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

I didn't mention it because I do not consider it an efficient investment but elemental support can apply to some degree to the flotilla since part of the cost is the ground based infrastructure. However elemental dice will only be doubled, not quadrupled and only 40 AP can come from them.

I haven't mathed it out but my gut instinct is its not worth investing in elementals instead other than as an indirect way of adding pterok AP to the mix. Which is why I didn't make it obvious. But if you got close and had spare elemental support dice I would throw them that way to finish if they could... So just letting you know.

If someone does the math and its actually worth investing in I will add a note to the project write up. Just remember no more AP into elementals then breed dice at maximum.

Being honest I am not that big a fan of the Theon Drive. To properly implement it would mean abandoning the use of the other types of drive for some time (until we do the research to to combine it with other drive types). I am not really willing to take the Ork approach to stealth for all (or most of) our ships let alone our new Luminous Herald class.

And having it on only one ship(or class of ships) is really just delaying the inevitable, eventually everyone will know what THAT means and know which ship just arrived.
 
I didn't mention it because I do not consider it an efficient investment but elemental support can apply to some degree to the flotilla since part of the cost is the ground based infrastructure. However elemental dice will only be doubled, not quadrupled and only 40 AP can come from them.
I had assumed that elemental dice could support it due to the flotilla being about building the infrastructure as well as the fleet so it's good to have that confirmed.
 
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If someone does the math and its actually worth investing in I will add a note to the project write up. Just remember no more AP into elementals then breed dice at maximum.
If I understand it correctly, it's in fact worth it.
1 AP (With lowered DC from Manta) is worth 0.88x4 on average, which is 3,52
1 AP on Elementals is worth on average 2.25 Dice, 2.25 Dice x 0.88 on average is 1.98, x2 is 3.96.

This actually increases the efficiency of the Flotilla in my plan from 37 to 35 AP, 13 Mosok 12 General and 10 Elemental. I'll go change my plan and decide where to put the spare AP. EDIT: Done.
 
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@StarJaunter when adding atelier manses to a project like Standardization will the tripling bonus from an ideal workshop apply to them?
 
I know all the regular voters have seen all the plans at this point, so I don't see any reason as to why we should leave this undecided for days.
Please don't asssume that everyone has that much free time. :(
I'm dealing with a bout of extreme insomnia, a multi-week family emergency, two severe heat waves with a broken AC, clogged toilets, messes made by cats, and my job. On Friday I did nothing but work at the office and didn't have the brainpower left to read anything else.

I promise I'm trying to catch up on the thread today.
 
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when adding atelier manses to a project like Standardization will the tripling bonus from an ideal workshop apply to them?
It does? Three success become 9 through the process of tripling.

9 success from an atelier manse is BECAUSE it is usually being tripled by ideal workshop or thaumaturgy workshop.

If you used one to mass produce "art" like a dinosaur chatgpt than it would only be worth three.
 
Sorry for the delay.

[X] Plan Housekeeping
I like this but you're using 2 general AP too many. I'd drop one of the research projects, like Ghostwind (it isn't urgent).
You're using all 5 divination auto-successes, but not taking advantage of the 8 divination slots we have for only this turn.

I would prefer more Flotilla AP instead of a raid, and Razor-Beaks (an unfinished military project at immediate risk of decay) over Essence Spiders (a new project and merely a trade good). I would also prefer a divination Q to ask "Will any of our 3 solar systems be attacked by ships and/or daemons in the next 25 years?", over immediately asking the Emperor's advice this turn.
 
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you're using 2 general AP too many
[redacted by order of the Emperors most holy inquisition] alright what to lower? I think the tree spires are going to have to be it unfortunately.

I would prefer more Flotilla AP instead of a raid
We need to buy time for fleet building and If we wait until later to preform a raid then there's a good chance that the weaker side won't be able to take advantage of us attacking the stronger side also there's a chance of the fight at Khyral not lasting as long as our advisers think so keeping that in mind I felt that it would be prudent to act now rather later.

and Razor-Beaks (an unfinished military project at immediate risk of decay) over Essence Spiders (a new project and only a trade good).
I explicitly chose the spiders because they are a trade good since we currently don't have any proper trade goods right now and we are nearly at a point where we can open trade with Ulthwe.

I would also prefer a divination Q to ask "Will any of our 3 solar systems be attacked by ships and/or daemons in the next 25 years?", over immediately asking the Emperor's advice this turn.
I might change it to that but I felt like it would be prudent to get started on the Emperor's quests now and the only option for the shrine, talisman and cache right now are divination ones so in they went.
 
Made suggested adjustments. Thaumathurgy is another one of those things that was in a lost draft, and since since Grox ranches apply per planet I wanted them on the two most populous worlds as soon as possible, even though you are right it would be inefficient. Since the core of the plan is one-turning the Flotilla, I don't mind changing that.

You're better off doing one cheaply one turn, then the other cheaply next turn while having the 7 AP used on something else right now.

Being honest I am not that big a fan of the Theon Drive. To properly implement it would mean abandoning the use of the other types of drive for some time (until we do the research to to combine it with other drive types). I am not really willing to take the Ork approach to stealth for all (or most of) our ships let alone our new Luminous Herald class.

I like the Theon Drive because it denies information to the enemy on what they're facing. If we make it a common component in our fleets they don't know if they're facing a supership like the Glimmering Twilight or an escort trying to bluff them. I'm hopeful we'll be able to combine drive types soon after unlocking multiple types, but the Theon Drive works for a Solar Templeship. You can't look at the sun long before being blinded, after all.

And obviously we don't want all of our ships to be thus equipped; the Stalking Mantis would fare poorly at infiltration when they keep having to stop and shout at watch posts not to look at them.

And having it on only one ship(or class of ships) is really just delaying the inevitable, eventually everyone will know what THAT means and know which ship just arrived.

Heck of a way to make an entrance though. If the Eldar had a battleship-equivalent that showed up and all the ship's sensors (be they Imperial, Tau, Ork or what have you) will tell you is 'The Sword of Khaine is drawn' that'd be absolutely terrifying.
 
Major Demense Geomancy
Possible Builds in Major Elemental Manses

These projects are subject to change until built.

Earth
[ ] Fortress Manse: A fortress Manse starts as a very simple fortress but one which has channeled its full geomancy into the concepts of Defense and Resilience with every feature involved that of a Fortification. The very nature of the Fortress because nigh impossible to purge with mere force, it needs to be taken in a bloody siege to fall. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Earth Demense removed, Gain one Fortress Manse.
-[ ] Outer Works: A fortress Manse spreads its geomancy into the surrounding area, creating a network of tunnels, trenches, bunkers, and walls that slow the approach of the enemy, enable sorties against those who ignored our Fortress and hinder sieges against those who gave it the attention it deserves. AP Needed: 1. DC: 20. Success Needed: 6. Reward:Fortress Manse gains Outer Works
-[ ] Inner Works: Walls, Guns, Essence Battlements, everything a Fortress needs to be directly dangerous on its own. The Devotional Cannon are especially dangerous if the Outerworks gives them time to work and numerous heavy Essence Cannons mean landings close enough to bypass the Outerworks are unlikely. AP Needed: 1. DC: 25. Success Needed: 8. Reward:Fortress Manse gains Inner Works
-[ ] Mustering Field: Your Fortress has within its Walls, Barracks, hangers, Garages, armories, mustering fields, marshaling Yards, landing strips and more. Your fortress can hold a wholly unreasonable amount of your forces if you stock it and the fortress's geomancy helps those forces sortie against any enemies that might be ignoring the Fortress. AP Needed: 1. DC: 20. Success Needed: 5. Reward:Fortress Manse gains Mustering Field. Fortress can station 100 Legions, 10 Special units, 1000 Stockpiles and any equivalent if you have them available. Sorties of said forces from the Fortress gain dice bonus.
-[ ] Orbital Dominance: Your fortress may ignore orbital bombardment and shoot down landers but this fortress has claimed the skys and void above its domain. Powerful weapons that can reach into orbit and bolstered spirit allies make even taking orbit above a Fortress a challenge.AP Needed: 3. DC: 30. Success Needed: 9. Reward:Fortress Manse gains Orbital Dominance. IE it can fight Starships if they try to position for landing or teleportation.


Note: A world with ten fully upgraded Fortress of this ilk would be a Fortress World, especially if stocked.

[ ] Gravitational Mastery Manse: This Manse is focused on producing a very powerful Hearthstone centered on Gravity and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Earth Demense removed, Gain one Gravitational Master Hearthstone.
-[ ] Training the Gravity Master: A Gravity Master is attuned to the Gravitational Mastery Manse, has studied Gravity extensively and received the Hearthstone to unlock its Evocations. The master can make things light as a feather or heavier than a mountain, may repel and attract, Detect anomalies in gravity, shield themselves, fly, and more. A starting Gravity master counts as a Legendary die, ie they can destroy as many units as they roll on a d10 and if an enemy unit rolls a ten against them they are foiled, not killed, inconvenienced. Only another Legendary die or repeated rolls of ten against them without withdrawing can kill them. After ten turns they will have gone up in Essence and gain more abilities: Can change tangibility and phase and actual mass, they can fly in space, using gravity to bring air with them, and move along at meaningful sublight velocities. This means they can participate in naval battles and will receive a Vessel sheet for when they do so. On the ground they are extremely mobile and a single positioning check can move them almost anywhere on the planet with how close they got to their target being the onlying meaningful result (effectively a Legendary dice for positioning as well as attack). After 20 more turns, or 30 turns from initial training they become an Elder and are assumed to know Elder paths but mostly gain even more gravity powers. Can create small short lived singularities, can survive near small short lived singularities, can distort space time, can throw things into or out of orbit almost at will, and in ship combat can deal 4 hull levels of damage a combat turn through Gravitational Crushing that ignores any shields not meant to handle such forces, rolls as a naval vessel are only to see if the ship weapons manage to hit the Master. He can open gravity wormholes to travel FTL speeds although slow enough that going between stars is effectively disengaging. On a personal level he counts as having two Legendary Dice in combat. Ten turns after reaching peak mastery they will die of old age and need to be replaced. AP Needed: 8. DC: 85. Success Needed: 9. Reward: Lose one Gravitational Mastery Hearthstone, Gain one Gravity Master.


