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

I had one of those light bulb moments at work and thought of a few potential changes to my plan.

I'm thinking of dropping the Lumina Pacts, Continual Grace, factory-ship, elemental auxilia and Standardization, then I will swap the general AP from two of the suppression actions for Anklok AP and the Elemental Support for Pterok AP, I'll swap the ateliers on Anti-Infiltration Measures for a Alchemical Engineer and 1 Ideal Workshop and add the Tau'va Service Exchange with 6 Mosok AP, 1 general AP and 1 Atelier though I will have to lower the ap in Notice-Me-Not down to 2 to afford that, I'll swap the [Theion] Drive for doing the Eye of Night Analysis this turn, add a general AP to Birds of a feather Upgrades so that it should get done in one turn, change my stockpiling actions to 3 Atelier in standard 1 in grace and 2 in logistics, change Artha Shambols ap loadout over to 3 Raptok AP + 11 Anklok AP + Fireclaw and add in design actions for Orichalcum Hulled Solar Templeship and PCA + Solar Templeship using 2 Raptok AP and 4 general AP and finally move 2 general ap from the Peerless Predator Breeding over to the Hidden Vault ( I could also drop Plasma Cannons to make it 7 there but the 15 Elemental Support dice should cover it.

All going well that would mean that we could slam out a 50 mill new souls grace action next turn, would have 3 more AP in the general pool and can apply 3 auto-successes to research

@Voidseer your thoughts?

@Slamu @Erinys @The Froggy Ninja would those changes tempt you to vote for my plan?

Eh somewhat. Not 100%. Like if you had 1 or 2 extra I would ignore it. If you had like 6 extra I would send 3 or so on.
So if we have 11 extra that would be 6ish right?

When we complete Artha Shambol will that unlock a new grace action or just add 20 million more new souls to Continual Grace?

Can we use Mosok AP to complete the Dojo because I was under the impression that we could only use the related breed and general AP for the section a project comes from (for example Military Theory can use Anklok AP but not Mosok) or have I had it wrong?
 
Er, you can colonize if you want to, just move people. The fact that might decolonize somewhere else is a side effect but so what?

I'm hopeful that completing Grace Dawns Eternal would give us enough population that we aren't robbing Peter to pay Paul, but would that invalidate the 3/26 we have for Continual Grace? (Alternately, could we treat that as 3/10?)


You guys were so gun-ho about the gothic sector involvement too.

Was and personally still am. Just gotta tend to some housekeeping first.

? I am almost certain the deathworld thing was not the problem. You could aim for the next point emperor needs help, but the idea behind almost all these quests is that there will exist potential to do it again if you want. So you could build a more basic one just over the border in the calixsus sector or closer to ophelis where it would help being near the edge of the Astronomicon too... the only reason those weren't recommendations is the divination knows the Macharian crusade point will be needed earlier in the timeline.

Still trying to figure out a way to parley "we can build super-temples to the Man-God" without, uh, complications. So far I got nuthin', but hope springs eternal.

You will need to do resource expitions to find those resources. Finding sites for setting up resource exploitation and special mines involves doing those rolls and getting lucky... its not just about optimizing the AP.

So no Moonsilver unless you do resource expeditions on Therak and no starmetal or Adamantium until you do resource expeditions on Valki.

Good to know, I was under the impression that it was just to uncover new resource sites like sulfur or some sort of ground squirrel with an interesting pelt or whatever. Does that mean we need to go searching for the jade deposits on Tocha? Similarly, can Steam pathists be helpful with planetary resource expeditions or just with inhospitable places like Jach'uchil?

I presented my vague ideas. I am not super motivated to make them into full write ups right now.

If a Major oil manse idea is demanded and gets a project written in for it I will write up that one.

No oil anchors cannot be based out of oil manses. Crystal was from Earth, ie the non-gaian element NEEDS to be tied to a Gaian one for it to be a stabilizing force... thats how it works.

Well, looks like we need anchors for Oil, Blood, Bone and Ghost paths. I'm guessing Morai-Heg is a potential sponsor for Ghostwalkers and there's already an established Blood God (we don't like him much though, I don't think it'd be a good fit), but let's see if we can figure out a way to anchor some of these;

Path of Oil, greasing the gears of social interaction
Flaw: Those who walk the path of oil suffer increased susceptibility to disease. Untreated Morbidity and Virulence of Diseases is increased by the number of steps walked on this Path. This explicity does not worsen the difficulty to Treat disease or the Treated Morbidity.
*Graceful Flowing Discourse: This step is identical to the solar charm "Mastery of Small Manners"
**Palm Greasing Attitude: Spend 3 motes and roll Perception or Wits + Bureaucracy or Socialize as a read intention action against the target's guile. If successful the target must declare if they are going to betray or cheat the user, if they are the user gets a bonus to their resolve equal to their Path rating. This step may determine the target's resources and whether he intends to buy or can be swayed with bribery. (Basically Consumer-Evaluating Glance)
***Slick Tongue Technique: This step is identical to the solar charm Indecent Proposal Method. It basically modified any attempt to instill beliefs, persuade or bargain so that their persuasion sounds delightful, charming, or at least a necessary evil. IE no one thinks ill of you for trying to make the bargain, even if they don't take it.
****Greasing the Gears: This step is identical to the solar Charm "Speed the Wheels" albeit the step uses the lower of the Dragon King's Essence or their rating in Oil path
*****Allegiance Molding Method: 10m simple social attack that inflicts unnatural mental influence on the target that costs 3 willpower to resist. If they do not resist they immediately gain an intimacy towards any subject with any context the user wishes. If they already had an intimacy towards they subject they can change the context. If the target does spend willpower to resist this charm still counts as (steps in Oil Path) scenes spent working toward the requested change baring some other defense on the target's part.
***** *Dynamic Restructuring Technique: 10m 1 wp, This step is a simple effect that replaces a read intention action. Upon succeeding the target must reveal their most desperate desire, which if the user can provide it invokes a servitude effect upon the target, they are also granted at least 6 intimacies that are exposed by the nature of the wish to the Dragon King. If they wish the Dragon King can adopt a new persona, recreating their character from scratch with roughly two thirds of their Experience points to perfectly match the needs of their target as closely as possible. If they included an appropriate disguise ability, they can change their appearance and the target will not be aware the change happened in front of them. All they see is this new person who seems to be the key to fulfilling their deepest desire.

Drawback is purely medical, so an argument can be made for the Verdant Respite Pavilion providing regular check-ups or specialized treatment plans, and could touch on Autocthon's "oil = toxic" angle, the fact that the Pole of Oil is part of the Great Maker's circulatory system (and endocrine system, and immune system). However, most of the steps are social (with one bureaucratic) in nature, so Words Before War manse has a claim as well. There's also the similarities between Oil and Water (as compared to Pyreflame and Fire, Crystal and Earth, Lightning and Air, etc) including the similarities of their elemental benedictions. I'd love to make an argument about how 'put them towards the diplo-manse and call it good' but I'm worried about the "mixes like oil and water" side of things.

tl;dr of the existing manses an argument can be made for either diplo manse or healing manse. Poison manse and waterbender manse would be options if those anchors weren't already claimed.

