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

Of any race your is the most likely to develop vegetative technologies without is a combated to anyone
I'm guessing this is phone autocorrect.
= [Of any race yours is the most likely to develop vegetative technologies without Isha compared to anyone] ?

So does anyone have an opinion on me using an omake to complete Tokat's Defense Grid, costing us +1 upkeep?
 
It's extra defence which we kind of need right now so if you've got an omake and Star okays then go ahead.
 
I've been reading some of the earlier turns and it turns out I was wrong we do indeed have an open plantation on Tokat it was opened on turn 45 and we have yet to fill it so we can get started on setting up some tree spires there when we want.
 
I've been reading some of the earlier turns and it turns out I was wrong we do indeed have an open plantation on Tokat it was opened on turn 45 and we have yet to fill it so we can get started on setting up some tree spires there when we want.

Yes there is one extra plantation, I think imadozole was intended for clearing the subsector of orks but gothic war happened
 
Yes we do need more imidazole or it'll take absurdly long to Cleanse Tocha and we'll keep losing 1d3 or 1d4 AP every turn.
 
That's why I'm building one on Tocha yes.
And Tocha does have a dearth lot of plantation spaces, it will likely become a center of agriculture (one or two Maze plantations) and vegetative products (staren defenders, ebonite, Seeds of Immaculate Blood, etc...). That portal/gate may very well be quite important in getting those products to... everywhere else it is needed. It could also be used to build Jurian ships quickly (with tree spires, ironwood wreath, and shipyards).
 
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StarJaunter, can we ask Leeayta to help with Suppression of spores on Tocha, and later with Cleanse Tocha?
 
Considering that night drives aren't for use in atmosphere would Relza be able to help in their development? Or is this one of those cases where there is already a bonus applied from her being on Tokat?
 
So Suppression doesn't count as "pacifying" the conquered orks?
No, considering it's wild orks appearing on your lands the fact you have to suppress them is evidence you failed to conquer them if anything. And not in a cool let's conquer them again way. Treat it like pirate raids, it's just the pirates are popping out of the ground like daisys
Considering that night drives aren't for use in atmosphere would Relza be able to help in their development? Or is this one of those cases where there is already a bonus applied from her being on Tokat?
I am baffled by the connection you are making. Any drive development with relza as a key part would be skyship only
 
It is if we are talking about how to spend our AP for the next 5 turns after the Gothic War. Previous turns had us put a small amount of AP into too many projects that can now decay. We do not get anything from having an incomplete project. We only get a reward when it is finished. In the future we should focus on trying to complete as many projects as we can in a single turn. If we do high AP projects we should keep the number of them limited so we can get those done faster.

Most of those projects were either to make use of an asset that couldn't be properly utilized elsewise (such as the Stables being applied to the Razor-Beak project, or Navigators and the Cracking Bone Path) or we needed to get done and couldn't just drop massive amounts of AP in and have it auto-complete for one reason or another (such as Magical Population Growth and its minimum time requirements).

I agree that projects that complete are generally superior to projects that are but half-done, but don't pretend that those projects are incomplete because we don't care.

I have multiple lists of action priorities for "Immediate after Gothic War, before next Ork war", "Post-Gothic War (don't need to be immediate)", short-term, medium-term, and long-term. "infiltrate nearest Orks, screw around/sabotage/steal/assassinate to delay/weaken their attack on us" is on the list of things to do ASAP. Building more Wondrous Globes of Precious Stability is on one of the short-term lists along with controlling enough moonsilver, soulsteel, and starmetal to do it properly at a better pace.

I think we need to come up with a consensus on priorities before planning post-war turns, so that our plans don't jump all over the place from one turn to the next depending on who wrote it. We have 28 unfinished projects because each turn plan was written with different priorities and goals, and we kept forgetting what we were doing and what our overall goals were, and omake were put to some things that nobody else put AP into finishishing.

I have a(n admittedly rough) plan for shortly after the war;

Operation CLEANSWEEP:
- Claim Khyral, Therak and Valki from Orks
- Install at least 10 million Dragon Kings as colonists upon each planet
- Ensure proper economic links to the Tokat Sector

We can build 9 Maze Skiffs for 36 Successes right now, 18 from two Ateliers and Factory Cathedrals can supply the remaining (though I suggest 1 FC and 6 AP to complete it in a single turn). That ought to provide sufficient supply and reinforcements for the campaign.