[ ] Crystal Mastery Manse: This Manse is focused on producing a very powerful Hearthstone centered on Earth and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Earth Demense removed, Gain one Crystal Master Hearthstone.
-[ ] Training the Crystal Master: A Dragon King who has mastered both paths of the Earth is invited to attune this manse. There they study earth, Earth, and Earth Elementals until ready to wield the Hearthstone of Crystal Master. A new Crystal Master at Essence 4 immediately gains the Level 6 paths of Earth despite not having Essence 6. More over they gain a variety of bonuses to their Earth Path effects making it seem like their actual Path rating is 12. A Crystal Master may make a level 1 artifact of Crystal or Stone with a flick of their wrist. 1 level 2 artifact in 20 minutes. A basic Earth Manse in about two days of hard work. In direct combat he counts as 1 Combat die himself and can do anything an Elder with Earth Paths maxed can do and more (creating fortresses, using earthquakes to destroy enemy structures, and walk through stone, healing others). In a Turn he counts as 1 AP that may be assigned to work on Solar or Earth Manses or equipment projects of certain kinds, if not assigned he counts as an additional reroll as per the clinics. After ten turns he reaches Essence five and unlocks new powers, effectively Path 7. He may raise Earth Golems and animate them on the scale of Warstriders or massive building scales and acts of healing that save those who might otherwise be lost although he needs to go on a mystic quest to lock it in. His combat die upgrades to Legendary and he counts as an auto success when he is applied in budgets. When he is used as a reroll, you may reroll again and keep the best of three rolls. If after 20 more turns he reaches Elder status his Earth Paths upgrade again to effectively Path 8. He may create or tear apart whole mountain ranges, controlling every aspect at his will. He can reflexively raise multi kilometer thick rocks to tank orbital attacks and create an army of golems. He can heal in mass reduces casualties among allied forces. He counts as one legendary and 10 normal combat dice. The 10 normal dice refresh every combat turn and do not affect him if lost. When called to aid in construction he grants 3 Successes, and when used as a healer he offers two double rerolls per turn. After ten turns he dies of old age and a new user must be chosen. AP Needed: 5. DC: 55. Success Needed: 7. Reward: Lose one Crystal Mastery Hearthstone, Gain one Crystal Master.
-[ ] Crystal Anchor: We have followers of Crystal Paths with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our races history and all indications show these paths have issues. Crystal users are known to be subject to Clarity and asocial conditions as they pursue their paths. And who knows what else. As Crystal is derived from Earth we can attempt to anchor our Crystal users through exposure to Earth sourced Crystal as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Crystal path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Crystal leading to a bad end.

[ ] Endless Mine: An expansive series of caverns, this place is a miner's dream. Within its confines the mineral veins and loads shift and change every moment. They never run dry and shift between every mineral imaginable. This may mean that iron mined today is gold tomorrow, or that gold mined today is lead the next moment. Once removed from the Mine, however, the shifting influence ceases and the minerals are perfectly natural and always of the highest quality.

At the center of the Mine is a tunnel that branches off into five caverns. Inside these caverns are the only stable loads in the Mine. Each cavern holds a single metal. One holds gold, another silver, a third copper, a fourth iron and the last holds tin. No matter how much metal is mined from these caverns, there is always more easily accessible. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Earth Manse and gain one Endless Mine.
-[ ] Resource Exploitation Site: Setting up the mine is easy enough but setting up what we need to pull substantial resources out of the Endless Mine will take at least a bit more work. AP Needed: 1. DC: 20. Success Needed: 12. Reward: Lose 1 AP a turn in Upkeep. Gain 3 AP a turn in Resources AP.
-[ ] Expanded Resource Exploitation: Set up to gather materials that shift into those more valuable than base materials and try to get them out and calcify their existence before they change again to draw even more from the Endless Mine.AP Needed: 1. DC: 25. Success Needed: 18. Reward: Lose 1 AP a turn in Upkeep. Gain 3 AP a turn in Resources AP.



Wood
[ ] Peerless Predator Breeding: This complex converts Wood Geomancy, giving it a predatory nature which can be infused into breeding programs and high end Genesis research. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Wood Manse, Gain a Peerless Predator Breeding Manse.
-[ ] Experimental Breeding: Using the abundant Essence available to enhance breeding programs to create new beasts or enhancements to existing ones, especially the Dinosaurs and natural Predators. AP Needed: 3. DC: 30. Success Needed: 12. Reward: Reduces cost for research and unlocks new higher levels of Geneforging for mounts.
-[ ] Army Mounting Breeding Pits: As seen with our Razor Beaks, creating enough mounts, especially of our more powerful variants can be tricky as our army expands, especially if we do not want to wait centuries for the breeds to populate naturally. AP Needed: 2. DC: 25. Success Needed: 9. Reward: Reduces cost for adding or updating a Beast mount or unit such as Razor beaks in our Legions (and otherwise if it comes up)
-[ ] Predator Rearing Stables: This area of the manse simply provides a new Stable area for breeding new Mounts, providing another automatic success for such projects. AP Needed: 2. DC: 30. Success Needed 9. Reward: Gain another Stable auto success to apply as desired.
-[ ] Predatory Fusing Training: While breeding can help, infusing a beast with Predatory energy while training it allows the beast to learn Magical Essence using attacks when commanded by its trainer (who has to provide the Essence in most cases). AP Needed: 3. DC: 35. Success Needed: 15. Reward: Allows for the creation of elite Mounted units with magical powers.
-[ ] Jungle Host release: Spreading a massive predator filled jungle around the manse makes attempts to raid or sabotage the site more difficult but also acts as a wondrous playground for Raptok living on the planet. AP Needed: 3. DC: 20. Successes Needed: 9. Gain a Raptok Breed AP, only applies to one per planet. Slightly improves site security.

[ ] Seed of Ruinous Life: This Manse is focused on producing a very powerful Hearthstone converting Wood into the most dangerous of its aspects, Poisons, Venoms, Rot, and worse. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Wood Demense removed, Gain one Seed of Ruinous Life.
-[ ]Training the Seed Swallower: A Dragon King who is inclined to poison, venom, and disease travels to this Manse. There they study the nature of Poison and Disease, Venoma and Rot. Once ready they swallow the seed and endure a terrific challenge to survive the poison now spooling through their body. A new Seed Swallower at Essence 4 immediately gains the ability to manifest any poison, disease, or similar they have survived being subjected to and with Surviving Swallowing the Seed, most cannot compare so they rapidly build up a large collection. While they are sometimes reluctant to do so, they survived all they produce so they can produce Antidotes and cures for any of these conditions. It's even situationally possible to be subjected to an effect someone else got first, use the seed to speed through the process, survive it, and then provide a life saving cure to the one who was targeted first. Aside from the danger a Seed Swallower poses they can also provide AP for research into Poisons or Disease, whether analyzing them, creating them, curing them or more. They can sometimes use their AP to boost production although truly mass scale Atelier manse work is beyond them, artifact poisons and Genesis Diseases can be produced as well which might be beyond the Atelier manse. After ten turns the Seed Swallower reaches essence 5 and becomes more intellectual, pursuing research into creating ever more dangerous items, Seed Swallowers at this level unlock novel research into new Neural Toxins and Supernatural Diseases and is thrilled to do so. They become a Legendary Combat die as they spread fields of disease and nerve gas around themselves while rendering allies immune, if unnerved. After 20 more turns the Elder Seed Swallower can create terrifying toxins and illnesses that may target things normally immune to them and have effects that laugh at non-supernatural physics. Acids, Decay, fields, computer viruses, the scope of what they cover stretches to the breaking point. Any research they conduct is either so high concept it is impossible without them or they grant three auto successes for participating.
AP Needed: 6. DC: 60. Success Needed: 8. Reward: Lose one Seed of Ruinous Life Hearthstone, Gain one Seed Swallower.
Note: Anyone who asks why… [Cough] Tyranids [Cough].
-[ ] Ash Anchor: We have followers of Smoke Paths with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our races history and all indications show these paths have issues. Smoke users are known to be subject to Dissonance and Corruptive conditions as they pursue their paths. And who knows what else. As Smoke is derived from contaminants we can attempt to anchor our Smoke users through exposure to Wood sourced Corruption as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Smoke path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Smoke leading to a bad end.

[ ] Verdant Respite Pavilion: This complex converts Wood Geomancy, giving it a regenerative and balming nature which can be infused into aiding the recovery of patients. Anyone considered a Patient of the Pavilion gains Exalted resilience, resistance to infection, disease, and poisons and the improved healing rate. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Wood Manse, Gain Verdant Respite Pavilion.
-[ ] Emergency Services: The Pavilion is equipped with medical equipment to treat others in an emergency. This includes a comprehensive system of flying recovery vehicles to bring those to be treated to the Pavilion, gardens and fountains that can quickly transform into overflow areas if truly large numbers are in need of emergency services and of course a staff at the ready. AP needed: 2. DC: 30. Success Needed: 6. Reward: Increase the Health rating of the planet, the first one provides an additional clinical reroll, and every one built can support an additional Medical Alchemical CyberDragon.
-[ ] Long Term Care: The Pavilion is equipped to support patients who might not in normal circumstances ever recover. The Long Term Care Ward of the Pavilion infuses the patient with regenerative energy which means if even the faintest ember of life remains the patient might eventually be restored to full health and awaken. Of course for such brutally wounded Dragon King it might be kinder to send them to their next life, quicker to in the very worst cases. AP Needed: 2. DC: 25. Success Needed: 5. Reward: Long Term Care Ward created. Enables recovery of coma patients and other non-recoverable conditions although it may take decades or centuries if severe enough.
-[ ] Treatment Center: Customized Alchemical Medicines, implants and grafts, surgeries, geneforging, organ regeneration and more occur in the Treatment Center. This is the place where people go for issues when it is not an emergency. Here the medical histories of all Dragon Kings who have been checked up at any clinic can be review over potentially multiple lifetimes and a treatment plan devised. AP Needed: 2. DC: 25. Success Needed: 5. Reward: Treatment Center created, Health rating of the planet increases, reduced DC for developing emergency cures, antidotes, or similar imposed on the population.
-[ ] Recovery Center: Peace and Tranquility. Serene gardens and soothing fountains. Massages, music, incense and more all ready to be called upon. And of course… therapists. This facility is all about giving rest and succor to those weary from fighting enemies of the Realm in general and the Ruinous Powers in particular. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Gain a place to treat battle fatigue, PTSD, and other trauma that come from fighting in the 41st Millennium. Can reward a hero unit with rest to lower their stress, can lower morale losses after terrible events, can begin lengthy projects to provide counsel to those lost.