Technomorphic Transcendence is described in terms like 'cold, unfeeling logic' and 'rational scientific progress' while suppressing Compassion. The Burning Exorcist manse is both spiritual fire (y'know, being an exorcist) and sociable (spreading rumors that 'spread like a burning plague'). This honestly seems like an antithesis to the path more than 'basically the same but with differences', but if Dragon Kings need to lie on a warm rock somewhere for a few hours of the day before resuming their work, a cold-blooded Dragon King can get a dose of Hallmark Christmas Movie to keep from going too deep into their path-induced psychosis.

...y'know, perhaps Morai-Heg isn't the Ghostwalkers' patron. Maybe she's the Eucharist pathists'. One of the key elements to her myth is convincing Khaine to maim her so she can drink her own blood for the sake of knowledge. She also is the type to manipulate people, so there's further synergy there. Whether or not we want a portion of our population beholden to such a divinity is another question; I doubt we can spot-weld another artifact onto her in exchange for letting us brainwash her into being super-duper loyal, but it is a thought.

That just leaves the Ghostwalkers, which the closest established divinity I can think of would be the Corpse-Emperor, and all my reservations about Morai-Heg having a say on an eighth of our population (or whatever it happens to be) is copied over and bumped up a bit; Asuryan can reign in Morai-Heg, the Emprah has no such restraining influence. For a manse, I kinda like the Green Rider manse for the 'growth and decay, life and death, all things have a season' angle rather than the Underworld's "so you died, that sucks and now it's going to suck for eternity or until you get siphoned off Below (which you do not want)". More than that I'm still mulling over.

5. Teteocon Expansion: This will probably be at risk of decay soon. Building it is possibly what we need to remove our divine bribery costs.

Thus far we have gotten warnings before something decays on us. Are you okay with delaying until that time (or until we get 3 AP to put towards the project?)

I don't know about reducing bribery, I think that's here to stay with us for a while. We are told however that building Teteocon would allow us to build add-ons like Orchards for the Peaches of Immortality, vinyards for Celestial wine and establish the Loom of Fate. The first two items are potential trade goods (we're told that Lockhart would have been far more interested in Celestial Wine had we some available) and the Loom...well, it's a big project and I want to have temples to each of the Maidens built before we start on that particular project.

6. Understanding Machine Spirits: Until we finish all the Rhino reverse-engineering, we can't gift the original to the Sisters of the Quicksilver Rose. Something we should do before they rewrite history to make us enemies. HLU is Harmonious Lore Understanding manse?

We're on the same page here. And yes, sorry for using shorthand (it will happen again).

(Also, there is an order of the Inquisition whose job it is to obscure Imperial and pre-Imperial histories called the Ordo Redactus. They were established back at the very beginning of the institution, before they were known as the Inquisition. At the same time the Ordo Originatus was formed to discover and preserve human histories. The self-defeating nature of the Inquisition was baked in from the start).

8-12. Alchemical Design Solutions: I am somewhat hopeful these successes are Charms already designed for the Cyber-Engineer and thus not going to decay. But I'm not certain. Like other unfinished projects, they were deemed not urgent in the face of bigger threats.

They are the Charms + Arrays and combos that would be useful for X role. The closer a role is to another the more tools they're likely to share the greater a benefit one gets from the others' completion (as I understand it). My plan is to go Rescuer -> Socialite -> Spy, assess from there. I also want to get at least three Socialites up and running as they represent 3 AP of social actions we can consistently take (even if it is just "saying 'hi' to Ulthwe every turn). Rescuers I want to have on every planet in advance of doing anything against Nurgle as a defense against "hit them with a super-plague and send in plague marines to murder survivors" which would be on-brand for the Plague Father but not very nice of him.

14. Colonize Therak: I don't know when these sux would decay. Therak is where I want to put 20 million colonists as soon as we can spare the AP so we can start rolling for moonsilver discovery. That requires 20 million but not 30 million, we have that much spare now so I don't see a need to wait, except the AP cost. Slicktongue admin is a good idea but I can't follow your abbreviated math here. +8 what? Please use units.

+8 automatic successes, as each Colony Package gives +4 autosux (and a -5 DC, non-stacking) per 10m colonists, pretty much the reason to do Colony Packages in advance (1 Atelier makes 2 packages, can be done in advance of colonization). We have 10/28 for 30m colonists just from the conquest bonus, can add [30m colonists = 3 colony packages = 12 automatic successes] to the completion for 22/28 before we roll any dice and half the project can in theory be paid for by Elementals (so in theory 14 AP out of 28 successes needed, but as you see we didn't need them to get this far) so my recommendation is "pay minimum AP and be able to support it with elementals".

Also with the Grace Dawns Eternal giving +10 million Dragon Kings we should be able to afford the 30m version. (And you don't need to live on a planet to prospect there, just control it IIRC. We don't really live on Jach'uchil, just have an outpost there hauling sulfur out of the ground).

30. Tree Spires: It's supposed to help launch things and it's also frustratingly expensive. I can't find info on Green Riding so I don't know what it does. A wood manse hero?
The Green Rider is a hero manse we built last turn that basically supercharges someone with Wood paths, letting them act as an increasingly potent force on the Realm scale that gives us +1/+2/+3 AP worth of labor for various plant-based tasks (plantations work mostly, but it could be anything from helping to research a martial arts style for Form of the Terrible Ancestors to researching the soul-capturing bulbs). It's also pretty potent in combat but that almost feels like a waste.

Tree Spires will provide -10 DC for projects in orbit around the planet it's at (On Tokat that's basically shipyard tasks) making assigning ships unnecessary, and -5 DC for other tasks in-system like Jach'uchil projects (not sure how that stacks with using mantas and maze skiffs). Once complete it unlocks a project called an Ironwood Girdle we don't know much about but is Treel-OK and presumably improves upon the bonuses provided in some way.

31. Punching the Warp: The end is in sight but still far off. 120 AP is bigger than Templeships, with smaller discounts for factory cathedrals. This is why I don't want to go to Joura when we know there are cheaper options much closer to home. We're not starving for things to throw AP at. And we can't get a second barracks, the QM said that kind of increase is too broken to allow.

Where did he say we can't build a second Barracks? To clarify I was looking at the All Mountain Fane base + Training Ground on Ophelis so we could do other troop-training actions (Legion Trainee) while also engaging in the Wyld Fighters.

Also Punching the Warp primarily takes Anklok AP (basic training stuff, potentially the whole of the project) while establishing a colony (or outpost) is...not. There's little budget conflict in engaging in two of these at once.

32. Home Away From Home. Extremely expensive, unnecessarily so. The QM doesn't consider Joura necessary, and I want to see actual data on the alternative before I decide which planet to support. I think you're assuming too much about the alternative because you like Joura.

Could you explain to me how it's 'expensive'? We're told if we haven't spent 120 AP on the project (at least) it probably isn't done. I presume any new project with a later due-date aren't going to be cheaper so the only extra expense I can see is the waystation which I see as a net gain. The only one that isn't likely to give us AP producing projects is the cheapest one, and both the unnamed second option and Tanith involve settling someplace, ie getting access to planetary AP somehow.

I'm not trying to be argumentative on this point, I'm just not sure where the breakdown in communication is.