We can plan out a Leeayta Templeship (back of the napkin math gives us ~122 AP to build before reductions, this includes just Essence Battlements, Large Barracks, Large Hangers, Essence Drives and Wyld Chancel and max Hard 2 Kill). If we do I hope that a concurrent cost reduction research on combining Large Barracks + Large Hangers improves cost savings by more than 3. Give it another turn to build the darn thing (we have a Temple Forge in orbit around Tokat, I don't see a great difficulty in getting it ready to go) and I imagine the Gothic Expedition would have returned by then (assuming nothing delays their return)

Assuming we send out both the Feast and the as-yet unnamed Leeayta Templeship I'm penciling in 300,000 troops in full kit plus supplies (carried in holds and ferried via Maze Skiff), which unless I miss my calculations is more than enough to transfer most or all of our existing troops, which was sufficient to win the day on Tocha (admittedly after they had received military reversals), and I'm hopeful that with our concentration of force we can do a series of victories in detail against the Shroomborn. We build up a stockpile of about 50 Standard Stockpiles and whatever Logistics Stockpiles are necessary for two turns of operation within the subsector and send out infiltrator teams to the various planets a turn ahead of time to allow for local tactical assessments and prepare for decapitation strikes if we've got a thinker instead of a krumper (or at least remove a figure of merit such as a Big Mek or Weirdboy shaman as applicable) then launch a series of invasions. A Leeayta Templeship in orbit ought to give greater conquest bonuses both in its prosecution and rewards for completion.

Colonization-wise I see the reasonable course of action being to fully invest in Khyral (40 million Dragon Kings) as it's the 'gate' of the subsector and offers the most AP (offering a net of 12 Breed AP, as opposed to Therak's 4 Breed AP and Valki's 2 Breed AP) while putting 10 million Dragon Kings each on Valki and Therak. That gives us enough to begin investing in things like moonsilver and adamantium extraction but lets us focus on getting Khyral's house in order before moving on to dropping an extra influx of Dragon Kings on the under-served Therak and Valki.

Question; would a plan to train up PDF for the three to-be-invaded worlds ahead of time akin to improving the availability of Aurichim/Argentim across the subsector be a reasonable project? Also, can we expend Exotic stockpiles to help with either successes gained or DC lowered for god-forging (either Angels Needed or God of [Planet] projects)?

I didn't do the math but I agree mostly. A more practical species would build Elvish temples first, but it seems mildly sacrilegous to do that on a planet that doesn't have a proper major manse Solar temple yet. Just as we wouldn't build a minor manse temple to any lesser god until the capital's Pyramid of the Sun was finished and consecrated with a few hearts.

My math is basically 'AP in multiplied by % of success based on DC, what result gets us near the intended successes needed?'. In this case 24 AP x 0.85 (due to the -5 effective DC from bribing spirits) gets us 20.4 or 22.8 if we use astrology and drop the DC to 5.

We could build Tree Spires as that will help a lot with space development, it only needs 24 successes which is two of the Assault Skyremes (if built separately), and it (the Tree Spires) are easier to build with a base DC of 20 instead of DC 30 like the Assault Skyremes. Whats more I think this discount stacks with the skyships discounts for orbital/space development.

Half those successes can be Elementals too, so it's really more like 12 Raptok (managing the project/growing things), 4 Pterok (making Elementals).

I don't think that replaces the need for things like Mantas entirely but it probably makes them more effective.

We could knock 9 out relatively quickly really but 6 should be enough for a while.

I say go for 9; we'll need more than that but 9 makes the Atelier Manse applications most effective and it's not like we're necessarily hurting for Mosok AP to throw at the project.

How do you all feel about completing Tokat's Defense Grid with an omake?

It's not a priority for me but I won't begrudge you for doing so if you care to write an omake for that purpose.

Sure, 5 success needed, can apply factory cathedral to get three sux, but rolled success are not tripled. DC: 45(includes rush)

If I write an omake for this, would anyone care to include a +Factory Cathedral [RUSH] job in their plans?