[ ] Green Riding Stone: This Manse is focused on producing a very powerful Hearthstone for manipulating and controlling Wood. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Wood Demense removed, Gain one Green Rider
-[ ] Training the Green Rider: A Dragon King who has mastered both paths of the Wood early in life is invited to attune this manse. There they study wood, Wood, and Wood Elementals until ready to wield the Hearthstone of Green Riding. A new Green Rider at Essence 4 immediately gains the Level 6 paths of Wood despite not having Essence 6. More over they gain a variety of bonuses to their Wood Path effects making it seem like their actual Path rating is 12. He may create any wooden or vegetative artifact of level 1 with the snap of a wrist. Having an existing living plant even vaguely appropriate as feedstock jumps that to level two. He may merge with plants, regenerate while inside, and even control them like a suit of armor or wooden warstrider. His Form of the Terrible Ancestors is particularly impressive. He counts as a Combat die himself in battle and may provide an AP when working on Wood Manses, Plantations, or Vegetative Construction. After ten turns he will advance. He gains an even greater form, rivaling warstriders and gains even greater control over mass vegetation. His combat die upgrades to Legendary and he provides two AP to Vegetative projects, alternatively he can spend the turn acting as any given plantation that might be temporarily needed, growing the plants in mass as needed for a project. After 20 Turns he advanced as an Elder and gains more powers. His shapeshifting has few limits, he can become any species he wants, including different individuals within said species, he can even become alien species or those with powers that depend on the Wyld up to Essence 5. He can teleport freely through a forest, potentially hundreds of miles in a moment. As long as either his shapeshifting or forest travel can apply his Positioning die is considered Legendary. He can provide three auto success on any budget roll his abilities can help with and produce pseudo impossible plantation effects, like making a load of Red Immaculate Seeds in one turn, or providing animal products from a plantation, like Grox to hunt and eat. After ten turns he will die of old age and a new Green Rider must be recruited. AP Needed: 4. DC: 50. Success Needed: 7. Reward: Lose one Green Riding Stone Hearthstone, Gaine one Green Rider.

Air
[ ] Burden of Choice Assuaged Manse: This manse using a powerful stream of Air essence to slip into the minds of all on the planet. Those at the manse can use facilities their to control the weak willed on the planet. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Air Manse, Gain a Burden of Choice Assuaged Manse.
-[ ] Assuming Direct Control: The weak willed are the first to fall and that is right and just for why would any number of chaff think to oppose the rule of Kings or Dragons. A manse with this facility grants telepathic control of all beings on planet with essence 1 and willpower 5 or less. Not this is an active effect that is applied when invaded, its too intensive to keep working all the time. You will need to let them go eventually (or kill them I suppose) AP Needed: 4. DC: 45. Success Needed: 12. Reward: You may assume direct control of all non-magical and low willed humans on the planet (note any psyker of worth is over Essence 1 AND willpower 5 and may protect colleagues). If numbers come up, assume 10 million maximum and that only for a few hours.
-[ ] Rise up, Rise Up: A new control facility meant to interface with wildlife on the chosen planet. Any creatures that count as vulnerable (you may assume Death worlds have things that are not vulnerable) may optionally fall under the control of the Manse. Using it can aid in establishing yourself on a world or be turned on an attacker. While it cannot control ALL life on the planet constantly, it can keep enough under long term control to be meaningful. AP Needed: 3. DC: 40. Success Needed: 11. Reward: Gain Two dice that count as Elemental provided AP, they may only apply to this planet of this manse and only to things Wild life might reach, no orbit for example. In combat you have at least 10 and on some worlds more disposable combat dice in the form of under control wildlife. Extensive use of this may damage the ecology of the planet.
-[ ] Hive Sheering Insinuations: Some races, such as Orks would individually be vulnerable but the nature of their hive mind, the Waaagh means any Ork that can reach our planet is almost certainly out of the reach of control. While that cannot really change the fact the individuals can be targeted does mean we can weaken hive to some degree. AP Needed: 5. DC: 55. Success Needed: 18. Reward:A Waaagh rating of an Ork hive is reduced by an appropriate amount, this does not stack with other abilities to control so you cannot weaken the hive and THAN control them if the hive gets weak enough. Weakening follows the same rules as Assuming Direct control, ie the Waaagh counts as 10 million less orks for a few hours or longer with less orks under consideration. More importantly any orks in the Waaagh but not in the same star system as the manse do not benefit the ones you are messing with on the planet. Note: Will have an effect on Tyranids but may require further projects to optimize once you meet them.


[ ] Harmonious Lore Understanding Manse: Air Chakra is turned into wisdom at this center for advanced research. This manse grants a free AP to apply to research although it can only apply where you have appropriate facilities. This AP counts towards the minimum but some research has minimums over 1. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Air Manse and gain one Harmonious Lore Understanding Manse.
-[ ] Ship Design Studio: This facility enables research into a new Ship designs and components of said ships. Basic components and small ships are usually only 1 AP to research and could be handled completely in house. AP Needed: 2. DC: 25. Success Needed: 9. Reward: You can apply a Research AP to Ship and Ship Component Design.
-[ ] Automata and Crafted Consciousness: This facility enables research into new Automata and any improvements or research into Crafted Consciousness, Perfected Calculation Arrays or Data spirits. AP Needed: 3. DC: 45. Success Needed: 9. Reward: You can apply a Research AP to Robots, Computers, and Programming.
-[ ] Wyld Shaping Wonders: This facility enables research into Wyld, Shaping it, and protection from such. Wondrous Globes of Precious Stability and Hands of the Great Maker fall under this, but so would Wyld cannons or improvements to a Chancel. AP Needed: 4. DC: 55. Success Needed: 9. Reward: You can apply a Research AP to Wyld and Wyld Shaping tech.
-[ ] Weapon and Armor Lab: This facility enables research into weapon systems, armors, and any other defensive systems you might develop. AP Needed: 2. DC: 35. Success Needed: 9. Reward: You can apply a Research AP to Offensive and Defensive Systems
-[ ] Occult Sciences Department: This facility enables research into occult science fields, Temporal Manipulation, Teleportation and the like. AP Needed: 2. DC: 40. Success Needed: 9. Reward: You can apply a Research AP to Occult Sciences.
-[ ] Sorcery and Sorcerous Workings: This facility enables research into sorcery, sorcerous workings, and adjacent things like the Crucible of Tarim. AP Needed: 3. DC: 40. Success Needed: 9. Reward: You can apply a Research AP to Sorcery.
-[ ] Greater Wonders Workshop: This facility allows the research bonus to apply to items that will require construction in a Factory Cathedral or greater facility, like Void Abacus or Thousand Forged Dragons. AP Needed: 3. DC: 45. Success Needed: 9. Reward: You can apply a Research AP to Greater Wonders.
-[ ] Adventurers Forum: A small city filled with communal areas where storytellers and adventurers can ply their trade and Libraries filled with Travelogues, "factual" accounts, and other wonders can be reviewed, discussed, and debated. Allows certain Pterok to gain notoriety. AP needed: 3. DC: 20. Successes Needed: 9. Reward: You gain a Pterok Breed AP, one per planet. Easier chance of a heroic adventurer arising (or a "heroic" one).
-[ ] Hidden Empyerean (Ophelis Only): Ophelis is somehow sheltered, unable to be found in the Warp unless you already know it's there. We very much wish to learn how this is done but expect it to be a long process of study. Which means we should start it. [Assume a similar project is required in any star system with such a feature you want to study] AP Needed: 3. 45. Success Needed: 9. Reward: You lose the Research AP dice provided by this manse, you gain a d100 roll every turn. If you roll a natural 100 you make the breakthrough needed to understand this phenomenon.

Note: To some degree this system encourages building multiple research centers with different specialties to get more dice rather than making one all encompassing research center. Please give new research centers appropriate names to help keep track when they are applied to a research project.

[ ] Ever-Vigilant Watch Manse: This project uses Air to carry, sight, sound, scent, and even spatial awareness from all across the planet, directing it here. This includes low orbit but not deeper into the Void. Of course understanding and using that data is another story. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Air Manse and gain the Ever-Vigilant Watch Manse.
-[ ] Analysis: Using the data acquired from this manse requires understanding it. That will take teams of Savants pouring over the details and Perfected Calculation arrays to find the needle in a haystack. AP Needed: 3. DC: 25. Success Needed: 16. Reward: Gathered data is actually usable, you can track anything on the planet and auto defeat stealth effects up to Essence 5… eventually.
-[ ] Comprehension: The Data exists, but finding relevant sensory data and grasping its importance is a whole other story. Further savants and low grade Strategos are stationed here to learn the system and gain an instinct for applying the overwhelming information in a usable fashion. AP Needed: 4. DC: 30. Success Needed: 22. Reward: Major increase in speed at which data can be utilized. Military campaigns can be planned here although not commanded from here yet.
-[ ] Communication: (requires Comprehension) With an ability to backflow the Air channels we can send instructions and arrange communications to anyone on the planet in a crisis and facilities are added to enable crisis management and enhance a Strategos ability to lead a campaign on the planet. AP Needed: 3. DC: 35. Success Needed: 16. Reward: Strategos may devise strategies across the planet with a +6 success bonus. A similar bonus applies to any form of planetary scale crisis management on the same planet. Artillery, Orbital interception, and other rolls that might depend on good sensor or targeting information also gain a bonus.

