F0lkL0re
Officially not an Inquisitor
- Location
- Shetland
@StarJaunter is there any point in using divination support on Continuing Grace if we're also putting an exotic stockpile on it as well?
This group: We can meaningful contribute to a sector scale war, have plans to steal a blackstone fortress and stab Abaddon!
Also this group: Oh no the orks on that neighboring planet are scary! There are like a couple million of them and they have like a dozen ship shaped piles of rust! Whatever will we do!
Then why are you voting for a plan that isn't researching upgraded warbirds?
I'm currently planning on doing that next turn however depending on the results of this turn I may have to push it back to turn 54.I want to test the alt. Paths before they all turn into Chaos cults, which we know they will.
I am not afraid of these orks. That's why I want to upgrade our warbirds to Mark 3 now, while we don't need them to win a war.
Question does -[] Endless Mine (all) 12 AP mean build one endless mine but both sub options? One for every planet with a major earth manse? Try to convert every major earth manse into an endless mine?
When we get round to the Elder Manse temples which would we focus on?
To a degree, you are currently not even using all your capacity because your fleet is too small. You are using 6 of 9. You can build one more templeship and one more chariot class before actually adding on to your upkeep cost.
I'd prefer to start with Hoeth in order to speed up our research then go on to do Isha as we have to summon her avatar as part of her quest chain rather then automatically getting a visit from her.My inclination is to start with Isha's manse then start working our way through some order of Vaul, Cegorath, Khaine and Hoeth, trying for ~1/turn if we can manage it (and I think we can, if we have the voting discipline). Isha first because IIRC we're likely to get some sort of visitation from her (tipping off the Eldar that 'crap she's alive we just need to save her' and earning us some degree of diplomatic pull), Vaul because I think we can complete his quest fairly quickly and we'll get some sort of Factory Cathedral out of it, Khaine because we can get training grounds that help produce hero units (the sorts of heroes that excel in what the Eldar of ancient days referred to as 'mürdër~'), Cegorath because Exotic Stockpile income (plus some other goodies, like 'Mosok Shadowseers', 'access to the Webway' and 'help a brother steal souls from She Who Thirsts (gotta help a brother out)' and Hoeth because Research AP auto-sux, limited access to Solar Circle Sorcery and because I like our chances of progressing on his quest fairly reasonably as well.
Isha: Being still alive Isha is both the easiest and hardest. Communicating with her in her entrapped state should be as simple as building any quality of temple to her and performing a relatively simple ritual to invoke an avatar inside her temple. (Fancier temples would make it easier). Freeing Isha from her entrapment on the other hand may be harder than anything else.
-Build Isha Temple (any)
-Ritual (better temples lower DC)
-Free a Primordial's Beloved Victim?
makes it look like we have five
@StarJaunter is there any point in using divination support on Continuing Grace if we're also putting an exotic stockpile on it as well?
@StarJaunter all together how much geomantic power are we producing and how many hearthstones are currently being used to power our fleet? Because I swear that we only have the one just now but this from the assets threadmark
is there any point in using divination support on Continuing Grace if we're also putting an exotic stockpile on it as well?
You have ONE geomantic relay manse that produces those five geomantic relays.
I was also thinking in terms of which type of manse for each. Since they each had a Ondar Shambol equivalent plus one of the goods of the god (plantation, factory cathedral etc.), a lesser temple but 5 of said goods, or 1 temple and a dedicated high end workshop. And I imagine different gods different focuses... for instance I doubt anyone wants a Ondar Shambol for Khaine (wouldn't that basically be a dark elf city?). Five Factory Cathedrals is a potent thing although more interested in the high end artificer lab. Actually I think I simply prefer the Sublime options... although if there was a second Vaul location the cathedrals would be useful.My inclination is to start with Isha's manse then start working our way through some order of Vaul, Cegorath, Khaine and Hoeth, trying for ~1/turn if we can manage it (and I think we can, if we have the voting discipline). Isha first because IIRC we're likely to get some sort of visitation from her (tipping off the Eldar that 'crap she's alive we just need to save her' and earning us some degree of diplomatic pull), Vaul because I think we can complete his quest fairly quickly and we'll get some sort of Factory Cathedral out of it, Khaine because we can get training grounds that help produce hero units (the sorts of heroes that excel in what the Eldar of ancient days referred to as 'mürdër~'), Cegorath because Exotic Stockpile income (plus some other goodies, like 'Mosok Shadowseers', 'access to the Webway' and 'help a brother steal souls from She Who Thirsts (gotta help a brother out)' and Hoeth because Research AP auto-sux, limited access to Solar Circle Sorcery and because I like our chances of progressing on his quest fairly reasonably as well.
Before we start on any of their temple-cities though we should get the local Ondar Shambol completed, else it would seem impious of us to prioritize foreign gods to the same degree as the Most High. (Also it'll help us with population raising actions; 50 AP to get enough to populate two major planets or three minor planets, not a bad bargain)
Thank you... I was (and still am) acting under the assumption that if a ship has no weapon slot mentioned that it was unarmed rather than the Magitech weapons were better than default. So my understanding of the Games of Divinity Class is it doesn't have attacks outside of hangar actions... and ramming though I don't think that is a good use of a carrier.Mostly because that is what I consider basic default weaponry, a mix of weapons that prevents any special effects but also removes any noteworthy weaknesses and is much denser to achieve that level of threat than what the setting would consider normal weapons like Macro Cannons.