I'm seriously considering dropping Cleanse Tocha and putting the freed up ap towards finishing Improved Warbirds which only needs one last success to finish, thoughts anyone?

I'd love to see it finished, I'd rather complete Cleanse Tocha once we have a plantation (+BoRL?) completed so the action is more efficient. When the time is right I intend to drop Thaumaturgy Workshop, Elemental support and what AP is necessary to get it done all at once.

Might raise that to higher priority since he's alive and as such might be able to grant blessings and arcs and shit. It should also be noted that while Cegorach isn't a god of knowledge, he is the current Black Librarian until Hoeth gets rezzed which means he controls access to a Spearmin+ source of local lore.

I am going to assume that we won't exactly have free and unrestricted access to that library, but you make a good point.

Yes there is one extra plantation, I think imadozole was intended for clearing the subsector of orks but gothic war happened

I was planning on the Tree Spires (+Iron Ring upgrade) with the plantation space. My intended plantation numbers are thus;

Tokat
- Tree Spires

Tocha
- Imadizole
- Seeds of Immaculate Blood
- Ebonite (w/shipyard in orbit) (I'm thinking another Gemini Shipyard to help fill out our escort numbers)
- Tree Spire

Ophelis
- Tree Spires
- Militia
- Cocoa
- Maize
- Seeds of Immaculate Blood
- Ebonite
- Tree Spire
- Free space
- Free space
- Free space

I'm toying with the idea of filling in some of the "Free Space" plantations with stuff but unless there's some sort of 'Improved Staran Defenders' or project that we can cultivate to work alongside a Wrath of Sextus Jylis Major Manse then leaving it blank feels prudent.

Eldar Trade:
[ ] Divination: We can offer access to our divination equivalent to one free divination AP per turn. Eldar can offer one Divination AP per turn. (Eldar Divination focuses on choosing a goal or desired outcome and learning the next step to take to reach it instead of auspicious/inauspicious timing improving or condemning and endeavor). This can apply explicitly with research projects as its assumed the Eldar will send advice or knowledge if more appropriate than a reading with mechanically similar effects. This Eldar Divination can also stack with astrology where appropriate allowing potentially reaching 3 AP divinations.
[ ] Holy Arms: Eldar have become quite impressed with Holy weaponry and have even established an Aspect Shrine utilizing such. Of course they need a supply of the weapons. This will require committing a Factory Cathedral to the trade function. Once armed the Eldar can offer services of their Aspect Warriors to be "hired" as mercenaries. You gain access to a small group (100 ish) of Craftworld Aspect Warriors of any type, including the new Holy Weapon one) when needed. You can call upon on per turn for free and can pay an AP to gain more up to five total called upon currently.
[ ] Medicine: Immaculate Medicine derived from Seeds of Immaculate Blood harkins the Eldar back to the Healthcare of the height of their Glorious Empire millions of years ago. To satisfy their [initial] needs we need to dedicate a plantation and an Atelier manse to grow the ingredients and produce the medicine. In exchange they will provide a flood of exotic materials from across the Galaxy, +10 Exotic Stockpiles per turn.
[ ] Elemental Cores: A regular supply of new cores plus adding in charging the existing supply would be a grand boon to the Eldar. An atelier manse, 5 Basic Manses and a project to set up the supply chain would be required on your end… to start. They will offer the service of their loremasters granting a 2 free auto success AP with a DC(65) limit. Note some subjects deeply related to Dragon King or Creation specific stuff may not benefit from this… like anything involved Necromancy would be right out.

Medicine; we can auto-complete a second Seeds of Immaculate Blood plantation in 3 turns, or we can go ahead and spend the time and effort building one out now. I like the imagery of making the Isha's Garden plantation on Ophelis the designated trade plot, but I'm happy to work on expanding our supplies early if relevant; it's an easy 4 AP to justify in my mind. I'd like to have three plantations from where we are now; one for trade with the Eldar (subject to increase) and one in both the Tokat and Ophelis sectors in case there's difficulty moving things back and forth (such as a Wyld Storm cutting off the Ophelis Sector like one so recently did the Gothic Sector).