33-34. Lanka and the Golden Throne and The Second Quest quests: Probably also very very expensive and will take a long time and a second Karmic world in another Sector. I would support 50 year divinations for these. I don't want to pile too much on 25 year divinations -- we keep that up too much and we'll end up with a turn in which 7+ expensive, high-DC projects are destined to be easy and we can't afford to finish more than 1 or 2. Let's not do that. And the Aeldari will want to know why we're interested in the Ghostwind. Can we fool them? Can we fool their warlocks? I'm not sure if we should tell them. They have no reason to trust or save Primarchs (yet).

"We found a cool way to travel the galaxy super fast and avoid the Rakshasa, but we aren't sure if it's a fool's errand (in which case we'll assign fools to research it) or a promising new lead. Do you have any records on this place?"

I think we can fool the Eldar (or rather insert enough uncertainty into their conclusions to make them hesitant to do anything about it) but I understand your caution. I will however point out that Hoeth's Tower can provide 1 research autosux without calling the Eldar and telling them about it.

I doubt we'll get to the '7 expensive projects all on the same turn' state any time soon, as we currently only have 5 astrology questions to ask right now and I don't think we've used all 5 on a long term question yet. Usually we're looking at 2 or 3 [25y] questions at time.

35-36. Caches and Talisman of Vaul quests: The next steps are to build specific countermeasures, but we don't have the AP to spare to work on these at all. See, you have reasonable replies to each one of these items, but the problem isn't any single one -- not even the big quests are un-doable. The problem is doing all of them all at the same time with too little AP, because most have deadlines, except maybe the revive Aeldari god quests.

Just building armies doesn't count for the 10-turn timers. Ambushing Khrave is a good idea if we can avoid word getting back to the rest of the species. Observing their raids with the Stalking Mantis, and just watching how the human countermeasures work, might be a better option. It isn't nice but what use would we be without data, right?

My plan hopefully gives us ~+15 AP if all goes well. (+1 Gen from getting +10m people, net +3 Labor AP from Tau'va trade, +2 Resource AP and +1 Mosok AP from Coral Reefs, +1 Research +1 Pterok from Harmonious Lore Manse, complete the cleansing of one of the Ork worlds to get back an AP spent on suppression duties, maybe getting another Labor AP from Legion of Servants and getting Colony AP worth +3 Gen, +2 Raptok, +3 Pterok, -1 Anklok from colonizing a world). I don't know what might become possible after that sort of investment in infrastructure but I have ideas; yet more AP boosting projects, or beginning work on those side projects we keep wanting to see done to make things easier but can't justify, or accellerating the completion of one project just that little bit sooner.

I doubt that the Khrave, having a few of their raiding parties getting ambushed, will immediately jump to think "someone is going to attack us in our floating fortress". The Warhammer universe is just that kind of dangerous; if we have the bandwidth to create some sort of false narritive in the Warp for them to pick up ("Mosok also eat human Psykers, these are predators moving into our turf" or something) it's unlikely they'll look too hard for another, more improbable explanation ("dinosaur men are honoring pacts old and new by setting up to attack the Khrave in their fastness").

I'm willing to work out the details when we want to start operations against them. I also want to redesign the Mantis (or retire it) when we have two sources of stealth to add to it. Right now my leading options are "Night Drive" (getting Ship Design Bureau up lets us plink away at researching that) and researching Notice-Me-Not doesn't directly lead to a vehicular stealth effect but like the Lightning Gun does when completed lead to something that might IIRC. I hope that Stalking Mantis 2.0 avoids the -2 Mosok AP problem and is at least as good as what is available.

37-45. Rescue Isha and revive other Aeldari gods: these are the only quests without hard deadlines that I know of. But once we revive one god known to have died, the Aeldari will ride our tails to drop everything and focus on all the others. Building their semi-expensive temples is the easy part. The gigantic, galaxy-spanning and crone-world-invading quests are the hard part! Hard, expensive, and for now beyond our means. That's why I want to turn the Eye of Night into an artifact to skip one of the quests, preferrably Hoeth's. I do want to start with Isha, then Hoeth and Kurnous second and third.

I agree with Isha, and can see an argument for Hoeth, but why Kurnous? Is there something specific you want to do there or just you like the symetry of bringing husband and wife together like that?

Also I can see the Eldar getting rather hot and bothered about the return of their gods, but I'm hopeful that this comes with at least as much carrot as stick. All the scheming the Eldar do to keep treading water being turned to projects that bring them ahead (even if it's just "thanks to Vaul our crafters don't risk madness due to obesssion" and not "all the cool things we used to have got downloaded as blueprints into someone's head"). I don't know if the Eldar quests will cost as much as the Emperor quests (it seems a reasonable expectation that they do) but I rate their quests roughly in this order;
- Isha: first two steps shouldn't be hard, last one is a doozy. Recommend strong plague defenses and military build-up before moving to phase 3
- Vaul: noted as the easiest so far, first step is likely the most difficult but second is easy (we have the facilities) and can probably borrow the Talisman Ulthwe stole if necessary. Alternately we complete the Talisman quest the Emperor gave us to complete the third step.
- Kurnous; Sounds like we need to go a little out of our way, but probably not, like, a lot out of our way? See if we can make 'hunting down a specific Keeper of Secrets' part of the general Croneworlds campaign, otherwise reassess when we're closer to actually doing stuff.
- Khaine: "build temple, send hearthstone weilder out whenever we fight Orks" seems a fairly basic timer project with the addendum that that billionth murder will be a doozy. Also maybe do this one once more (or most) of the pantheon is already around to help keep him in line
- Hoec: "build temple, send out the Pillar of Understanding to go poke around at things, do some divinations and enact a ritual". Seems like a slow burn project. Build the temple, hopefully that unlocks the Abraxus project to begin, we engage in some divination (note to self; get more divination sources) and be ready to cut out some hearts if necessary to help the project when it procs.
- Lilieath: Honestly this seems like "now that part 4 is done you can work on part 5", annoying but more an AP tax than a "get everything done by Turn 200".
- Morai-Heg: a simple "are you ready to stick your tail into the crazy house that is the Eye of Terror to attack Crone Worlds? Y/N". This one I will suggest we certainly want to coordinate with Ulthwe about because a) it's right next door, they'll likely be willing to at least help us by securing a jump-off point somewhere b) they have a lot of to-do list items regarding the Crone Worlds that would benefit from a distraction ('go rooting around the Crone Worlds for X' is one of those high-risk projects they occasionally do out of desparation). If we have Kurnous' quest running at the same time it may be prudent to see if they can operate concurrently. Items to bring; Wyld Fighters (cheap to build, near-ideal environment for them), Golden Jannissary TMA artists, or alternately Martial Legionaires with Golden Jannissary and Golden Exhalation styles, maybe some Ordinatii of the 'Hammer of the Dawn', 'Final Phyrium' and/or 'Barrier of the Divine Gate' (depending on what exactly the mission profile is) and absolutely Solar Templeships and better to nuke monsters that show up to annoy us. Probably one of the quests with the greatest lead time before we officially get started, but one that I'm quite looking forward to.
- Asuryan: technically one of the simpler ones, not sure that we want to start this off toot sweet or wait until a few starter gods get built/rediscovered (and probably get the "Abraxus eats Hekarti and Atharti" project completed), but it seems simple enough
- Gea: ...gonna need to be near the end if we need Khaine up and around. I get the feeling we're looking at making incidental progress on this one as other projects get completed.