[ ] Lightning Mastery Manse: Air geomancy is converted to Lightning and focused on a single Hearthstone. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Air Demense removed, gain one Lightning Mastery Manse.
-[ ] Train the Lightning Master: A Dragon King who has an interest in Lightning resides here, studying the phenomena and when the time is right can be chosen to wield the Hearthstone. They will unlock Evocations granting lightning powers. The least of which is gaining level 6 access to the Lightning Path, even if not naturally a lightning user, and to an enhanced level. In combat he grants a unit of at exactly ten combat dice legendary status, making those ten dice into 1 Legendary die. In normal rounds he acts as an AP to research, artifact design, or training. After ten turns the Dragon king unlocks new evocations, Direct lightning manipulation, lightning based speed enhancements, and his ability to lead and think at lightning speed it also enhanced. He is worth a Legendary die on his own and gains Legendary Positioning on his own OR can work with a group of ten combat dice and upgrade them to a second Legendary die without legendary positioning. He counts as two AP for purposes of Research, Artifact Design and Troop training. After 20 years he gains Elder status and gains new powers, able to transform into lightning and summon massive thunderstorms, he can wrap allies in an aura of "enlightenment" giving them some of the boosts he enjoyed as an early Lightning Master. He counts as two Legendary Dice and may convert ten normal dice into a Legendary die, and gains Legendary Positioning anywhere lightning can get to with the group if desired. He counts as three AP AND lowers DC by 10 for research, artifact design, and training purposes. AP Needed: 4. DC: 55. Success Needed: 8. Reward: Lose one Lightning Mastery Hearthstone, Gain one Lightning Master.
-[ ] Lightning Anchor: We have followers of Lightning Paths with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our races history and all indications show these paths have issues. Lightning users are known to be subject to manic and obsessive mental conditions as they pursue their paths. And who knows what else. As lightning is derived from Air we can attempt to anchor our Lightning users through exposure to AIR sourced Lightning as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Lightning path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Lightning leading to a bad end.

[ ] Enlightened Savant Manse: Air geomancy is converted to knowledge and understanding and focused on a single Hearthstone. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Air Demense removed, gain one Enlightened Savant Stone.
-[ ] Train the Enlightened Savant: A Dragon King who has an interest in Knowledge and mystic learning resides here, studying phenomena and occult sciences and when the time is right can be chosen to wield the Hearthstone. They will unlock Evocations granting powers of understanding, the most basic of which is increasing their limit Skills and the Attributes beyond what age and essence normally allow and of course accelerated training in those, especially those related to Savant Skills. In combat he may act as a Celestial Sorcerer which is not tied to Abraxas, which is of minimal use. Out of combat he will randomly research high concept stuff, with a tendency to favor spells or advanced artifacts. This is not controlled. After ten turns he improves enough that his skills and attributes support conceptualizations beyond normal Dragon King elders. He is still no better in combat, out of combat he can be forced to help organize a research project of your choice for a -20 DC reduction which does not stack with Divination. He prefers to work on his own projects and will add a success to random difficult research projects every turn he is not bothered. After 20 turns he will have become an Elder, but one with natural skills and attributes ranked at 8. He is capable of Solar Circle Sorcery (if any is invented), and may aid in creating sorcerous workings of Solar Tier, he provides -30 DC when leading research projects and if left alone will add two successes to random research projects. Regardless he will also work on Randomly Legendary Artifacts in the background, which he may or may not finish before he dies of old age in ten turns. AP Needed: 4. DC: 65. Success Needed: 6. Reward: Lose the Enlightened Savant Stone, gain an Enlightened Savant.


Water

[ ] Infiltration Camp: Water geomancy is converted to analysis and emotional tempering and directed at facilities to improve and train infiltrators. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Water Demense removed, Gain and Infiltration Camp Manse.
-[ ] Simulators: Using the flexible environment of the water available and bound shapeshifting elemental servants we can create elaborate scenarios to train agents for infiltration against any race we understand. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Reduce DC on infiltrations or training a group of agents for a familiar race by 10
-[ ] Investigation Room: This room is equipped with facilities to record everything known about a race and Geomancy backed equipped to help analyze and break it down, using divinations and magically powered inference to fill the gaps. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Reduce DC on rolls needed to become familiar with a race or gain needed info are reduced by 10. Investigations into long standing non-occult mysteries and crimes may be undertaken.
-[ ] Blocking the Gaze of Daana'd: A training room that empowers high level magics to indoctrinate agents, burying their true feelings beneath a mask. Agent intentions, Motivation, Intimacies, Virtues, or other social qualities are all perfectly hidden in the agent trained at this manse behind a mask that reveals only what the agent wants to reveal unless they try to benefit from their natural social traits (a high valor Agent pretending to be craven acting brave allows onlookers to see they are really brave and them being craven was apparently a mistake or misdirection on the part of the Agent). More natural forms of training (although still boosted by excellent geomancy powered equipment, insure the agents are also masters of deception and disguise, even by mosok standards. AP Needed: 4. DC: 45. Success Needed: 16. Reward: You are able to raise infiltration agents which are Psycho-indoctrinated to bury their true loyalties. Cost of such actions will be lower than it should as this facility counts as Training Grounds for such units.


[ ] Mind Breaking Interrogation Manse: While we are not always fans of using telepathy to break the minds of others, sometimes the Glory of the Unconquered Sun cannot abide evil being's their secrets. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Water Manse, gain Mind Breaking Interrogation Manse.
-[ ] Containment: A combination of prison, flexible enough to encapsulate beings of very different species, and even ephemeral beings, like Beryl and stasis cells for those who cannot be contained another way or risk expiration, like the Psyker Byron. AP Needed: 1. DC: 25. Success Needed: 5. Reward: You build a secure prison which can house 100,000 normal inmates or 25 special containment inmates.
-[ ] Interrogation: The center of the Manse and the point of its power is an adaptable chamber which can be modified to suit a wide variety of clientele. The seat or equivalent the prisoner is bound to is hooked directly into the Manse and if needed almost all power can be shunted to help contain them. Assuming that is not necessary the seat will rob the target of resolve and determination, constantly working to undermine their ability to resist. Assuming still more power is available (ie the target isn't an absolute monster) there are set ups that let Dragon Kings don helmets and engage in telepathic assaults upon the weakened target, trying to find out their secrets. AP Needed: 3. DC: 35. Success Needed: 9. Reward: You can interrogate individuals using will sapping chambers and "telepathy" assisting equipment, which works best with an Pterok possessing the Ancient Understanding psychometry ability but does provide some connection to the target mind regardless. Basically lets you interrogate someone/or something as if their combined essence + willpower was 7 lower than it actually is, or for very powerful beings, simply removing the perfection/supernatural status of their resistance.
-[ ] Indoctrination (Requires Interrogation): Lowering someone's will and assaulting their mind with a direct essence connection alone can potentially break a mortal mind. But what about something more than mortal. The Interrogation chamber is enhanced with essence accumulators and dampeners so the chamber can store extra essence and channel it at need. Lorestones containing potential implanted skills and knowledge can be deployed from hidden storerooms and the operator can deploy a powerful emotion engine to force certain emotions upon a target for the purpose of conditioning. All tools to let a mind not just be broken but rebuilt as the realm demands. AP Needed: 4. DC: 40. Success Needed: 16. Reward: You can perform projects to indoctrinate individuals, swaying their loyalty, or embedding them with hidden commands before releasing. This is not for Rank and File, this is for Named Heroes, Astartes, and at great Risk Primarchs.


[ ] Words Before War Manse: This manse directs Water to aid in empathy, understanding and Diplomacy. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Water Demense removed, Gain one Words Before War Manse.
-[ ] Embassy [name]: We can build a customized embassy for one of our allies, making them comfortable… maybe comfortable enough to get something out of them they might not suspect. Not some races may insist on gaining their own sovereign land and building their own structures in which case they will not use this Embassy, even if built. AP Needed: 2. DC: 25. Success Needed: 6. Reward: Gain an Embassy for a race which boosts diplomacy with yourselves and any other race with a similar Embassy
-[ ] Resplendent Conference Center: A massive complex of auditoriums, meeting rooms, security, hidden niches to conduct secret business and more. All filled with essence signatures that make getting along more conducive, and of course very easy for us to spy and prevent others from spying on as we made it. AP Needed: 3. DC: 35. Success Needed: 9. Reward: Gain a Diplomatic Conference Center. Assuming you can convince parties to meet here it grants a major bonus to resolving it, as well as granting your side hidden insight depending on how security conscious the others are being.
-[ ] Ascending Expo Center: Another massive complex, this one oriented on allowing entrants to show off their wares, make sales, and even supporting calculation systems to support trade deal development. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Gain and Expo center which gains a massive bonus to trade deals developed here, and other trade adjacent things, like doing technology demonstrations.

[ ] Water Mastery Manse: This Manse is focused on producing a very powerful Hearthstone centered on Water and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Water Demense removed, Gain one Water Master Hearthstone.
-[ ] Training the Water Master: A Dragon King who has mastered both paths of Water is invited to attune this manse. There they study water, Water, Steam, and associated Elementals until ready to wield the Hearthstone of Water Master. A new Water Master at Essence 4 immediately gains the Level 6 paths of Water and Steam despite not having Essence 6. More over they gain a variety of bonuses to their Water Path effects making it seem like their actual Path rating is 12. —- In direct combat he counts as 1 Combat die himself and can do anything an Elder with Water and Team Paths maxed can do and more (pocket Dimensions, beams of superheated steam, Teleportation, Portals, invisibility, perfect illusions on a wide scale), thus counts as Legendary Positioning die even at this level. After ten turns he reaches Essence five and unlocks new powers, effectively Path 7. He may Teleport across a planet at will, open gates large enough to march armies through and with a ten minute ritual can reach to and from orbit so he can help an Army march from a ship onto a planet. The size and control he has over his pocket dimension increases so he can in theory hide a Warstrider in there, and his perfect control of the senses now stretches 5 miles in all directions. His combat die upgrades to Legendary and he may assist a maximum of 50,000 troops including vehicles to shift around with portals. If after 20 more turns he reaches Elder status his Water and Steam Paths upgrade again to effectively Path 8. He may personally teleport anywhere in a given star-system and bring up to 25 individuals or a combat vehicle (including a Warbird) with him. He may portal troops around a planet and its orbit even if he is not present at one end and with a ten minute ritual move them to anywhere in the same star system. His influence over senses means he is vaguely aware of whats happening across the planet and may communicate on that scale although he lacks the mental aids to micromanage so this is mostly used to coordinate portal openings. He can now influence ship combat with illusions, reducing all enemy rolls by 8 dice on those ships with crews strong willed enough to at least resist his influence, and he can hide a starship in his personal pocket dimension if he pushes. Even beings that could previously shrug off his illusions now struggle to do so when he contains his illusion control to a five mile radius it overrides scrying through time and space and even sensory effects beyond the Water masters personal understanding see only the illusion he presents. Even Incarna like the Unconquered Sun would need to expend non-trivial energy and will to pierce these illusions. He counts as one legendary combat and a legendary positioning dice provided to all allied forces on a planet or himself on a star system scale and all enemy combat dice within a five mile radius cannot roll unless they represent extremely strong willed individuals in which case they roll at -4 on a d10 and should be considered as having expended tremendous mental resources to do so. After ten turns he dies of old age and a new user must be chosen. AP Needed: 5. DC: 60. Success Needed: 7. Reward: Lose one Water Mastery Hearthstone, Gain one Water Master.
-[ ] Steam Anchor: We have followers of Steam Paths with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our races history and all indications show these paths have issues. Steam users are known to be subject to emotional sensitivity and emotional conditions as they pursue their paths. And who knows what else. As Steam is derived from Water we can attempt to anchor our Steam users through exposure to Water sourced Steam as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Steam path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Steam leading to a bad end.