Holy Arms; I think we can get away with this as-is, but again the (narrative) synergy of saying "Vaul's Forge is dedicated to making the Holy Arms" appeals. On a related note, instead of getting a collection of Howling Banshees or Warp Spiders for a campaign, could we get a modest selection of strategic advisors intended to emulate picking a Specialist Strategos choice?

Divination; I suppose we can do this currently (presumably by saying "I dedicate an Astrology AP to the Eldar for their help in researching X this turn"?) but hope to build a bunch of Major Geomantic Observatories to trade Astrology AP on a more regular basis.

Elemental Cores; I don't know if a Beast of Resplendent Liquids would be a suitable replacement for an atelier manse in this instance ("....and then we drop this magical necklace in the similarly magical Giant Toad Slime to soak for a few hours") but if we can replace one with the other I certainly see the appeal. Making one of Tokat's new demenses into dedicated Eldar recharge manses makes sense but IIRC Star Jaunter would prefer for bookkeeping purposes to build a basic manse first, then convert it to a specialist manse. The Cores for Eldar project looks daunting but I imagine is actually fairly easy to complete (@StarJaunter Cores for Everyone is listed as Elemental-OK but Cores for Eldar are not, is it safe to assume the elementals can work towards 30% completion here as well?) but I imagine we can complete the project in a single turn so long as we're willing to toss all our current Exotic Stockpiles at it, at least one Factory Cathedral, Slicktongue support and maybe a dozen AP (and some astrology to keep things running smoothly wouldn't hurt). Overall this seems the most AP-intensive of the Eldar trade options but +2 Research Successes/turn seems well worth it to me.


Would it be reasonable to use Wyld Questing to answer a question like "where is an Ork-held planet with a Isha-flavored Major Demense near [planet]"?
 
[X] Plan Gothic War Climax Mark V
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] Dogs of the States: 3 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP + Stable auto sux + Training Grounds (3)
-[X] Wash the spears (Perfected Slayers) 5 Anklok AP, 1 General AP
-[X] Suppression (Tocha): 1 Anklok AP
-[X] (RUSH) Long Term Support for (Bhein-Morr and Orar spy rings, +Elysium if enough sux) 6 Mosok AP, 4 General AP +Stalking Mantis visit
-[X] Taking the Shine to Known Threats (Tzneetch): 2 Mosok AP, 3 General AP
-[X] Soulsteel Deal: 1 Mosok AP, 1 General AP, + Oil (1 Slicktongue AP) + Ghostwalker die
-[X] Repairs (Lite Kroozer): 2 Mosok AP + Steam die + Gemini Shipyard (sux x2)
-[X] Salvage (Onslaughts 1 & Onslaught 2): 2 Mosok AP
-[X] Supremacy of Elemental Advantage (Prying Veil of Discretion): 1 Pterok AP
-[X] (RUSH) Lumina Pacts: 2 Pterok AP, 3 General AP
-[X] Naval Administrative Oversight: 3 Pterok AP, 11 General AP
-[X] Obscuring Fate: Dragon Kings Expedition Plans: 2 Pterok AP + Blood (if applicable) + Jadeite (if applicable)
-[X] Astrological Question: Where will Abaddon be? (Which Blackstone Fortress will Abaddon attack next in turn 50?) 2 Pterok AP +1 Astrology sux
-[X] Astrological Question: When will Abaddon attack that particular Blackstone Fortress? 1 General AP +1 Astrology sux
-[X] Astrological Question (Under which stars should we begin recruitment to restore the Ruby Arrows to full strength before the Ulthuan return to ferry them?)1 Pterok AP
-[X] Lightning Ballista: 1 Pterok AP + Crystalweavers
-[X] (RUSH) 1 Standard Stockpile: 1 Atelier
-[X] (RUSH) 2 Invocation Stockpiles: 2 Ateliers
-[X] (RUSH) 2 Grace Stockpile: 2 Ateliers +Thaumaturgy
-[X] (RUSH) 1 Logistics Stockpiles: 1 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier
-[X] Pay the Debt: 2 Raptok AP, 1 Ideal Workshop
-[X] Jach'Uchil Sulfur Exploitation: 5 Raptok AP, 8 General AP
-[X] Prying Veil of Discretion (Ophelis): 2 Raptok AP, 3 General AP
-[X] Imidazole Plantation (Tocha): 4 Raptok AP, 3 General AP
-[X] (RUSH) Brass Legions: 4 Raptok AP, 2 Ideal Workshops, Golem sux