46. Defend Ophelis from [?] : Not knowing about Tyrannids in character just makes it harder to prepare correctly. We have no IC reason not to build juicy vegetative technology bait. I also have no guess how much fortification we need before we have a good chance to survive, or when we'll have the AP to afford to start. It's a good reason not to dawdle too long on building up Legions.

We can build out the Major Earth Manses on Ophelis to be Fortresses, and ten of those make the planet count as a Fortress World. Some of the other manses also provide fortress-like effects (Kung Fu City, All Mountain Fane, Hearth of World's Blood, etc) that, while not a dedicated Fortress, still make the place a tough nut to crack. There's also Treel's Tunnels that lets us move stuff around underground faster (greater strategic mobility of defending units) to let us defeat invaders in detail or evacuate overwhelmed troops in good order (this option also provides +2 planetary AP). We can build a void citadel in orbit that basically acts as a defending ship of significant size and potency.

How much is needed? We don't know now and can't know until much closer to the appointed time. However building out the various manses and getting a void citadel up seems a prudent course of action to work towards until we know more.

47. Unshaped Hunt: Perhaps it can wait until after the Solar Templeship redesign, you mean? I figure if I don't include this nobody will vote for my plan.

I understand and agree with the sentement of including it by necessity. I didn't mean to imply it should wait however.

48. Build Anchors: Yeah we don't even have options yet for 4 of them. I only call this less urgent because it isn't as the Eye of Night but seriously, it's actually still urgent. We have 2 base manses ready and 2 yet to build. 25-year plans are a decent idea, as long as we don't over load on those like I said. I hope Ratatoskr can be convinced to help the Ghostwalkers. All I can think of for Eucharists are Shining Flower (who isn't into lust or shameful secrets) and Khaine (who isn't really a god of blood and can barely control himself, much less other people).

I hadn't thought of Ratatoskr, thanks for the idea.

No, we really can't conquere every planet in the galaxy. I hope you were only joking calling that quitter talk.

I was attempting to be funny, yes. I also quoted the Goddess of Dragon King Conquest, who as you might expect is quite keen on the Dragon Kings conquering things to help inform the bias of the disagreement.

I added the CMA action to use the dojo because I realized I didn't need it for Encourage Martial Arts: the minimum AP is already overkill. I hadn't thought to make it roll over into the next level. @StarJaunter , will extra successes on that go into the next level of Encourage Martial Arts?

Dojo counts for Encourage Martial Arts for 1 AP, so maybe you can free up AP that way?

I prioritize getting more AP when we can, it isn't urgent but it's very valuable. It is more urgent than adding upgrades to Breed manses like the Aetherial Reef and I don't want to build the other Breed manses the way we're doing Peerless Predator Breeding. The sooner we get +1 Breed AP, the better, no need to delay it.

How do you feel about doing a 25 year divination for Peerless Predator Breeding to get a low-DC time to push it all at once?

If we use the Voice of Authority and someone attacks home while it's away, how do we defend? I don't think a flotilla is enough against a serious attack. That's my concern.

I would rate our flotilla against any peer opponents as-is. If the combat is in the Tokat system they have additional support in the form of the Night Faring Gem and three Skyremes. Assuming either the Upgrade or New Build Birds of a Feather project are completed warbird support should be easy to get as well (be it 'we have these stationed on the planet' or 'we jumped in from out of system and got here as fast as we could') and there's a good chance that the Feast will be available as well. I don't anticipate a overwhelming attack while the Voice is gone. If anything it'd be pinprick raids and the QRF is well qualified to deal with them while the patroling flotilla is better able to be in more places at once than the Voice of Authority.
 
I would posit that any place the Emperor wants to build a shrineworld for him is very likely going to be so that it in some way (probably 'extend the light of the Astronomicon') helps Imperial authority spread through a region. The only place that doesn't necessarily need us to build a rest stop along the way would be the Koronus Expanse (ie 'our backyard') and I'm not sure we really want more Imperials there before we're ready to greet them properly, so pretty much anywhere the Emperor says 'go here and build me a megachurch' is likely going to have "phase 2; build a pitstop" somewhere along the way.

I don't see a problem affording the shrineworld quest, we've got plenty of lead time and many of the right tools. The three things I think we need to keep an eye on are:
- Do we have the people to colonize? (not presently, but we're making good progress in getting more. Hopefully a few iterations of "Continual Grace 2: 60m Dragons Boogaloo" will give us all the potential colonists we want)
- Do we have the ships to colonize? (Bare minimum yes, we'll benefit from a Sakti templeship to help with geomantic matters and a Great Maker Factoryship to help with fabrication but Treel's templeship is what we really need)
- Do we have the military forces to force the issue if there is a problem? (for the halfway point almost certainly, we can send along a Harmonic Resonance class ship as a bodyguard in case there's trouble but I'm not expecting one if we're setting up a naval base or hidden world, going with the Tanith option requires different calculations but those are more espionage/diplomatic in nature. For forcing the issue on Joura itself we're probably not ready, I'd like to send along some additional ships and get military forces up to snuff)
These are some very good points. Well, I still want to see the result of my divination but you are making me feel better about the Joura path. I would prefer not going to Tanith as the waypoint -- as you say it may be possible to get there from our waypoint but I'd prefer the occluded "average" planet as the actual first step, and the place our big noticeable ships will visit relatively often. From there we could send out only sneakships to Tanith.

Edit: You're right that we don't want to encourage any Imperial expansion into the Koronus Expanse. Ophelis sector worries me less because there's just so little there for them to want. Besides they have unconquered Ork worlds over in Triplex Sector so they're probably either too busy or unable to expand.


@F0lkL0re I like your proposed plan changes although of course, having my own plan I'm biased to just adjust mine. Also with StarJaunter's reply I will move the dojo bonus back into the Encourage Martial Arts.

Does this come across as coherent?
Yes it does, thank you for discusing it. It helps me a great deal in envisioning possible tactical advantages. One question I still have is how you would have gone about fighting the Gothic War without the stealth tactics we used? The main thing even the most cover-deprived solar system can hide is whether some random unexpected OCP showed up or if it's only the (well-understood) Imperials here.

I think at the minimum ships for scouting, raiding, spying, and maybe diplomacy would need a Night Drive instead. If that wasn't allowed, it would be too big a problem for us.

Can we use Mosok AP to complete the Dojo
@StarJaunter is Mosok AP OK for the Grand Art Dojo? I'm certain I saw it somewhere but not on the major manse threadmark.

Also, are Slamu's proposed tactics workable with Theion Drives? And please tell us their mechanics?
How much tactical penalty do they give our enemies?
Do they hide or announce a ship's precise location? Enough to make it harder or easier to target us?
Do they hide which ships are shooting the big guns, which are shooting little guns, and which haven't shot anything?
How cheaply could we build an uncrewed decoy drone with just the engine and a very basic suicidal AI?
How much penalty do they give to stealth in typical space battle, compared to space just not having much cover available?
Would we still get to field separate Night Drive ships?


When we complete Artha Shambol will that unlock a new grace action or just add 20 million more new souls to Continual Grace?
You would be able to expand the scope and thus potentially triggering more administration bonuses from a larger project.

Or do to normal grace action (the 10 million each one) a turn
Huh then I guess I don't want to complete it until after Artha Shambol is finished. So I'll adjust my plan for that. Hm.
Edit: I don't have enough AP to complete both Artha Shambol and Grace Dawns Eternal. The whole point of Artha Shambol right now is to double the effect of Continual Grace next turn. So instead of Grace Dawns Eternal, I'll be adding some other items like ... something I can afford w/ 5 AP. Calculations ongoing.