[ ] Grand Art Dojo: A place where water's connection to martial arts is fostered and used to improve facilities dedicated to said arts. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Water Manse, gain a Grand Art Dojo Manse.
-[ ] Dojo: The core is of course the Dojo, a variety of sites as small and intimate or as large and encompassing as needed. Winding corridors filled with Sutra where randomly wandering artists might be guided by the will of the Manse to the one they most need. Instructions from the Manse intelligence and training aids get artists through the absolute basics before the attention of actual masters and sensei is required. AP Needed: 3. DC: 30. Success Needed: 9. Reward: Gain one more Dojo auto success.
-[ ] Study of the Perfected Lotus of Understanding: Experimental arts, philosophical studies and the like, this facility aids Dragon King Martial Artists in developing new styles. Once built you may develop any Celestial Martial Art based on the Sun, The elements, the Virtues, or any Natural Animal or any more base phenomena than these. AP Needed: 3. DC: 40. Success Needed: 9. Reward: -10 DC on creating a New Martial Art Style.
-[ ] Garden which Grows Bulbs of the Perfected Lotus: Becoming a Master of Celestial Martial Arts for a Dragon King usually requires learning one or more complete lesser styles of the Root, before even attempting the transition to the Bulb. And any that would be considered true Artists will likely know multiple Celestial Styles before claiming that title. With aggressive training a handful of Dragon Kings may reach the Bulb a year but by setting up longer term training programs working in the background we will gain a bounty of potential which can be harvested upon demand. AP Needed: 3. DC: 45. Success Needed: 16. Reward: The Manse is assumed to have hundreds of Terrestrial Artists or Early Celestial artists who have not achieved mastery on site at all times, constantly training. Every success rolled on CMA training provides 25 Celestial Artists instead of five (or +75 with the tripling effect).
-[ ] Foundation of the Roots of the Perfected Lotus: You build a small city which barely interfaces with the Manse, meant to house a million or so humans who will train in Mundane martial arts, the most brilliant of these will be directed through careful enlightenment and trained in Terrestrial Martial Arts. AP Needed: 3. DC: 30. Success Needed: 22. Reward: The exact effect is dependent on your relationship with the humans being recruited and trained, but generally will churn out thousands to tens of thousands of human Martial Artists a turn.
-[ ] Tending the Perfected Lotus: Every style has stringent demands on what is allowed in terms of weaponry and armor, most of which are non-standard, and what an individual stylist will pick and choose his loadout based on what's available. This is a workshop meant for creating customized tools to meet the Stylists needs in as in house custom works. AP Needed: 2. DC: 30. Success Needed: 9. Reward: Every Celestial Martial Artist is assumed to have any three dot artifact they want, completely customized to their needs, often with Evocations increasing either their power of flexibility.


[ ] Alchemical Laboratory: Water is often associated with the alchemical procedures and other works of ingestible magic. A major manse of Water has been yoked to secure this process. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Water Manse, Gain one Alchemical Laboratory.
-[ ] Sublime Alchemical Workshop: More power allows expanding on the production available to thaumaturgy in general, either by handling far more alchemical goods or handling all the alchemical goods so more base facilities can handle the rest more easily. AP Needed: 3. DC: 35. Success Needed: 9. Reward: Gain one more Thaumaturgical Workshop success.
-[ ] Wondrous Elixir Studio: At a certain degree of sophistication a workshop is no longer sufficient. Use geomantic architecture to tilt the rules of the world in favor of tinctures and potions that border on the divine. At this level universal solvent is used to dissolve magical materials and other usually impossible ingredients into oils, inks, and amended waters and special foundries where materials that should not burn are rendered into ash. All of this can in theory be done in the process of Artifice as Potions are consumable artifacts at a certain level which by their nature are a touch easier to make… as long as you know the recipe. This is a specialty facility for conducting research and producing such projects AP Needed: 4. DC: 40. Success Needed: 9. Reward: Thaumaturgy Workshop may be used to research and produce advanced potions. This includes the production of Primordial Stockpiles. Unlocks more advanced potion projects.
-[ ] Grand Crucible of Tarim (Requires completing Crucible of Tarim Research): One of the steps of enabling potion supplied spellcraft is of course potion s making of the highest level. Building this facility is one of the cornerstones of mass producing consumable spells. AP Needed: 5. DC: 45. Success Needed: 16. Reward: One of three aspects of mass producing spell casting potions.


[ ]Coral Reef: This manse may only be constructed under water on a world with a Major ocean. While we hope any world with a major manse has such be true it is not a given. The nature of this manse means that using 5 basic water manses produces no additional difficulty compared to using a single Major, unlike most attempts at doing so. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Water Manse (or 5 Basic Manses) and gain a Coral Reef.
-[ ] Coral Consumption: The abundant area teeming with water born life grants a boon to the planet which can be exploited as an Industrial Plantation, as long as you can find one that works in water. AP Needed: 2. DC: 25. Success Needed: 5. Reward: Gain one industrial plantation slot under water. Unlock water plantation options, planting non-water options raises cost as modifications have to be induced.
-[ ] Fisheries exploitation site: With a little help the corals can be home to massive sharks, giant armored crabs, kraken things and more. Provides an improvement to the food supplies sufficient to reduce the effort needed by the Population. AP Needed: 3. DC: 20. Success Needed: 9. Reward: Lose one General AP, Gain 3 Resource AP as food.
-[ ] Great Barrier Reef: Physically the coral is spread hundreds of miles from its source, stabilizing the ocean environment, specially in ways that make it resistant to forms of Archgenesis which are antithetical to Dragon Kings, like Ork Spores. AP Needed: 2. DC: 20. Success Needed: 16. Reward: Planet in general and the oceans in particular are more resistant to environmental changes.
-[ ] Aether Barrier Reef (Requires Great Barrier Reef): This Reef is spread even further in the shape of occult arrays and incorporated with essence using animals who swim in order affirming patterns. All to help keep the Immaterium in the Immaterium. AP Needed: 3. DC: 25. Success Needed: 22. Reward: Planet in General and the oceans in particular are even more resistant to environmental changes and especially to the changes that might cause a planet to fall into the Warp or become a Daemon world.
-[ ] Home for Mosok: A few minor modifications and the Coral Reef becomes a place Mosok can effectively play. Not only by it being in the water but by setting up circumstances where mosok can steel from the native life of the reef without truly hurting it, letting Mosok Stalkers roam free, as well as hunting creatures idealized enemies for Mosok. AP Needed: 3. DC: 25. Success Needed: 9. Reward: You gain one Mosok Breed AP, one per planet maximum.

Fire

[ ] Halo of Hesiesh: This Manse is focused on producing a very powerful Hearthstone centered on Fire and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Fire Demense removed, Gain one Halo of Hesiesh Hearthstone.
-[ ] Training the Halo-Bearer: A Dragon King who has mastered both paths of Fire is invited to attune this manse. There they study fire, Fire, and associated Elementals until ready to wield the Hearthstone of Halo of Hesiesh. A new Halo Bearer at Essence 4 immediately gains the Level 6 paths of Fire despite not having Essence 6. More over they gain a variety of bonuses to their Fire Path effects making it seem like their actual Path rating is 12. —- In direct combat he counts as 1 Combat die himself and can do anything an Elder with Fire Paths maxed can do and more (immune to fire, including supernatural or magical fires and able to set everything he touches on magical Heartfire, can sprint 1200 mph, make 13 physical attacks per five seconds as well as using the fires that surround him to perform 12 fire attacks per round.), thus counts as Legendary Positioning die even at this level. After ten turns he reaches Essence five and unlocks new powers, effectively Path 7. He can sprint 2767 mph or make 15 physical and 14 magical fire attacks per five seconds. Fires he controls are harder to douse and he can burn substances even an Elder Anklok could not like magical materials. He may spread his light emitting and flaming weapon and low end speed boosts to his immediate allies. His combat die may be used to double the combat die of a unit he is aiding up to doubling ten combat dice to 20, he may not share his legendary positioning but they do get a +1 to position checks. After 20 turns he reaches Essence 6 and unlocks new powers. He may now sprint 3485 mph or make 17 physical and 16 magical fire attacks per 5 seconds. He can render his fire immune to dousing if he commits essence and is able to burn not only impossible substances but do so quickly or on massive scales. IE he can set a planet on global fire… permanently, or melt through solid Ceramite fast enough to walk through it. If he has to fight something resistant enough to fire for this not to be an autowin he counts as a Legendary Combat dice due to his speed. Creatures of Darkness (or those the Halo Bearer hates) slain by him have roughly a 40% chance of meeting true death as their immortal souls burn long enough to finish them off before incarnating again. This can be enhanced with other actions to pin the creature down and let the Halo Bearer concentrate. After ten turns he dies of old age and a new user must be chosen. AP Needed: 5. DC: 60. Success Needed: 7. Reward: Lose one Halo of Hesiesh Hearthstone, Gain one Halo Bearer.
-[ ] Pyreflame Anchor: We have followers of Pyreflame Path with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our race's history and all indications show these paths have issues. Pyreflame users are known to be subject to giving into their hate and trying to corrupt and burn all around them to get at a hated target. And who knows what else. As Pyreflame is derived from Fire we can attempt to anchor our Pyreflame users through exposure to Fire sourced Pyreflame as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Pyreflame path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Pyrefame leading to a bad end.