If I might offer the following suggestions?
- Dogs of the State don't need 3 AP to complete. 1 AP will stave off decay and 2 stand a reasonable chance of completion, 3 is unnecessary. I suggest 1 now and another (or more, if necessary) later.
- Soulsteel Deal is likewise overcommitted; you really only need a total of 2 AP and I think it was stated elsewhere that due to the nature of the project "ghost + oil" was sufficient to complete it.
- Imidazole Plantation I suggest 3 Raptok applied to it and a 1 Pterok commitment to summoning elementals (thus saving 3 AP for other tasks)
- Prying Veil of Discretion, unless Star Jaunter has stated we can move onto other projects with overcompletion, can probably be dropped to 4 AP + Elemental Supremacy (5 AP if you want certainty instead of 'very probably')
- Brass Legions can probably just be taken from storage and sent to the front of necessary. If you want to commit those same resources to a Golem project might I interest you in the Legion of Servants project? That amount of commitment doesn't quite polish it off but gets it fairly close to +1 AP. Alternately you can take one of the Factory Cathedrals on that project, swap it for 2 AP from the Spy Rings project and both would be better for the switch.
- Unless you're worried about Chaos infiltration this turn I'd suggest no more than 3 AP in Shine to Threats and apply AP to the project going forward in smaller increments taking advantage of the project's low buy-in, freeing up 2+ AP to be placed elsewhere.
- You seem to have 1 free Astrology questioning line that isn't being taken advantage of. If you don't have any other uses for it, you can direct it to the NAO project and free up either 2 or 3 AP (depending on whether you want 'will most likely finish' or 'you'd need some pretty poor rolls not to')
- I'm not seeing dojo projects there. If you don't want to commit AP to any of the projects (I hope you will, but I understand if you don't) there's always the 'train CMA' project which you can just +dojo to get +5(x3) CMA artists out of and not feel guilty about.

I imagine that frees up ~9 ish AP for you to muck about with further without significantly altering your plans?
 
I don't think that replaces the need for things like Mantas entirely but it probably makes them more effective.
True, I also don't think they would replace Mantas but they will do wonderfully to supplement them. I also want to build the Ironwood wreath because we could theoretically build defenses and shipyards on it (presumably cheaply).
Would it be reasonable to use Wyld Questing to answer a question like "where is an Ork-held planet with a Isha-flavored Major Demense near [planet]"?
May want to include another question for Vaul-flavored Major Demense as well.
cores for Everyone is listed as Elemental-OK but Cores for Eldar are not
Here it is.
[ ] Cores for Eldar: The request may be simple but fulfilling it will be a trial. Create 1 million willpower bolstering elemental cores for the Eldar. AP Needed: 4. DC: 30. Success Needed: 130 Reward: 1 million Eldar Willpower Boosting Cores. Ideal Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 15 Successes. Up to four may be spent.
 

I was referring to:

[ ] Supremacy of Elemental Advantage: With this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied.
Note: Projects appropriate for Elemental Support or Advantage with the Aide of Exoskeletons. Keep in mind the project must still be valid to proceed assuming nothing from the elementals is happening, they are aides and if the project lacks baseline support they will lack oversight. Most of these are also limited to roughly a third of maximum successes can come from Elemental Aide, although some can be argued up to 50% such as plantations and manses.: We are Legion, Infantry Thunders, Militia, Advanced Shipyard, Minor and Major Observatory, Temple of [Divinity], Silos, Atelier Manse, Factory-Cathedral, Major Manses, [Type] Plantations, Tree Spires, Open Plantation, Chaos Consuming Infrastructure, Archgenesis, A core for everyone, Expanding Teteocon, Skyweaver Training Zone, Treel Refuge, Treel Tunnels.

I don't think it's a complete list (things have been added to the master list since it was originally put up) but figure it's safer to ask.
 
Most of those projects were either to make use of an asset that couldn't be properly utilized elsewise (such as the Stables being applied to the Razor-Beak project, or Navigators and the Cracking Bone Path) or we needed to get done and couldn't just drop massive amounts of AP in and have it auto-complete for one reason or another (such as Magical Population Growth and its minimum time requirements).

