods and elementals, not mass production.

-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable

Minor gripe but you will eventually get multiple training grounds and stables and things. I would prefer you not having a number next to them. Right training grounds, I know it means three successes (or whatever it means for that project).

Morale is low among the Dragon Kings because of our population policy

Eh, morale is low objectively but by the subjective standards of losing a major war, being exiled from their universe to crazy-world, and having to engage in now vacations policy decisions because of it their morale is pretty good... by those standards.

Correcting the population policy is the single greatest thing you can do with Morale.

The Grox ranches were designed to counter balance building Weyr cities at least in terms of the morale bonus matching the morale hit so they will help but not enough to produce anything noteworthy effect wise.

Tokat we exceeded the recommended population.

Recommended populations are "minimum population you need to fully exploit this planet's resources and infrastructure"

Maximum population which for Tokat is 200 million is what you need to exceed to produce a morale hit.

is there anything wrong with these plans?

Other than stuff I mentioned above I don't think so.
 
I am confused by the AP upkeep costs listed, how does it add up to 20? It looks like way more to me.

Also I wanted to repair the Ork ships because we don't have enough of our own and we're about to face a big Ork invasion of Tokat. Putting our own Orks in ships they understand could help us.

@StarJaunter I don't think you have ever answered this question:
Can we get our Tokorki Meks to repair and upkeep those Ork ships with less supervision/less AP spent by us?

Edit: Onyx Trade and Onyx Burglary are still options. So the Onyx Court hasn't left the Tokati subsector yet?
Edit2: Godspeed Motivators are still listed but I'm pretty sure we completed the basic FTL engine research.
 
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@StarJaunter Is there a particular subject you'd like to see covered by an omake? Wanna make something entertaining for you. Otherwise I'll probably cover an Anklok watching a serenity sidereal carving a god from stone in secret.
 
-Build the Manse of Secrets on a Jupiter Demense

Is that the Prying Veil of Discretion project for Ophelis? Will that or the Hidden Tabernacle keep it hidden from Abaddon? Would we still need the Eye of Vault to keep it hidden? Do we have to rush them to keep Chaos from finding out we have those artifacts?

I am completely confused why everyone is repairing the ork ships... we came pretty close to salvaging them last time to prvent their upkeep from draining this turn and now pretty much every plan is repairing them.

It has been 9 months since the last turn and there are Orkz in the system while our fleet is in the Gothic Sector.
 
We also banked 1 success already on repairing the Lite Kroozer.
The Orks are attacking Khyral now but will presumably attack us soon, or else start a fight elsewhere increasing their Waaaaaaagh! I suggested sending Mosok to stir up trouble and get them to fight each other to sap their united Waaaaaaagh!
 
Minor gripe but you will eventually get multiple training grounds and stables and things. I would prefer you not having a number next to them. Right training grounds, I know it means three successes (or whatever it means for that project).

I did it like that to demonstrate it getting 6 auto successes so we are guaranteed to recover them.
 
Can we get our Tokorki Meks to repair and upkeep those Ork ships with less supervision?

They are, you are seeing that effect. Basically if you want control you pay for it.

If you want to set up a separate Ork Waaagh where the holder of the Orkenstone leads them into battle you can but you do not control them than, and its probably an objectively horrible idea to set that off so close in the tutorial area.

Its more like setting off a vaguely less likely to target you WAAAGH! than gaining an auxiliary force you do not pay for.

Is there a particular subject you'd like to see covered by an omake?

Maybe a poignant look on the Dragon Kings as they march into exile? More in the adventures of Lockhart... I think I am the only one to write his Omake's at this point.

If it helps Eldar Corsairs move in mid turn 51 attack and kill him in the canon timeline. Will one Dragon King body guard be enough to turn the tale!

Is that the Prying Veil of Discretion project for Ophelis?

Yes

Will that or the Hidden Tabernacle keep it hidden from Abaddon?

Yes, the sorcerous working is more monofocused and thus more powerful which is part of why it was chosen... I think you guys hate using irreplaceable resources which I feel is the majority of why it was chosen.

Would we still need the Eye of Vault to keep it hidden?

Er is this supposed to be Eye of the Night? Not sure what you are asking here eitherway.

Do we have to rush them to keep Chaos from finding out we have those artifacts?
No.

Hand of Darkness is already hidden. Eye of Night is still in the Gothic Sector on your ships which as of the the end of {RUSH] still have not left for home, a journey that takes at least two years.

IE you have until the end of [RUSH] in turn 51 to come up with a solution assuming you march the ships straight home and want no chance of a blip being spotted, and as I have said, keeping the ship out and traveling for another turn is a fine temporary solution.

It has been 9 months since the last turn and there are Orkz in the system while our fleet is in the Gothic Sector.

You have known about the Ork attack for some time. It was originally against you, there was a whole thing where you raided them, killed Nargle (and got the ork wrecks we are talking about repairing) which diverted the attack to Khyral (another ORK star system) which again has been known about this whole time as they are using real space traveling Roks and you could see them traveling for ten years in advance, you were just very distracted by the Gothic War.


We also banked 1 success already on repairing the Lite Kroozer.
and if there was investment in the Kroozer I would have not said anything. The investment in the very damaged frigates is what is confusing me.
 
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