[ ] Burning Exorcist Manse: This Manse is focused on producing a very powerful Hearthstone centered on the spiritual aspects of Fire and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Fire Demense removed, Burning Exorcist Hearthstone.
-[ ] Training the Burning Exorcist: This training is focused more on emotional and spiritual aspects of FIRE than the Halo of Heseish. At a basic level the Burning Exorcist can fulfill their name by setting people's souls on fire. This depletes their will but does aggravated damage to any possessing spirit. The more virtuous the target the more damage each bit of will does and of course the more willful someone is the longer it can burn and still let the target survive. They can invoke this effect to a lesser degree on themselves, thus when channeling their conviction it counts as auto successes. When going out among a people they can spread rumors which burn in their target's minds, forcing those told to also spread the rumor, and their target's and theirs, until the rumor reaches saturation and all relevant know it. After ten turns they advance. They can light accumulate divine fire with a Heavenly soul providing a massive increase to essence regeneration, and turn any pain they feel into energy (and bonus dice). When loosed among a flock they can create a social fever that plagues a population, spreading through any form of communication and forcing all infected to fulfill some demand or task of the Burning Exorcist instead of merely spreading rumors. After 20 turns they become an elder. They may burn away entire armies of possessed targets, cause immense outpourings of essence great enough to shake the fabric of reality and create lingering memetic plagues that rather than fulfilling once curing the subject they must continually perform that action to bank the fever of their body and only powerful supernatural effects can cure them. They can also infect an individual and release them into a population to spread an effect rather than going themselves at this stage. If a Burning Exorcist is slain, their hearthstone explodes with tremendous forces and they may choose to be resurrected with the reforming stone back at the Manse. As this does not work on old age after ten years the stone bearer dies and passes the stone on. AP Needed: 5. DC: 60. Success Needed: 9. Reward: Lose one Burning Exorcist Hearthstone, Gain one Burning Exorcist.

Set people's souls on fire, for their own good. Set a feverish memetic plague into play demanding your influence be fulfilled, rumor spreading technique. Virtues Bright Beacon allows conviction to count as auto successes, Heavenly Soul incense improves essence respiration, turns personal pain into energy. If the wielder dies they reform at their manse a month later,

Spirit Gather Thousandforge (requires research)

[ ] Hearth of World Blood: Hearth is a volcano manse, the awakening of fire Demense causing a volcano to be called, the manse built in secret at the bottom of volcano. It occupies one wall of the caldera, narrowing from a wide unroofed hall at the lip of the caldera to a single chamber at the very bottom; this last chamber--the hearthroom--is actually submerged in the lava. Its halls, made alternately of craggy basalt and gleaming, finely worked obsidian, are an intricate maze of occult mirrors that focus even the barest hint of sunlight all the way down to the bottom. The hearthroom can be the smelting chamber for an atelier-forge capable of churning anything from swords to tin mugs to, most importantly, orichalcum and the other forged magical materials. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major fire Manse, Gain a Hearth of World Blood
-[ ] Atelier Forge: The proper heat and energy provided by the manse makes it a casual effort to incorporate an Atelier Workshop into this Manse. AP Needed: 3. DC: 35. Success Needed: 4. Reward: Atelier Factory Manse established. Consumes one AP of upkeep per turn.
-[ ] Orichalcum Foundry: Like a proper Anklok city but with far less need to divert energies away from the Manse to maintain a city for millions of Dragon Kings. AP Needed: 3. DC: 35. Success Needed: 9. Reward: +6 units of Orichalcum per turn
-[ ] Supply runs (Requires Orichalcum Foundry and an Endless Mine producing Resource AP on the same planet): The limit of the Orichalcum Foundry of the Hearth is input not capacity, Solve that issue and bring the Foundry up to full power. AP Needed: 1. DC: 20. Success Needed: 3. Reward: You may convert 1 resource AP from an Endless Mine (raw gold output) into +6 Orichalcum. This may be repeated three times per Hearth and Endless Mine at maximum output of 24 Orichalcum per pair.
-[ ] Volcano Hosts Volcano Hosts: You have a volcano manse and a whole kind of Troops with a heavy Volcano theme based around defense. Turn this Volcano into a fortress optimized for the way of war Volcano Hosts want to wield. AP Needed: 2. DC: 25. Success Needed: 9. Reward: Creates a military hard point which can house up to ten Volcano Hosts at need (or 50 other legions max) with defensive elements which optimize the Volcano hosts military style.
-[ ] Fire-And-Stones Proving Grounds: A small city's worth of athletic venues, sparring fields, modest shrines, endurance trials, and private workstations surrounding this volcanic manse. Anklok revel in the chance to prove themselves to their peers and themselves in every field of especial interest to the warrior-priests of the Dragon Kings. AP needed: 3. DC:20. Successes Needed: 9. Reward: Gain +1 Anklok AP, maximum one per world. Small chance of gaining an Anklok Paragon.

[ ] Brass Redoubt: Fire can and has been used to work metal for millions of years, thus any manse of fire can do so. Not every manse can use that metal to forge more metal in a loop of automated legion forming. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major fire Manse, gain a Brass Redoubt.
-[ ] Automata Foundry: Use fire for molten bronze and molten bronze into clockwork, gear, pipes and valves. AP Needed: 1. DC: 35. Success Needed: 5. Reward: Gain one Automata success. May use Automata success to proceed.
-[ ] Greater Automatorium: Scaling up the original Automatorium to manufacture Automata on a grander scale. AP Needed: 2. DC: 40. Success Needed: 9. Reward: Lose one Resource AP as upkeep, gain another Automata success. Large scale Automata projects (50+ AP) are more efficient. May use Automata Success to proceed.
-[ ] Sublime Automata Workshop: Some Automata need a grander degree of refinement and purity in composition and much more detailed workings and etchings made upon their chassis. For this this workshop allows creation and high end Automata research. AP Needed: 3. DC: 40. Success Needed: 9. Reward: You may research and build Artifact 4 Automata and more powerful classes of Crafted Consciousness. Reduces DC of any Automata research projects that already exist. This may NOT use free Automata success to proceed.
-[ ] Metal Anchor: We have followers of Metal Path with a mysterious origin who follow a Path of Enlightenment previously unknown in millions of years of our race's history and all indications show these paths have issues. Metal users are known to be subject to issues. And who knows what else. As Metal is derived from using Fire we can attempt to anchor our Metal users through exposure to Fire sourced Metal as a counter balance to wherever theirs comes from. AP Needed: 4. DC: 35. Success Needed: 24. Reward: Users of the Metal path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Metal leading to a bad end.


[ ] All Mountain Fane: Flickering fire is mobile and a manse could be built to reflect this. We intend it as a minor training grounds, barracks and mustering grounds which can shift locations to allow a surprise attack.
-[ ] Training Grounds: AP Needed: 3. DC: 25. Success Needed: 9. Reward: Gain one Training Grounds success, nothing else special.
-[ ] Barracks: AP Needed: 2. DC: 20. Success Needed: 6. Reward: Safely house 100 Legions and all their weapons, armor, mounts, and machinery.
-[ ] Region Passing Tactic: This pseudo volcano fortress and close up, descend into the earth and emerge anywhere on the planet an uncapped Demense lies (or a capped one that we capped and approve getting overtaken.) AP Needed: 3. DC: 35. Success Needed: 9. Reward: Our moving fortress and disappear and reappear almost anywhere on the same planet. This does NOT need Realm scale efforts
-[ ] Creation Passing Strategy (Requires Region Passing Tactic): The All Mountain Fane with a bit of ritual and effort on our parts can move between planets in the same solar system following the same rules as the Region Passing Tactic. On the same planet it can move anywhere, regardless of planetary geomancy. AP Needed: 3. DC: 40. Success Needed: 16. Reward: May use a 1 season long ritual, often costing 1 AP, can move the Manse from one planet to another in the same system or appear anywhere on the same planet without respect for Geomancy.
-[ ] Kalpa Passing Logistics (Requires Creation Passing Strategy): The All Mountain Fane can undertake, with the effort of a long ritual lasting 1 full year and taking 5 AP can make interstellar hops. The destination MUST be a basic manse built by dragon kings already which is sacrificed to let the All Mountain Fane to rise. In-system hoping taking a Season can ignore Geomantic limits while obeying them lets the ritual shrink to 25 days. A planetary travel can be initiated with only 25 hours of preparation. Note we can in theory start the ritual BEFORE the destination manse is built, with careful timing and a fast builder (see Crystal Masters ability to make a basic manse in two days) we can arrange to have barely gained a foothold on a planet and suddenly gain a mountain fortress filled with Legions. AP Needed: 4. DC: 45. Success Needed: 22. Reward: Gain the ability to interstellar transfer with a 5 AP ritual to a site with a Basic Manse.
-[ ] Volcano Hosting Practices: Turn this moving Volcano into a fortress optimized for mustering troops out to conquer a planet. AP Needed: 2. DC: 25. Success Needed: 6. Reward: Creates a military hard point around the barracks to hopefully hold out a siege while the Mountain prepares to retreat.

Oil
Oil Ideas I will flesh out if there is interest.
a social monster shapeshifting hearthstone wielder. Maybe the place can do plastic surgery on the side.

Maybe an administrative center if I can think of a mechanic. Like Slicktongue admin bonus but even stronger but requires at least some involvement of the planet its on?

You could probably set up some kind of unlimited Promethium refinery on it, either to fuel other things or to fuel some kind of massive Plasma manse reactor. Of course I have no designs for a generic but extremely powerful manse that you could do without researching them. Sword of Creation is an Example if you could figure it out.