I agree that projects that complete are generally superior to projects that are but half-done, but don't pretend that those projects are incomplete because we don't care.

It is not because we did not care. It is because we spent AP in too many projects. 5 turns to get 5 projects done at once is worse than getting 1 project done per turn. For those 5 turns we have no projects done. For those 5 turns we have no rewards to improve our empire or make projects easier to finish. We should not do that anymore.

- Dogs of the State don't need 3 AP to complete. 1 AP will stave off decay and 2 stand a reasonable chance of completion, 3 is unnecessary. I suggest 1 now and another (or more, if necessary) later.

This is how we got to doing too many projects. Less than 45% is not a "reasonable chance of completion". 70% or 80% is reasonable, which is what 3 AP does. 70 or 80% is how we get projects done in a turn and how we do not spread out AP.
 
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Operation CLEANSWEEP:
- Claim Khyral, Therak and Valki from Orks
- Install at least 10 million Dragon Kings as colonists upon each planet
- Ensure proper economic links to the Tokat Sector
Certainly, but this is not a practical plan for the next five turns after the Gothic War. This is something to do after we actually have our unfinished projects done, our population and/or AP increased, and our three solar systems each reasonably defended by additional warships and groundside forces that we can afford to leave at home. I don't believe we are even capable of designing, building, and crewing all the warships you want for this in just 5 turns. While I don't want our strategy to be all turtle all the time, defending our planets is very important. I think we have learned IC that Orks are going to invade Tokat soonish. More significantly Abaddon knows we have the Eye of Night (which I think is more important to him than the Hand of Darkness?) and Tokat has Drukari and Corsair neighbors. OOC we know Biel-Tan's ambassador has been asked to hold off on attacking Ophelis until after the Gothic War but not any later than that. Plus, we have no idea what neighbors Ophelis has.

My math is basically 'AP in multiplied by % of success based on DC, what result gets us near the intended successes needed?'. In this case 24 AP x 0.85 (due to the -5 effective DC from bribing spirits) gets us 20.4 or 22.8 if we use astrology and drop the DC to 5.
I don't understand the #s. I do want to find out the formula to calculate the probability of rolling X successes on Y dice at Z difficulty but I know what you wrote is not the formula to use. I know the formula is extremely long and complicated and can't just be done quickly, that's why I intend to program it into Excel.

If I write an omake for this, would anyone care to include a +Factory Cathedral [RUSH] job in their plans?
An omake for what? You're replying to a reply to a reply to something I don't remember. :???:
 
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If I might offer the following suggestions?
Ok thanks for the advice. I prefer to have a higher chance of success than you do, and your suggestion for Soulsteel Deal isn't allowed AFAIK. But I freed up 3 AP. Here's the list of all the changes I've made since I first made my plans:

Edit: +2 AP to Lumina Pacts, removed unneeded AP from Ruby Arrow Recruitment
Edit 3: changed astrological question to be legitimate, also changed Prying Veil of Discretion to Hidden Tabernacle since Wyld Marketplace is off the table, and added 3 AP to Encourage Development.
Edit 4: Trying to fix astrological Qs.
Edit 5: math fixed
Edit 6: Switched back to Prying Veil of Discretion, removed Encourage Development, shifted some AP and added Supremacy of Elemental Advantage for the Prying Veil
Edit 7: I can't use Slicktongues as a free AP on commerce, only an add-on, so I took an AP out of Naval Administrative Oversight which likely had more than needed. Frankly 15 AP is still likely more than necessary for 9 sux at DC 35 so I'm moving another AP to support astrology vs. Abaddon.
Edit 8: specified imidazole plantation should be on Tocha
Edit 9: replaced some imidazole plantation AP with Elemental Supremacy, removed 1 AP from Naval Administrative Oversight, added dojo for Train Celestial Martial Arts, adding another Where Will Abaddon Be? astrology Q
Edit 10: Changed that last astrology question to "What contingencies does Abaddon have to stop us and Imperials from stopping him from stealing that particular Blackstone Fortress?"
Now to check my math again.
Do the Ideal Workshop and Golem successes triple themselves? Do they also triple all rolled successes? I may have enough resources in Brass Legions right now to do Brass Engines of Destruction instead. But I don't know if that project merely unlocks the Engines, or actually adds them to our existing Brass Legions (or would add them after Ulthwe ships them to the Gothic Sector).
Alternately you can take one of the Factory Cathedrals on that project, swap it for 2 AP from the Spy Rings project and both would be better for the switch.
This I don't understand. Could you please explain in more detail, especially whether it makes sense for Brass Legions?