Edit 2: I have some options:
Teteocon Expansion: Very good chance to finish it this turn.
Lightning Mastery or Water Mastery manse: Very good chance to finish it this turn, making the base for a Path Anchor.
1 Geomantic Relay: Very good chance to finish it this turn.
Colonize Therak (20 million): Some chance to finish it this turn with elemental support.
Military Theory: Some chance to finish it this turn.
Academia of Constellations, Tau'va Service Exchange, Birds of a Feather, Tree Spires, Training the Green Rider, or any unfinished project: Can make some progress on one, but not finish it.
Cyber Rescuer: Can make some progress but not finish it (Alchemical that gives +1 reroll per turn).
Assign Basic Patrol: I can assign to 5 solar systems and most likely 3-5 will complete.
Try to make Relics of the Sunburst Portal and Aegis of Unconquered Might: Not much chance of success.
Put +5 AP into the Wyld Fighting Force or Peerless Predator Breeding.

Players, please tell me what you want to see. Right now I'm trying to colonize Therak for that sweet AP and chances to strike moonsilver.
 
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Similarly, can Steam pathists be helpful with planetary resource expeditions or just with inhospitable places like Jach'uchil?

Not really. Mechanically their help should look more like DC reduction making inhospitable places less inhospitable but I am not makeing my life harder with differeing mechanics.

Valki would work because most of the resources gathering there is going to be the debris field in space though.

is Mosok AP OK for the Grand Art Dojo? I'm certain I saw it somewhere but not on the major manse threadmark.
Technically.... you asking leaves me very concerned on the narrative angle. If you commit no general AP to the Mosok section and divert enough Mosok AP from Mosok stuff to build a dojo, which is like a tertiary interest to the Mosok, for it to be worth asking you should expect push back and unhappiness.

It would be like asking the Anklok to spend AP building bars dedicated to drinking blood from the skulls of their enemies. Its not like they would hate the bars existing but spending massive amounts of effort on sustaining what is effectively a hobby instead of their jobs would feel wasteful of their time and disrespectful of their true abilities.

Mosok trade and raid, if they are not doing those tasks or working to do those tasks they are objectively not fulfilling their role in society.
 
Technically.... you asking leaves me very concerned on the narrative angle. If you commit no general AP to the Mosok section and divert enough Mosok AP from Mosok stuff to build a dojo, which is like a tertiary interest to the Mosok, for it to be worth asking you should expect push back and unhappiness.

It would be like asking the Anklok to spend AP building bars dedicated to drinking blood from the skulls of their enemies. Its not like they would hate the bars existing but spending massive amounts of effort on sustaining what is effectively a hobby instead of their jobs would feel wasteful of their time and disrespectful of their true abilities.

Mosok trade and raid, if they are not doing those tasks or working to do those tasks they are objectively not fulfilling their role in society.
Alright, I see now. Would it be OK to put 1 Mosok AP and 2 Raptok AP into this, since Mosok have not worked on it before now?

Could Mosok help normally with Coral Reef? Same for other Breeds and their Breed home manse?

Well, looks like we need anchors for Oil, Blood, Bone and Ghost paths.
I like your ideas here. I think Ratatoskr may be able to help the Ghostwalkers.

Thus far we have gotten warnings before something decays on us. Are you okay with delaying until that time (or until we get 3 AP to put towards the project?)
I am OK with delaying a little longer, yes.

They are the Charms + Arrays and combos that would be useful for X role. The closer a role is to another the more tools they're likely to share the greater a benefit one gets from the others' completion (as I understand it). My plan is to go Rescuer -> Socialite -> Spy, assess from there. I also want to get at least three Socialites up and running as they represent 3 AP of social actions we can consistently take (even if it is just "saying 'hi' to Ulthwe every turn). Rescuers I want to have on every planet in advance of doing anything against Nurgle
I agree with the priorities here.
 
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Alright, I see now. Would it be OK to put 1 Mosok AP and 2 Raptok AP into this, since Mosok have not worked on it before now?

Could Mosok help normally with Coral Reef? Same for other Breeds and their Breed home manse?
Sure, as long as their personal situation is being covered... I am just left confused why you would bother to spend Mosok AP on construction projects, even if you technically can.

Sounds like you are taking a step on a slippery slope to me and I don't want the fact that you can in some circumstances technically take the first step to prevent you from realizing its a slippery slope.
 
Sure, as long as their personal situation is being covered... I am just left confused why you would bother to spend Mosok AP on construction projects, even if you technically can.
Because I ran out of other AP to use to finish the projects I wanted to do soonest. In this plan Mosok are doing the Scouting Trip, Trade Preparation, and 2 espionage projects Anti-Infiltration Measures, and Tau'va Service Exchange.

Is it reasonable to spend Breed AP to try training a hero that starts as "master of [Breed] Paths"? Anklok for Training the Halo-Bearer, Mosok for Training the Water Master, Pterok for Train the Enlightened Savant? It looks like Breed that favors the prerequisite Paths/Ability/element are the best prospects for becoming the hero in question.

I'm less certain that a Pterok would be be the ideal Lightning Master, or that an Anklok would be the ideal Burning Exorcist, but training a Raptok doesn't look any more ideal for those heroes.

Crystalweavers for Training the Crystal Master is more about being helpful trainers, not necessarily the ideal student.
 
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How much savings can we expect if we apply the Slicktongues Administrative Bonus to the Legion of Servants project and the construction of the Factory ship?

Working on a v.2 of my plan right now.
 
Players, please tell me what you want to see.
I'd say ether Teteocon because having that up may lower the DC on god forgeing or Peerless Predator Breeding because we need to devote more effort towards it if we want to finish it in a reasonably short timeframe.

@StarJaunter does this:
AP Needed 3 + Ecstatic. DC 25. AP needed 120 + 4 x Atelier Manse.
mean that completing Wyld Fighting Force will use up four atelier manses or that we need to spend four uses of atelier production before the project can be finished?
 
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Is it reasonable to spend Breed AP to try training a hero that starts as "master of [Breed] Paths"? Anklok for Training the Halo-Bearer, Mosok for Training the Water Master, Pterok for Training the Enlightened? It looks like Breed that favors the prerequisite Paths/Ability/element are the best prospects for becoming the hero in question.

yes that is reasonable.

Crystalweavers for Training the Crystal Master is more about being helpful trainers, not necessarily the ideal student.
Not even that, I would consider crystal weavers a dangerous distraction for trianing a Crystal master.
 
@Erinys can you swap Wyld Fighting Force to Legion Trainee or something else please as unless I am very mistaken it will permanently lock 4 atelier manses and we kind of need that production capability just now.
 
Proto-plan name pending v.2
Anklok
- Bribe Spirits 1
- Grace Dawns Eternal 10 + Exotic
- Suppress Khyral 1
- Suppress Therak 1 + smoke
- Suppress Valki 1
- Component
-- PCA + Solar Temple 3

No changes here, though I can be persuaded to move AP off of suppression duty for other tasks.


