How does everyone feel about the Lunar Incarna Anklok action? Do we have room to squeeze this in or should we wait more?
Wait. I'm trying to get Revolutionary Security Measures up first to hide what we're doing (and Plotting Room) and doing a 5 turn divination (also obscured) to bring the DC down enough to significantly reduce the amount of time and effort we need to pull it off, both because that's a lot of effort to pull off (I fully expect sacrifices to lubricate the process) and because while the text says the Eldar probably won't care, their gods might care if two of their number got eaten. Also I think Luna would appreciate being a surprise.
But the action to get one designed only needs two AP and adding any more won't do anything.
IIRC the project takes the highest rolls so the more dice added the more likely you are to get two high numbers. I'm willing to be wrong on this count however.
So, here's what I have for an initial plan (this isn't meant to be a real plan yet, just trying to get my thoughts out there for nit-picking)
Proto-plan Holy Ship!
Anklok
- Bribe spirits 1
- Continual Grace 21 + exotic
- Infuse Ark 1
- Wyld Fighters 4 + ecstatic + barracks + atelier x2
- Suppress [Therak] 1 + smoke
- Dark Reapers Gear FC
Get +30m Dragon Kings, enough to colonize another world. Get that Ark of Wrath infused. Keep working on the Wyld Fighters (I was tempted to make a significant investment in them this turn to knock it out, but...not yet). I can be persuaded not to suppress Therak, but I didn't have anything else for the Ashlords to work on this turn and it might forestall problems.
Mosok
- Mothball Stalking Mantis 1
-- if unnecessary, AP towards trade prep
- Build Glimmering Twilight 3 + steam
- Spell: Disguise of New Face 1 + Jadite + Beryl
- Shimmering Water Enhancement 3
- Coral Reef [Tokat + 5 manse + all] 5 + Treel
- Encourage Martial Arts 5 + dojo + spark
- Encourage Development 3 + dojo
Turns out we don't need to spend AP to mothball so this plan is already out of date (and we probably want to decide if it's "mothball" or "deconstruct") and I can be persuaded to drop the Glimmering Twilight build (probably move it to 'hunt for Moonsilver on Therak' resource action), but get started working on the Shimmering Water Enhancement Suit, Coral Reef and expanding our spell list actions. Coral Reef with all the components and Treel's support I'm guestimating goes from ~69 sux to ~35 sux with a 5 AP minimum and DC of 25 but while I'm sure it was stated for sure elsewhere in the thread I'll need to go hunt that down. The Martial Arts actions are a little above minimum (and I can be persuaded to move the sparks to a different project) but should make good progress on training up everyone without it being a Big Deal (as martial arts IIRC are a tertiary interest)
Pterok
Q1 Continuing Grace support auto
Q2 Faradai 25y plan auto
Q3 Trade forecast 1
Q4 Beast of Immaculate Seed 25y 1
Q5 [free space] 1
- Harmonious Lore Understanding #1 [Ophelis]
-- [base + Ship Design Studio + Adventurer's forum] 6
- Harmonious Lore Understanding #2 [Ophelis]
-- [base + Hidden Empyerean] 3
- Elemental Support 7
- Elemental Supremacy [HLU2] 3
- Ghostwind Safety Guide 2
- Cleanse Therak 6 + oil (admin) + ships
- Spirit Gathering Thousand Forge 11 + golem + crystal + metal
- Bag of Holding 2 + Engineer
- Logistic Stockpile atelier x1
- Standard Stockpile atelier x2
Doing a quick peek ahead to prepare for whatever these incoming traders might offer (and pair that with a misc AP from the Mosok to do put our best face forward), I want to fish for good times to build Beasts of Immaculate Seeds (production, Eldar and Dragon King alike) while also seeing when a good time to do the Faradai project would be. Starting two Air Manse projects, one that
might finish and one that's more meant to get started and sink some Elemental Supremacy support and start rolling for 'what is the secret sauce on Ophelis to make it so sneaky beaky?'. Cleansing Therak with a bit of Slicktongue support, hopefully knocking out the Thousand Forge project, plugging away at Ghostwind SAfety Guide (and if the diplomacy action doesn't benefit from both Oil + Ghost I'll reassign Ghost to Ghostwind probably) and starting on Bag of Holding research.
Raptok
- Study [Ork raiding policy] 1 + marela
- Study [Slave sacrificing policy] 1 + blood + corpse
- Call Chur oil + ghost
- Alchemical Design [Medic] 2 + bone
- Storm Shield 4
- Component [Orichalcum + shields] 3
- Component [storm shields + theion drive + solar temple] 3
- Component [Orichalcum + CPBA] 3
- Component [Large Hanger + Large Barracks] 1 + Arc
- Component [Conquest Dias] 1 + Loth'ea
- Impossible Design Evocatorium
-- [Witchfire Blaze Forge, Eye of the Outsider, Evocatorium] 4
- All mountain fane 3
- Brass Redoubt 2
- Transalchemical Engineer x2 4 + FC x2
- Tree Spires 1
- Mount Up Boys 1 + stable
- Grox Ranch [Ophelis] stable
- Colony Stockpile Atelier x2
Out of respect for
@Erinys ' concern for Ork Slave Sacrifice stuff I broke the policy research into "Ork Raiding" and "Slave Sacrificing" (and if the Conquest Dias doesn't really work with Loth'ea's support I'll move her to supporting the policy research and drop the AP on it this turn) so hopefully we get "here are the potential methods for ork raiding" and "here are the various costs/benefits/risks to mass slave sacrifice". Otherwise we're doing a bit of work doing last minute Component research (including Storm Shields and getting that last sux), keeping working on making friends with Chur and doing a fair bit of work on existing Manse construction that, coupled with Elemental summoning, should complete the All-Mountain Fane and Brass Redoubt (and I'm not expecting regular summoned elementals to help with the Impossible Design Evocatorium but working on the remaining components should be helpful for getting better eyes on the local Wyld, improving our industrial output and helping research things like Hand of the Great Maker and Improved Wyld Portals). If I need to redo this plan (as I probably will) I'll probably either drop the IDE stuff for now or divert Elemental Supremacy AP towards it to help it finish.
- Colonize Valki [30m] 3 + stockpile x2
Mathmatically this doesn't need three stockpiles but it's probably okay to be pre-authorized for them.