@StarJaunter please tell me if my use of astrology is OK? (# slots used, # AP used, wording of Qs) And if the last question about Abaddon is worth asking or will be pointless if we try to defend said Blackstone fortress?

And are you willing to tell us if Tokat's Defense Grid is one of the unfinished projects that will lose successes on Turn 51? That will influence whether I post my omake sooner or later.
 
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This is how we got to doing too many projects. Less than 45% is not a "reasonable chance of completion". 70% or 80% is reasonable, which is what 3 AP does. 70 or 80% is how we get projects done in a turn and how we do not spread out AP.

We presumably aren't trying to build Teteocon this turn, so chipping away at a project lets us be more effective with our dice expenditure than might otherwise be possible. The AP saved this turn can be redirected to other projects, be it completing something that was otherwise marginal or just being an extra Lumina Pact to send to the front.

Certainly, but this is not a practical plan for the next five turns after the Gothic War. This is something to do after we actually have our unfinished projects done, our population and/or AP increased, and our three solar systems each reasonably defended by additional warships and groundside forces that we can afford to leave at home. I don't believe we are even capable of designing, building, and crewing all the warships you want for this in just 5 turns. While I don't want our strategy to be all turtle all the time, defending our planets is very important. I think we have learned IC that Orks are going to invade Tokat soonish. More significantly Abaddon knows we have the Eye of Night (which I think is more important to him than the Hand of Darkness?) and Tokat has Drukari and Corsair neighbors. OOC we know Biel-Tan's ambassador has been asked to hold off on attacking Ophelis until after the Gothic War but not any later than that. Plus, we have no idea what neighbors Ophelis has.

I disagree; most of that can be started now, and we can probably conquer one or more worlds without support from the Gothic Sector troops. I include things like the Treel Templeship more because I don't think our preparations would finish before they returned, but I see no reason the beginnings of the plan cannot start now.

Population growth; it is entirely possible to both complete CCI (Tocha) and Continuing Grace in the same turn. Continuing Grace gives us +30 million Dragon Kings, and we're currently about 30 or 40 million Dragon Kings surplus to minimum specified populations for the various planets right now. It's not enough to fully colonize the rest of the sector but we can at the very least fully exploit Khyral and put down 10 million on the others to effectively claim them as our own.

Warships; 1 turn to design, 1 turn to build the Leeyata Templeship.
[ ] Void Vessel Design (Wayfarer/Templeship/Dromon Artillery Ship): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 2. DC: N/A Reward: Ship Design Choice.
We can likely build it all in one turn (presumably we aren't trying to add as many bells and whistles as the Treel Templeship; a Thetis of Thessaly class ship takes only 50 successes and really only half that due to being built in a Temple Forge). The Maze Skiffs x9 likewise are a single turn expenditure, though depending on how things shake out we may prefer to keep building those on a separate turn (which still brings us up to 'ready to go on turn 3').

Defending worlds; we have astrology to see when a specific planet is due to be invaded and can shuffle numbers around as needed. Moreover the Dragon King civilians are basically as effective as run of the mill Imperial Guard and are somewhat less likely to rout due to being scared for a few reasons (apex predators, dying isn't a 'game over', etc) and while I don't expect a coordinated, effective response to military action from civilians, it's not like they're helpless. Moreover there are a half-million PDF on each world by default, and we can build out the Militia (Militia Plantation, Militia project, can be supported by Elementals and Treel's Temple helps with the efficiency) to get 2% of the population viable as militia, which comes out to ~600,000 Dragons in a population of 30million which ought to be more than enough to defend the city walls. Moreover Tokat has a defense station and plenty of Elite Warbird formations and we can dispatch Roc squadrons most everywhere in the subsector.