Mosok
- Great Maker Factoryship 4 + manta + FC x2 + Atelier x2 + Exotic x2 + slicktongue admin
- Tau'va Trade Penetration 7 + Oil + Ghost + Atelier
- Martial Legions Golden Exhalation 1 + Barracks
- Encourage Martial Arts 4 + Dojo + Cerulean Arc
- Notice-Me-Not 2 + Engineer
- Coral Reef 9
-- Ophelis, 5 manse, base + fisheries + Home for Mosok

Added Slicktongue administration to shipbuilding, I want to see if it can save us some Exotic Stockpiles. I can also be persuaded to swap out Notice-Me-Not research for completing new builds of Warbirds (put the Engineer towards the Great Maker's Factoryship, take the freed up FC and 2 AP and apply it to new construction).


Pterok
Q1 Continuing Grace auto
Q2 Essence Battlement [Turn 58] auto
Q3 Crystal Anchor [25y] 1
Q4 CCI Khyral [25y] 1
Q5 Artha Shambol 1
Vision Quest; Unshaped Hunt 2
- Elemental Support 9
- Harmonious Lore Manse 12
-- Ophelis, base + ships + forum
- Eye of Night Analysis 2 + crystal
- Coruscating Plasma Beam Array 9 + golem
- Cleanse Khyral 2 + thaum + skiff
- Theion Drive 2 + spark
- Birds of a Feather (update) 3 + FC

Added 3 AP to Elemental Support and the Automata workshop to CPBA research. Hopefully the increase in elemental support will help make sure all the building projects complete and have enough spillover to go into the Tree Spires a bit.

Raptok
- Policy; Ork slaving 1 + corpse + blood + Bond
- Unshaped Hunt 10 + steam + jadite + beryl
- Component design:
-- Orichalcum + templeship 1 + metal
-- Ox-body + Ebonwood 3
- Artha Shambol 12 + Fireclaw + Marela + Loth'ea
- Alchemical Rescuer 2 + Bone
- Haze Shields 2
- Colony Package Atelier
- Mount Up 1 + stable
- Tree Spires 1
- Grand Dojo 3

Dropped the Legion of Servants project (for now) and used half the freed-up AP to do Grand Dojo. Starjaunter, if using Mosok and Pterok AP to build the Coral Reef/Harmonious Lore manse is problematic I can juggle things around but IIRC it's mostly Gen AP anyway so I think it's just formatting problems right now?

Colony
- Therak 30m 3 AP + Colony Stockpile x3 + Treel + skiff

No changes here.
 
@Erinys can you swap Wyld Fighting Force to Legion Trainee or something else please as unless I am very mistaken it will permanently lock 4 atelier manses and we kind of need that production capability just now.
AP Needed 3 + Ecstatic. DC 25. AP needed 120 + 4 x Atelier Manse
@StarJaunter is that right, does Wyld Fighting Force require committing 4 Atelier Manses for the entire project?


half the project can in theory be paid for by Elementals (so in theory 14 AP out of 28 successes needed, but as you see we didn't need them to get this far) so my recommendation is "pay minimum AP and be able to support it with elementals".

Also with the Grace Dawns Eternal giving +10 million Dragon Kings we should be able to afford the 30m version. (And you don't need to live on a planet to prospect there, just control it IIRC. We don't really live on Jach'uchil, just have an outpost there hauling sulfur out of the ground).
I put some Elemental Support into Colonize Therak in the current plan.
We have been told we do need population actually living on a planet to avoid +15 DC on a Resource Expedition, and you can see Jach'Uchil Expedition has a considerably harder DC.

Where did he say we can't build a second Barracks? To clarify I was looking at the All Mountain Fane base + Training Ground on Ophelis so we could do other troop-training actions (Legion Trainee) while also engaging in the Wyld Fighters.

Also Punching the Warp primarily takes Anklok AP (basic training stuff, potentially the whole of the project) while establishing a colony (or outpost) is...not. There's little budget conflict in engaging in two of these at once.
To some extent they don't overlap, but General AP does. I can't recall where StarJaunter said we can't just build all the x3-bonus workshops we want, but you're right that specific manses give one extra [dojo, training grounds, whatever].


Could you explain to me how it's 'expensive'? We're told if we haven't spent 120 AP on the project (at least) it probably isn't done. I presume any new project with a later due-date aren't going to be cheaper so the only extra expense I can see is the waystation which I see as a net gain. The only one that isn't likely to give us AP producing projects is the cheapest one, and both the unnamed second option and Tanith involve settling someplace, ie getting access to planetary AP somehow.
120 AP is a lot. And it's just part of what we're paying for Punching the Warp because we're doing unnecessary extra. So:
Going to Joura: >120 AP
Going somewhere closer: cheaper, <120 AP
I think the GM has made it clear that going to Joura costs more than going to somewhere closer. Can you quote him saying the opposite?

The waystation way the heck over in the Segmentum Pacificus is time and AP we didn't spend conquering the Koronus Expanse. Whatever we don't conquer will be taken by Orks and Imperials in a century or so. I don't see any inherent benefit or net gain to putting each of our planets in a separate Segmentum of the galaxy. It's more expensive than just conquering planets in the Koronus Expanse because the travel time and Gates cost a lot more. For example, we don't need any extra specialized ships or Gates or military units or other prep to settle Hatra.

Just because there is some upside does not automatically mean that it's worth sacrificing the upsides of the other options. There's always an opportunity cost, one of which is "What other projects will not get done?" When the other project has a deadline, that becomes "What other project can never get done because we're out of time?"

"We found a cool way to travel the galaxy super fast and avoid the Rakshasa, but we aren't sure if it's a fool's errand (in which case we'll assign fools to research it) or a promising new lead. Do you have any records on this place?"

I think we can fool the Eldar (or rather insert enough uncertainty into their conclusions to make them hesitant to do anything about it) but I understand your caution. I will however point out that Hoeth's Tower can provide 1 research autosux without calling the Eldar and telling them about it.
That could work.
 
[X] Plan to Build a Shining Vessel of Glory

I don't see you using Loth'ea anywhere. You can probably use her on anti-infiltration, colony-building, Artha Shambol, maybe spore cleansing or Unshaped Hunting?

--[X] Relic of [Godspear of All-searing noon] 2 Anklok AP

I don't see this as an urgent project. It'd be more efficient to use the astrology question to ask when the best time to build Solar relics was and do multiple relic-creating projects (spear, laurel, shield, transportation etc).

--[X] Tau'va Service Exchange (AP Needed: 3. DC: 40. Success Needed: 9) 4 Mosok AP

If you have an Atelier free it can apply to this once for 3 autosux.
I suggest taking it from the Standard Stockpile projects, and as a side-note if we build Beasts of Resplendent Alchemy for [Combat Drugs] and [Firedust] each can add +10 stockpiles to each atelier producing Standard Stockpiles (up to a point but IIRC it was something like 'diminishing returns if you try to make 150 stockpiles per turn'). Each one of those is a DC 35, 9 sux project (one will take a plantation spot, IIRC the other'll get fed on promethium reserves or take a plantation spot depending on where you want to put it)

--[X] Encourage Martial Arts (AP needed 4. DC: 40. Success Needed: 21/22) 4 Mosok AP +Dojo, Cerulean Arc as student

Not a suggestion so much as a request for clarification; did you want 4 AP + dojo or the 3 + dojo minimum here?