When I said geomantic power I was referring to the relays rather then basic manses and as for the need for more that is why I put one in my plan with the aim being to produce at least one per turn until we have enough for both our current and a few future ships.I presume geomantic power is "how many basic manses do you have?", with some exceptions. I low key want to do a project to make enough geomantic relays to swap out hearthstones in use aboard ships, and I think if we build nine at once that should cover what we have and a Games of Divinity templeship once we get moonsilver up and aren't paying through the beak to have Elders work on production instead of merely refining what's already available.
I was thinking of doing a 25 year divination for the [night] Drive project.Tangentially related, but how do we feel about mothballing the Stalking Mantis? We can use the freed up AP to research how to make a proper spy ship and I presume we'd be shelling out for moonsilver to help it remain hidden (as we likely aren't going to be building great fleets of these all at once).
[ ] 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.
My understanding is the Ondar Shambol equivalents basically strengthens the god and allows more powerful rituals associated with them at the location... Which is why I assume there is some debate as to which is a better fit (I'm thinking Isha here).
I'm now just thinking of what temple ships dedicated to each god would be like
Does the Mark IV Heavy Sonic Cannon basically count as the temple for the Harmonic Resonance Class Templeship? Since the ship itself doesn't have a temple listed.
I was thinking of doing a 25 year divination for the [night] Drive project.
When I said geomantic power I was referring to the relays rather then basic manses and as for the need for more that is why I put one in my plan with the aim being to produce at least one per turn until we have enough for both our current and a few future ships.
Well we do have those spy rings in the Imperium to think about.Unless you think we want to spy on people other than the Orks during that time I'd consider mothballing.
A single relay is a three success at dc 20 project we can easily manage 1-3 a turn while working on other bigger/more difficult projects.I'd prefer to see if we can get administrative discounts for doing more than one at once.
I assumed that the plan was to use them for standardisation as soon as we finished the flotilla as the Anklok are starting to poke us about giving them front line gear.Tangentially related, what was that 'Eldar core recharge manse' project intended to pair with the Cores for Eldar project? I'm thinking we may want to do the cores project once Slicktongues' bureaucratic advantage becomes free again (so in ~3 turns I reckon).
Does the Mark IV Heavy Sonic Cannon basically count as the temple for the Harmonic Resonance Class Templeship? Since the ship itself doesn't have a temple listed.
While I can see some utility with Eldar tech (as it seems to be the most directly analogous to our own) and we could probably take advantage of Tau or Imperial tech if handed to us, I doubt we'll make extensive use of their high-end tech on a regular basis.
- Martial Arts research: I actually considered this, but it looks like Study of the Perfected Lotus is the closest we're likely to get with the -10 DC to develop a new martial arts style. This is the closest I see to be actually viable on this list ("this is a big library on martial arts esoterica that makes it more sophisticated than just throwing hands") but just like how we're getting "easier to train spies for a species" instead of 'training tool to build more spies' we're getting "easier to research Martial Arts" instead of "added AP for the purpose of inventing new MA"
- Military history/lore/research: Something like this exists in the form of Leeyata's Temples acting as museums of past Dragon King accomplishments, but for all that I had the notion of 'AP for developing, refining and observing military doctrines and strategies' it felt a bit too...clunky for reasonable consideration. Unlike most of these entries I didn't see us making regular use of it, but rather intermittent use (when we encounter a race with substantially new methods of fighting or strategic considerations). Probably best kept to being mentioned as being a thing ("the libraries of Pterok and Anklok elders were scoured to see if anything like this was seen before" etc) but stick with the current method of 'just throw regular AP at it', even if I'm tempted by things like 'learn how to better board Ork ships' and 'develop Wyld fighting tactics'.
- Vegetative lore: This one I'm thinking we're unlikely to get because it just feels so commonplace in Dragon King culture and society;
- Medical/cybernetic/biothaumaturgy lore: More or less 'help research stuff for [helping to get Dinosaur Mounts up and running/[re]invent Tree Singers etc/figure out how to make Terrible God-Beasts/stay ahead of Terrible Diseases'. That last one sounds like "Seed Swallower work (focused on healing this time)".
This one is the +research AP I see on the 'not allowed' list most likely to jump to 'allowed'...after we get more experience with 40k souls, discover an Abyssal manse, complete our own soul examination project or otherwise progress down various quests. (Just imagine a 'create synthetic Necron souls' project and the amount of discussion that would stir up).
even if these Seeds of Renewal aren't able to extract souls to add to the World Spirit/Circuits just
The Ondar Shambol tier temple lowers the effective DC of various stages of the quests and likely will enable related projects once the god is added to the pantheon.
And, of course, it'll be difficult to ask if the Most Holy would be otherwise useful before the gods are incarnated. Though that might fit into Astrology's wheelhouse of "getting information about things you're already aware of" if we wanted to expend some Questions there.Note: Creating a city does NOT create uses for the city from that god. You can hope and might miss out if you don't build a city but don't expect wonderous revelations every time you build a city, for a lot of these eldar gods the other options are objectively better than the city options and the only reason to build the city is the DC bonus on the rituals to incarnate anew the divinity in question.
Unfortunately yes we currently do.
I would be inclined to only allow it if you have a source of resonant essence, such as by building a site somewhere else first or recovering some special relic of said god.can we use Geomantic Expansion to add Eldar god Demesnes to planets?
You could I suppose, an Isha demense will definitely be a multi parter though.So we could build an Isha manse on Ophelis, then make an Isha manse on Tokat afterwards?
You don't get to choose, a demense is aspected, then you build a manse to take advantage of that aspect in some form. You don't get to choose the aspect, just how you work it.