Ignorance of neighbors; completing the Map the Other Stars(Ophelis) takes either 3 AP or an omake. We can probably drop Mosok spies off somewhere via Wyld insertion if necessary but with the Onyx Court gone that's perhaps not ideal. We can design and build scout ships (sloop w/ enhanced sensors and not much else) and deploy them pretty easily. We can run a Vision Quest about the other aliens in the next sector over (which may or may not be interested in catnip, not sure if that's still in-quest canon). We have options that do not require us to desist from conquest should we so choose.

Hiding things from Abbadon; we have the Prying Veil of Discretion being built and can occlude the Hand/Eye's fate as necessary. Furthermore we can build a special little hidey-hole in a single turn if the Maiden of Secrets' efforts aren't good enough for you (Astrology + 12 AP for 'probably complete', 13 AP for 'statistically likely to complete without needing rerolls').

Biel-Tan: Their aggression is likely to be presaged by a 'get out' letter being sent us instead of a surprise war host. We've shown we can talk to Eldar in a civilized fashion before and while the most aggressive major Craftworld is willing to step on other Eldars' toes I don't think they'd skip straight to 'you helped us once, but now you aren't actively helping us so die!'. Moreover, with an Ulthuan trade deal for something like the Immaculate Seeds medicine they're probably willing to shuffle us further down the 'to-extinguish' list so long as they too get access to Senzu Beans. Lastly, IIRC they agreed to stay their hand until the matter of the Talismans of Vaul were resolved; I don't see the Eldar getting one of the Talismans this war (though it's possible I suppose) but there's always that other one that's on Goldfeather's to-do list.

Did I miss any of your concerns?

An omake for what? You're replying to a reply to a reply to something I don't remember. :???:

There's a giant space whale somewhere in the Gothic Sector. This project is to put a giant space whale collar on it and turn it into a Behemoth Mount.

I don't understand the #s. I do want to find out the formula to calculate the probability of rolling X successes on Y dice at Z difficulty but I know what you wrote is not the formula to use. I know the formula is extremely long and complicated and can't just be done quickly, that's why I intend to program it into Excel.

I disagree with the 'long and complicated' bit; it's basic algebra. X x Y = Z
Z = the successes required to complete a project
X = the AP being put in the project
Y = % chance based on the DC for any given dice to be counted a success

For example:

[ ] More Angels are needed (sub-sector scale): We plan to eventually secure the whole subsector and that means at least four planets worth of patrols. And we happen to have half a planet's worth the spare right now. Lets get this done in bulk to benefit from scaling! AP Needed: 3. DC: 40. Success Needed: 3/20. Reward: Enough Aurichim and Argentim to guard four planets. Planets Needing: Tocha.

Z = 17 (we need 17 more successes to complete the project)
Y = 65% (as we can reasonably expect to have 'Bribe Spirits' up for a +5) or 75% (if we also include a use of Astrology)

Here we're trying to solve for X. I put in a few numbers and got to '26 x 0.65 = 16.9' so without Astrology X = 26
Applying Astrology we get '22 x 0.75 = 16.5' or X = 22
I know neither 16.9 nor 16.5 are 17, but it can reasonably be assumed a reroll will be found somewhere along the way. If we don't want to count on that, we just go a bit higher ('23 x 0.75 = 17.25' for instance) and get a 'if you want to be sure' number.

I hope that helps explain how I do my calculations.

Edit 9: replaced some imidazole plantation AP with Elemental Supremacy,

I think you want Elemental Support for plantations; Support gives 3 elemental dice to be rolled wherever Star Jaunter thinks they should go (you don't have direct control over them but it's more efficient if you have a small number of low-DC projects that could benefit, such as only working on a plantation or two per turn)
Elemental Supremacy both lets you specify what project it is applied to (ie 'Gemini Shipyards [Ophelis]') and gives 2 automatic successes, but while that's useful for higher difficulty stuff I prefer 3 'very likely to be successes' over 2 'guaranteed to be successes' for things like plantations.

I think you'll want to +manta the Jach'Uchil Sulfer Exploitation project to lower the DC further, and I don't understand why you're building Brass Legions right now. Could you explain that to me?
 
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