--[X] Jupiter's Prying Manse upgrade (Hidden Vault) (AP Needed: 3 DC: 35. Success Needed: 7) 7 General AP

You can probably drop this to 5 AP, move one of the freed-up AP to the Elemental Supremacy action to make the difference and have 1 AP to do something with. Alternately putting more AP towards Elemental Support would be more efficient but you can't be entirely sure they'll go to this project (though with the investment and paucity of other applicable projects your odds look good)

--[X] Mount Up Boys! (AP Needed: 2. DC: 20. Success Needed: 6/22) 1 General AP + Stables

If you just want to not waste the Stables you can build half of a Grox Ranch (or some other ranch like essence spiders or tree-singers) for just the Stables and free up an AP here. I want to see the storm host project continued so I'm fine with this as-is but it's an option.

-[X] Jach'Uchil Expedition 1 Hotbloods AP, 1 Maze Skiff

Unless that is "1 AP + Hotbloods" I don't think this action can work as-is. Shifting the planetary resource expedition to Valki should help however (as it's "explore the debris field" per word of GM)

-[X] Colonize Therak (20 million) (AP needed: 2. DC: 35 (25). Success Needed 10/26) 4 General AP, 2 colonization packages, Leeayta's support

Suggest reducing direct AP investment to 2, using freed-up AP on Elemental Support (or if you want to be picky Elemental Supremacy but that's not really necessary).

--[X] Relic of [Godspear of All-searing noon] AP Needed 1. DC: 45. Success Needed: 1. 2 Anklok AP

I suggest abstaining from this for now, doing a divination to see when the best time to build such would be, then conducting the project.

--[X] Anti-Infiltration Measures AP Needed: 3. DC: 30. Success Needed: 9. 3 Mosok AP + 1 Alchemical Engineer + 1 Ideal Workshop + Bond J'bond + Merela

Could you explain why Merela is assigned here? Are you expecting her to be a counter-infiltration specialist or builder of some sort? Or do you want to use her Blank powers to make the project hidden in some way?

--[X] Chameleon Infiltrators AP Needed: 2. DC: 35. Success Needed: 4/22. 2 Raptok AP + Technomorph AP

Could I convince you to change this to Alchemical research? Rescuer is closest to done but anything helps. The investment of resources remains the same.

--[X] Plasma Cannons AP Needed 1. DC 25. AP needed 5. 1 General AP

I still think this can wait until after the Solar Templeship is built. I'd rather you used this AP to do Component research (is there anything you'd like to see in the escort ship you're planning afterwards that could perhaps be included with the Solar Templeship?)

--[X] Resource Expedition (Khyral) AP Needed 1. DC: 20/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. 3 General AP + 3 Maze Skiffs
--[X] Jach'Uchil Expedition AP Needed 1. DC: 45/95. Success Needed 1. Hotblood AP + 1 Manta Skiff

I don't think you can do Hotbloods on their lonesome for resource expeditions. You can send them to Valki to poke around the debris field though.
 
I suggest abstaining from this for now, doing a divination to see when the best time to build such would be, then conducting the project.
You know how everyone is worried about the Eye, well I'm also worried about the idea of chaos cultists getting their hands on the Aegis and Godspear and corrupting them in a way we can't reverse so perhaps we should get a move on on making sure whether or not these two very important relics were actually blown up or are out there in the galaxy somewhere.

Could you explain why Merela is assigned here? Are you expecting her to be a counter-infiltration specialist or builder of some sort? Or do you want to use her Blank powers to make the project hidden in some way?
I wasn't sure where else to put her and maybe this will give her insight or training in avoiding or disabling security measures.

Could I convince you to change this to Alchemical research? Rescuer is closest to done but anything helps. The investment of resources remains the same.
The Chameleon Infiltrators have a lower DC and I have ambitions of putting spies in the craftworlds.

I still think this can wait until after the Solar Templeship is built. I'd rather you used this AP to do Component research (is there anything you'd like to see in the escort ship you're planning afterwards that could perhaps be included with the Solar Templeship?)
I'm not sure any components we could come up with for a cheap mass production escort ship will have much in the way of compatibility with an expensive high production value specialist like the solar templeship and visa versa.

I don't think you can do Hotbloods on their lonesome for resource expeditions. You can send them to Valki to poke around the debris field though.
Point I'll switch an ap over to support it.
 
I'm not sure any components we could come up with for a cheap mass production escort ship will have much in the way of compatibility with an expensive high production value specialist like the solar templeship and visa versa.

What are you hoping to build for the escort ship? "popgun with an engine" or something more sophisticated?
 
mean that completing Wyld Fighting Force will use up four atelier manses or that we need to spend four uses of atelier production before the project can be finished?
No, you need to cough up four uses of an Atelier Manse over the period of the training total. its not committing four factories over the whole build.

Imagine it as being exactly as many AP as four atelier manses supply more expensive and those AP must come from Atelier Manses.

To be clear you are NOT locking four atelier manses for the build.
 
I don't see you using Loth'ea anywhere. You can probably use her on anti-infiltration, colony-building, Artha Shambol, maybe spore cleansing or Unshaped Hunting?
I asked, we can only use her for military actions.

I am doing the Relic because F0lkl0re and the Anklok consider it urgent. You're right that doing a lot of arks or relics at once is more efficient, but it's also just not within reach any time soon.

I moved 1 Atelier from Grace Stockpiles into Tau'va Service Exchange

If you have an Atelier free it can apply to this once for 3 autosux.
I suggest taking it from the Standard Stockpile projects, and as a side-note if we build Beasts of Resplendent Alchemy for [Combat Drugs] and [Firedust] each can add +10 stockpiles to each atelier producing Standard Stockpiles (up to a point but IIRC it was something like 'diminishing returns if you try to make 150 stockpiles per turn'). Each one of those is a DC 35, 9 sux project (one will take a plantation spot, IIRC the other'll get fed on promethium reserves or take a plantation spot depending on where you want to put it)
Could you please point me to where StarJaunter listed the details?

Not a suggestion so much as a request for clarification; did you want 4 AP + dojo or the 3 + dojo minimum here?
Sorry, I don't understand the question.

You can probably drop this to 5 AP, move one of the freed-up AP to the Elemental Supremacy action to make the difference and have 1 AP to do something with. Alternately putting more AP towards Elemental Support would be more efficient but you can't be entirely sure they'll go to this project (though with the investment and paucity of other applicable projects your odds look good)
The QM has not said how much elementals can contribute so I'm assuming no more than 1/3. That's how much they're contributing already.

If you just want to not waste the Stables you can build half of a Grox Ranch (or some other ranch like essence spiders or tree-singers) for just the Stables and free up an AP here. I want to see the storm host project continued so I'm fine with this as-is but it's an option.
I'd rather not start another unfinished project.

Unless that is "1 AP + Hotbloods" I don't think this action can work as-is. Shifting the planetary resource expedition to Valki should help however (as it's "explore the debris field" per word of GM)
You're right, I'll send them to Valki instead.

Suggest reducing direct AP investment to 2, using freed-up AP on Elemental Support (or if you want to be picky Elemental Supremacy but that's not really necessary).
Alright. (Elemental Supremacy is worse than Support until DC is above 33)

I doubt we'll get to the '7 expensive projects all on the same turn' state any time soon, as we currently only have 5 astrology questions to ask right now and I don't think we've used all 5 on a long term question yet. Usually we're looking at 2 or 3 [25y] questions at time.
It really depends how many times we do those 25-year plan astrologies in a row. It is possible to get several all on the same turn if we aren't careful.