I have hints of an idea regarding an oil manse being used to defend a planet by letting the planet "dodge" an attack but its also very vague.

[ ] Alchemical Laboratory: Oil is often associated with the alchemical procedures and other works of ingestible magic. A major manse of Oil has been yoked to secure this process. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Oil Water Manse, Gain one Alchemical Laboratory.
-[ ] Sublime Alchemical Workshop: More power allows expanding on the production available to thaumaturgy in general, either by handling far more alchemical goods or handling all the alchemical goods so more base facilities can handle the rest more easily. AP Needed: 3. DC: 35. Success Needed: 9. Reward: Gain one more Thaumaturgical Workshop success.
-[ ] Wondrous Elixir Studio: At a certain degree of sophistication a workshop is no longer sufficient. Use geomantic architecture to tilt the rules of the world in favor of tinctures and potions that border on the divine. At this level universal solvent is used to dissolve magical materials and other usually impossible ingredients into oils, inks, and amended waters and special foundries where materials that should not burn are rendered into ash. All of this can in theory be done in the process of Artifice as Potions are consumable artifacts at a certain level which by their nature are a touch easier to make… as long as you know the recipe. This is a specialty facility for conducting research and producing such projects AP Needed: 4. DC: 40. Success Needed: 9. Reward: Thaumaturgy Workshop may be used to research and produce advanced potions. This includes the production of Primordial Stockpiles. Unlocks more advanced potion projects.
-[ ] Grand Crucible of Tarim (Requires completing Crucible of Tarim Research): One of the steps of enabling potion supplied spellcraft is of course potion s making of the highest level. Building this facility is one of the cornerstones of mass producing consumable spells. AP Needed: 5. DC: 45. Success Needed: 16. Reward: One of three aspects of mass producing spell casting potions.

[ ] Slick Respite Pavilion: This complex converts Oil Geomancy, giving it a regenerative and balming nature which can be infused into aiding the recovery of patients. Anyone considered a Patient of the Pavilion gains Exalted resilience, resistance to infection, disease, and poisons and the improved healing rate. AP Needed: 1. DC: 20. Success Needed: 4. Reward: Lose one Major Oil Manse, Gain Slick Respite Pavilion.
-[ ] Emergency Services: The Pavilion is equipped with medical equipment to treat others in an emergency. This includes a comprehensive system of flying recovery vehicles to bring those to be treated to the Pavilion, gardens and fountains that can quickly transform into overflow areas if truly large numbers are in need of emergency services and of course a staff at the ready. AP needed: 2. DC: 30. Success Needed: 6. Reward: Increase the Health rating of the planet, the first one provides an additional clinical reroll, and every one built can support an additional Medical Alchemical CyberDragon.
-[ ] Long Term Care: The Pavilion is equipped to support patients who might not in normal circumstances ever recover. The Long Term Care Ward of the Pavilion infuses the patient with regenerative energy which means if even the faintest ember of life remains the patient might eventually be restored to full health and awaken. Of course for such brutally wounded Dragon King it might be kinder to send them to their next life, quicker to in the very worst cases. AP Needed: 2. DC: 25. Success Needed: 5. Reward: Long Term Care Ward created. Enables recovery of coma patients and other non-recoverable conditions although it may take decades or centuries if severe enough.
-[ ] Treatment Center: Customized Alchemical Medicines, implants and grafts, surgeries, geneforging, organ regeneration and more occur in the Treatment Center. This is the place where people go for issues when it is not an emergency. Here the medical histories of all Dragon Kings who have been checked up at any clinic can be review over potentially multiple lifetimes and a treatment plan devised. AP Needed: 2. DC: 25. Success Needed: 5. Reward: Treatment Center created, Health rating of the planet increases, reduced DC for developing emergency cures, antidotes, or similar imposed on the population.
-[ ] Recovery Center: Peace and Tranquility. Serene gardens and soothing fountains. Massages, music, incense and more all ready to be called upon. And of course… therapists. This facility is all about giving rest and succor to those weary from fighting enemies of the Realm in general and the Ruinous Powers in particular. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Gain a place to treat battle fatigue, PTSD, and other trauma that come from fighting in the 41st Millennium. Can reward a hero unit with rest to lower their stress, can lower morale losses after terrible events, can begin lengthy projects to provide counsel to those lost.

[ ] Words Before War Manse: This manse directs Water to aid in empathy, understanding and Diplomacy. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Oil Demense removed, Gain one Words Before War Manse.
-[ ] Embassy [name]: We can build a customized embassy for one of our allies, making them comfortable… maybe comfortable enough to get something out of them they might not suspect. Not some races may insist on gaining their own sovereign land and building their own structures in which case they will not use this Embassy, even if built. AP Needed: 2. DC: 25. Success Needed: 6. Reward: Gain an Embassy for a race which boosts diplomacy with yourselves and any other race with a similar Embassy
-[ ] Resplendent Conference Center: A massive complex of auditoriums, meeting rooms, security, hidden niches to conduct secret business and more. All filled with essence signatures that make getting along more conducive, and of course very easy for us to spy and prevent others from spying on as we made it. AP Needed: 3. DC: 35. Success Needed: 9. Reward: Gain a Diplomatic Conference Center. Assuming you can convince parties to meet here it grants a major bonus to resolving it, as well as granting your side hidden insight depending on how security conscious the others are being.
-[ ] Ascending Expo Center: Another massive complex, this one oriented on allowing entrants to show off their wares, make sales, and even supporting calculation systems to support trade deal development. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Gain an Expo center which gains a massive bonus to trade deals developed here, and other trade adjacent things, like doing technology demonstrations.

Crystal
Perfect Memory Archive: A place of recording information, including from and to people's heads. Basically you making your own Sperimen with a bit more memory modification on the side.

Statistical Analysis Center: A place where infinite possible futures are aligned into realms of likelihood and condenses the most likely contingency. Basically collects massive amounts of information and combines it with analysis to help pin down fuzzier divination results. Allows Thaumaturgical Divination rituals (but not Dragon King or Loom of Fate Astrology) to gain improved information results, ie a place with this can get better quick answers and you can justify other forms of divination that optimize other things like statistics or Crystal divination for example. The manse can support Loom of Fate Astrology by providing information on how those effected will react.

Resource Managing Office: Through clockwork efficiency and cost cutting measures this manse site can provide improved results for big projects. Basically like the slicktongue bonus but can be applied to either other things or in conjunction with higher bonuses. Might have a trickier annex project that pushes it higher yet. Probably a facility for managing crisis's if I can work out a mechanic for it. Budget Disciplinary committee would allow the world with this to reduce the minimum AP investment for projects upon that world.

Hearthstone bearer: Perfect Defense, Immunity to Shaping, perfect memory, extra toughness, can detect lies, ignores illusions, can go invisible or phase through matter, can make a social attack that dispells unnaturally intense emotions under an imposed calmness.

Essence Crystallization Trap: A site that can "trap" spirits by forcing them into materialized or dematerialized states without the ability to switch thus acting as a prison for spirits. Can be used to farm exotic ingredients by crystallized ephemeral motonic concepts.

Precision Battle Discipline of the Unbreakable Crystal Formation: This is a relatively small training facility for a major manse but focuses or producing extremely elite units with tight discipline and tighter formations. That is, it aids in training Naval Phalanx, which are probably renamed Crystal or Adamant Phalanxes but this site can train them far faster (approximately 10 units per AP). Similar units which depend on small highly disciplined units with close formations could also be trained here.

Communion with Gaia: This is a mega project that consumes one of each elemental Major manse and 25 basic manses. All of this is to create a zone intensely associated with Gaia. There are possibilities to such a location but the exact effect will have to be studied and the final prospects for the anomalies utilization determined. More intense modifications through Genesis, intense fertility clinic, support for "impossible lifeforms", spurring the growth of elemental energy, and other Gaia associated things may be possible. Elementals can provide up to half the needed successes, any elemental die is an auto-success for this project. AP Needed: 5. DC: 50. Successes Needed: 130. Reward: Communion with Gaia Geomantic Network established. Planet effectively becomes what in 40k would be considered a "Daemonworld" but aligned solely to Gaia. You don't know the exact effects and truly exploiting this change would require further efforts.


Luna

Moonsilver factory
Godforging complex
Sorcerous Working Studio
Wyld Shaping Works
Shapeshifting Hearthstone
Animal Breeding
Lunar Seat


Solar

Area protection for Creatures of Darkness
Reality Forging
Evocation unlocking
Solar Crucible
High End Factory
High End Observatory
Ondar Shambol

Sidereal
Gate of Auspicious Passage
Gate of Heaven
High End Observatory
High End Martial Arts
Maiden Specific Manses
Loom of Fate Signal Boosters
 
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I'm definitely looking forward to finding out what the autochthon manses will give us access to.
 
Reward: Users of the Smoke path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Lightning leading to a bad end.

Reward: Users of the Metal path are considered stabilized, the negative side effects while existing are no more mechanically impactful than any Draconic Path of Enlightenment and there is no risk of over investing in Pyrefame leading to a bad end.
Couple copy paste errors
 
Alright, how's this? I'll format it into a proper plan if this meets with general satisfaction, but I think I hit most of the highpoints thus far.

Plan Growth and Prosperity
Anklok
- Bribing Spirits 1
- Grace Dawns Eternal 10 + Exotic
- Angels are needed 3
- Sheut are Needed 4+ lightning
- QRF 1 + Barracks +smoke
- Perfected Slayers Factory Cathedral

I've dialed down the population growth bump, but this ought to give +1 AP, +1 Breed AP for each at least. That freed up AP for other projects elsewhere, and we complete the Sheut project, QRF project, Perfected Slayers equipage project and keep the Angels are Needed project alive.

Mosok
- Marela raising 1
- Encourage Development 2 + dojo
- Heroic Ghost Recruitment 2
- Build Glimmering Twilight 3 + Manta + Atelier x7 + Steam
- Build Resonant Harmony 4 + Atelier x3 + Exotics x2
- Maze Skiff x9 5 AP + Factory Cathedral + Atelier x2

Start building the Glimmering Twilight, complete the Resonant Harmony, get a bunch of Maze Skiffs, fish in the Heroic Ghost waters to see what that's all about and raise Marela to be an absolute terror of a void captain. Also complete the Encourage Development project so we can move onto the other half of that. I was tempted by expanding a spy network into the various Underworld domains but I'm holding off for now.