My plan hopefully gives us ~+15 AP if all goes well. (+1 Gen from getting +10m people, net +3 Labor AP from Tau'va trade, +2 Resource AP and +1 Mosok AP from Coral Reefs, +1 Research +1 Pterok from Harmonious Lore Manse, complete the cleansing of one of the Ork worlds to get back an AP spent on suppression duties, maybe getting another Labor AP from Legion of Servants and getting Colony AP worth +3 Gen, +2 Raptok, +3 Pterok, -1 Anklok from colonizing a world). I don't know what might become possible after that sort of investment in infrastructure but I have ideas; yet more AP boosting projects, or beginning work on those side projects we keep wanting to see done to make things easier but can't justify, or accellerating the completion of one project just that little bit sooner.

I doubt that the Khrave, having a few of their raiding parties getting ambushed, will immediately jump to think "someone is going to attack us in our floating fortress".
They won't know what hit them if there are no survivors. I want to prevent survivors from telling their clan/flock/hive "Magical Dinosaurs attacked, their ships do X and have Y advantages and Z weaknesses."

Unless you mean they won't expect said Dinosaurs to also go on to their fortress. Sure they may not, but I don't want them to become an active enemy and know our weaknesses.


I agree with Isha, and can see an argument for Hoeth, but why Kurnous? Is there something specific you want to do there or just you like the symetry of bringing husband and wife together like that?

Also I can see the Eldar getting rather hot and bothered about the return of their gods, but I'm hopeful that this comes with at least as much carrot as stick.
I hope they do offer some reward besides grudging thanks. But if their carrots aren't AP directly applied to our economy, we'd still find it very painful to actually drop everything else (if it came to that).

Kurnous' Quest looks easier than the others. He requires sacrificing a greater daemon. We've roasted one, and we held a named greater daemon prisoner for a rather unreasonable and inadvisable length of time before feeding her to Abraxus, so we know we can handle it. I don't think it has to wait until we invade Crone worlds. However, it might have to be a named greater daemon if we build Most Savage.

Vaul requires finding some legendary artifact and then probably taking it from horrible monsters, so I'd rate that as equal to the Caches quest. I don't know where the QM said seizing the Sword of Vaul is the easiest quest.

Hoeth needs simultaneous projects to occur all over the galaxy, which means we need a separate ship or colony (+ several ansibles) in ... how many far-flung locations? How dangerous the locations? No idea. Also just getting the locations involves "cursed riddles". Looks like the hardest quest of them all. Or... we turn the Eye of Night into the All-Encompassing Sorcerer's Eye and just skip it. The Pterok have no lack of other mysterious places to explore that we've ignored, like Melbeth and the Processional of the Damned.

Khaine I much prefer to do after Asuryan and most of the others are done. We'd probably want to start some time before we want the god himself. But it's hard for me to know when to start it without knowing how quickly such a vague number will accumulate. Maybe start the murdering once we've started on Asuryan?

Lileath is going to take quite a very long time, possibly actually taking until turn 200. Fortunately it's one the Aeldari can't yell at us to rush. But if we mis-time it and wind up with "do it on a turn you are busy fighting Tyrannids/completing another quest/fulfilling 14 other prophecies" that could be really rough.

Morai-Heg looks second-hardest, I think. We have fought on Crone worlds but I'm guessing her missions will be harder than "guard this temple while Aeldari do stupid things to provoke Chaos". We may have to accomplish specific objectives, beyond just shedding blood. Asking Ulthwe for help is a good idea. Wyld Fighters are not cheap to train, you keep saying that but it makes no sense.

As much as I'm intrigued by the idea of Morai-Heg anchoring the Eucharists, I want to anchor them sooner rather than later.

Asuryan is probably relatively easy as long as we build the geomantic constructs before finding the imminent supernova. Doing it the other way around creates a deadline we may miss. I have no idea what "toot sweet" is.

Gea will almost certainly be second-last. Freeing Isha is likely to be dead last if we're wise.

We can build out the Major Earth Manses on Ophelis to be Fortresses, and ten of those make the planet count as a Fortress World. Some of the other manses also provide fortress-like effects (Kung Fu City, All Mountain Fane, Hearth of World's Blood, etc) that, while not a dedicated Fortress, still make the place a tough nut to crack. There's also Treel's Tunnels that lets us move stuff around underground faster (greater strategic mobility of defending units) to let us defeat invaders in detail or evacuate overwhelmed troops in good order (this option also provides +2 planetary AP). We can build a void citadel in orbit that basically acts as a defending ship of significant size and potency.

How much is needed? We don't know now and can't know until much closer to the appointed time. However building out the various manses and getting a void citadel up seems a prudent course of action to work towards until we know more.
Those are good ideas but we don't have 10 major Earth demesnes on Ophelis, and making every one a fortress gives up all the other Earth manse options.

Dojo counts for Encourage Martial Arts for 1 AP, so maybe you can free up AP that way?

How do you feel about doing a 25 year divination for Peerless Predator Breeding to get a low-DC time to push it all at once?
Good idea on the Dojo, I'll do that. Not sure about the divination, DC is already low-ish and completion is already far-off.

I would rate our flotilla against any peer opponents as-is. If the combat is in the Tokat system they have additional support in the form of the Night Faring Gem and three Skyremes. Assuming either the Upgrade or New Build Birds of a Feather project are completed warbird support should be easy to get as well (be it 'we have these stationed on the planet' or 'we jumped in from out of system and got here as fast as we could') and there's a good chance that the Feast will be available as well. I don't anticipate a overwhelming attack while the Voice is gone. If anything it'd be pinprick raids and the QRF is well qualified to deal with them while the patroling flotilla is better able to be in more places at once than the Voice of Authority.
I think the best thing to do for now is divination: "What are the Ulthwe planning that they were hinting at?", "Will Tokat sub-sector get attacked at the same time?", and if yes "By what forces?"
 
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What are the Ulthwe planning that they were hinting at?

Doesn't really sound like a Divination question to me and regardless if there is anyone who you will only see what they want you to see it will be Ulthwe.

Will Tokat sub-sector get attacked at the same time?
at the same time as what? I assume you mean when the Ulthwe do something with the talisman of vaul but even your previous question doesn't do anything to track down a time so this question as a follow up would not work.
 
Just to be up front I will be starting a new job next monday and will likely be too busy to do much during the training period for 2-3 weeks.

So... it would be really nice to lock this vote in so I have time to get it done before that

No pressure!
 
@Erinys add the Abundant Feast to the Colonize Therak action and I'll vote for it so that StarJaunter can close the vote.
 
@Erinys add the Abundant Feast to the Colonize Therak action and I'll vote for it so that StarJaunter can close the vote.
It is done.
Sorry I solicited your opinion about projects and then didn't act on it. I was hoping to also hear from those who voted for my plan. I do want to finish Teteocon Expansion and work on Peerless Predator Breeding soon, next turn if possible.

Just to be up front I will be starting a new job next monday and will likely be too busy to do much during the training period for 2-3 weeks.
Good luck on your new job, I hope it is good.

If you have time, would you please share the Theion Drive mechanics and compatibility with Slamu's tactics ideas? Since next turn would be the last chance to put that drive into the new Solar Templeship, it would really help to know exactly what it does.
 
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