Pterok
Q1 Grace Dawns Eternal support auto
Q2 Administrative Oversight Revisions auto
Q3 Magical Population Growth [25 year plan] auto
Q4 Elemental summoning support auto
Q5 Endless Mine support auto
Q6 Will Tocha be attacked in the next 5 turns? 1
Q7 Will Tokat be attacked in the next 5 turns? 1
Q8 Eye of Night investigation 1
Q9 Where will the Carnage reappear? tarot
- Improved Warbird 3 + Cerulean Arc + 5 Autochtonic Research
- Cleanse Tocha 1 + Thaumaturgy
- Administrative Oversight Revisions 11
- New Fungicide 3
- What is Marela? 2
- Eye of Night research 6+ Crystal
- Lightning Ballista 1+Metal
- Elemental Support 8
- Standard Stockpiles x3
- Colonization Stockpiles x1

This very likely completes the Eye of Night's research (high priority item), checks to see if/when/where Orks are likely to attack going forward so we can plan a bit better, allows us to do megaprojects with greater freedom and completes the Improved Warbirds, Lightning Ballista and New Fungicide projects.

Also I think we have another Tarot reading but I'm unsure, can I get clarification?

Raptok
- Call Ulthwe [Onroth] 1
- Improved Elder Retention Policy 1
- Golden Throne Aid 8 + Ghost
- Navigators 3+Bone
- Tokat Basic Spread 2
- Ophelis Basic Spread 3
- Endless Mine 12 + Oil
- Coral Reef [Tokat] (all components) 4 + Treel
- Component Design [Conquest Dais] 3
- Analytical Engines 2
- Advisor [Gemini Yards] 4+ Golem + Factory Cathedral
- Grox Ranch [Ophelis] 1+ Stables

The Improved Elder Retention Policy, aka 'Make Grandpa drink the magic prune juice' aka improve the anagathics and retain those that knew Creation firsthand (didn't know if there was a preferred way StarJaunter wanted me to put it) is about what it says; keeping the flame of Creation burning in our hearts by having old people complain about how things were Just That Much Better there and we make the stronger anagathics to keep them around longer.

This should complete the Basic Spreads for both Ophelis and Tokat, is likely to complete the Endless Mine (should be +4 Resource AP) and starts on the Coral Reef as a way to both sink 'excess' Elemental dice (I don't think that's really necessary yet, but seems a good practice) and work towards getting the various benefits associated with it (including +2 Resource AP and a Mosok Breed AP). Golden Throne Aid should complete, giving us more trade goods for the Eldar and aligning them with the Lanka properly (being half that project done, at least this stage) and keep chipping away at the Navigators. The Grox Ranch I'm willing to swap over to other projects as requested, but it seems like a good morale booster and Ophelis is the planet with the most population, hands-down.

Building an Advisor for the Gemeni Yards so next turn we can do the Standard Realm Light Flotilla project easier and we should be completing the Analytical Engines as well, easing concerns for people who think we've got too many projects open at any given time. I was going to put an Orichalcum Foundry in this plan, but developing the Conquest Dais seemed to be the one major component missing from a Leeyata Templeship so I went with that. Calling Ulthwe is mostly checking to make sure they got away with the goods and that everyone's okay. If it means that we get Relationship: 20 with them I wouldn't complain, but honestly I wanted to time the major push for improving Eldar relations for Turn 53-ish when the Seeds of Immaculate Blood stockpile is high enough we can auto-complete a Plantation project of them onto an Isha-manse (I'm still inclined towards the Ondar Shambol model) and have a few of the Eldar there watching to celebrate at its completion (as 'architectural advisors' perhaps) so they've got a first hand account of a potential Isha visitation. Y'know, so they don't have to take our word for it or something.

Tempted to start a Harmonious Lore Understanding + Ship Design Studio (+ Adventurer's Forum) project, but the Coral Reef project felt like it was going to be enough of a hassle that I couldn't really justify starting more than one Major Manse I didn't expect to finish per turn, you know?
 
I'm not sure if it's 'either Exotic or Orichalcum pick one', but I take your meaning. Do you have other suggestions?
Use ateliers for the stockpiling actions I know that you want them elsewhere but the amount of ap your putting towards them won't cut it and we desperately need to build up our standard and logistical stockpiles.

EDIT: Grox ranches aren't much help just now as there main use is increasing a planets population limit and we are far from filling up any of our planets just now so I would change the ranch to something else.
 
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but this ought to give +1 AP, +1 Breed AP for each at least.

There is no planet that reaches a multiple of 30 million with just ten million more. So no +1 breed AP until doing it again next turn.


Cough Harmonic Resonance cough

get a bunch of Maze Skiffs

I know its efficient and all but do you need the max number? I don't want anyone to think your forced to get 9 at once because it makes it the cheapest per unit.... especially when 8 has the same per unit price.

Also I think we have another Tarot reading but I'm unsure, can I get clarification?
The free tarot readings were added to the divination auto successes, so your plan here is over spending already.
 
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Use ateliers for the stockpiling actions I know that you want them elsewhere but the amount of ap your putting towards them won't cut it and we desperately need to build up our standard and logistical stockpiles.

EDIT: Grox ranches aren't much help just now as there main use is increasing a planets population limit and we are far from filling up any of our planets just now so I would change the ranch to something else.

I was thinking more for the morale bonus, but I'm willing to reassign it. Would you prefer research into a critter (and if so 'Essence Spiders, Tree Singers or Worms'? Fake edit; Bees of Zarlath are on the list too now) or start work on the Storm Host upgrade by force-feeding all their mounts Red Bull?

Standard Stockpiles I can agree with you about, but our Logistics stockpiles are resting at 70. What are you trying to build up to?
Also, how high a priority would you put the Beasts of Alchemy projects for improving Standard Stockpile output? Similarly, how much would you prioritize getting more Atelier and Factory Cathedrals online to help make more stuff?

There is no planet that reaches a multiple of 30 million with just ten million more. So no +1 breed AP until doing it again next turn.

I assumed that because the total population was 200 million, getting it to 210 million (divisible by 3) was sufficient. You are telling me this is not the case?

I know its efficient and all but do you need the max number? I don't want anyone to think your forced to get 9 at once because it makes it the cheapest per unit.... especially when 8 has the same per unit price.

It's padding for growth as well as maximum efficiency. As I'm seeing it;
Tokat to
-Tocha
-Valki
-Khyral
-- Assorted intra-system transport due to the various orbital bodies
-Therak
--A
--B
is 6 and
Ophelis a to
- Ophelis B
- Ophelis C
is 2 two more, leaving 1 free for odd jobs like 'make sure the sun is working right in Valki' and 'support void citadel construction in Khyral'.

The free tarot readings were added to the divination auto successes, so your plan here is over spending already.

Making changes, thank you.
 
[x] Plan Growth and Prosperity v.2
Anklok
-[x] Bribing spirits to do their job. 1 AP
-[x] Grace Dawns Eternal 10 AP + Exotic
-[x] More Angels are needed (sub-sector scale) 3 AP
-[x] More Sheut are Needed 4 AP + Sparks
-[x] Reconstitute the QRF 1 AP + Barracks
-[x] Perfected Slayers need Gear Factory Cathedral

Mosok
-[x] Merela(Mosok) 1 AP
-[x] Encourage Development 2 AP + Dojo
-[x] Heroic Ghost Recruitment 2 AP
-[x] Build Glimmering Twilight 3 AP + Manta + Atelier x7 + Hotbloods + Exotics x13
-[x] Build Harmonic Resonance 4 AP + Atelier x3 + Exotics x2
-[x] Maze Skiff x9 5 AP + Factory Cathedral + Atelier x2

Pterok
Q1 Grace Dawns Eternal support auto
Q2 Administrative Oversight Revisions auto
Q3 Magical Population Growth [25 year plan] auto
Q4 Elemental summoning support auto
Q5 Endless Mine support auto
Q6 Will Tocha be attacked in the next 5 turns? 1 AP
Q7 Eye of Night investigation 1 AP
Q8 Where will the Carnage reappear? 1 AP
-[x] Improved Warbird 3 AP + Cerulean Arc + 5 Autochtonic Research
-[x] Cleanse Tocha 1 AP + Thaumaturgy
-[x] Administrative Oversight Revisions 11 AP
-[x] New Fungicide 3 AP
-[x] What is Marela 2 AP
-[x] Eye of Night research 6 AP + Crystal
-[x] Lightning Ballista 1 AP + Metal
-[x] Elemental Support 9 AP
-[x] Standard Stockpiles Atelier x4
-[x] Colonization Stockpiles Atelier x1

Raptok
-[x] Call Ulthwe [Onroth] 1 AP
-[x] Study [Improved Elder Retention Policy] Oil
-[x] Golden Throne Aid 8 AP + Ghostwalker
-[x] Navigators 3 AP + Cracking Bone
-[x] Tokat Basic Spread 2 AP
-[x] Ophelis Basic Spread 3 AP
-[x] Earth Manse: Endless Mine [all components] 12 AP + Oil
-[x] 5 Manses: Coral Reef [Tokat] [all components] 4 AP + Treel's Temple
-[x] Design Component [Conquest Dais] 3 AP
-[x] Analytical Engines 2 AP
-[x] Advisor Class Crafted Consciousness[Gemini Yards] 4 AP + Golem + Factory Cathedral
-[x] Mount Up Boys! [Ophelis] 1 AP+ Stables

Edit #1; applied second Oil path to the Study [Elders] action, moved AP to Elemental Support.
Edit #2; added the word 'atelier' on stockpile actions, added a missing atelier to Standard Stockpile action
 
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-[x] Reconstitute the QRF 1 AP + Barracks + Ashlords

I assume you mean sparks? Ashlords only make things worse, not better its just they can make things worse for enemies.

-[x] Earth Manse: Endless Mine [all components] 12 AP + Oil

Oil can assist one action AND do diplomacy, so you may still add diplomacy action, if only to free up a raptok die for something else.
 
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