Isn't this a Mosok thing? shouldn't this be in the Mosok section using Mosok AP?
Don't forget that you need a source of Promethium to power this Slamu
I thought that we couldn't use stables on Beast of Resplendent Liquid was I wrong?
I really do not understand your obsession with doing this over Razor-Beaks especially since we just started on Razor-Beaks last turn.
Don't forget that we've started on Standardization which needs to be done so that we can start churning out new legions.By my count this still has about 24 AP left to apply to things for variations. My leading thoughts are 'knock out the Wyld Fighters' project, ' 'start building the big Eldar Temples', 'plenty of research left to do' and 'I have all these other manses I want to build as well' but I figured starting with an incomplete plan with plenty of wriggle room for people to say "I might support your plan if you invest in X" would be worth a shot.
Hhmmm... not sure really as I've stated before I want to build up a stockpile of 10-20 Lumina pacts and they don't have a DC so they kind of beat out having a third ark of wrath, on the other hand I'm considering moving that AP over to supporting ether Sorcerous Sealing or Exoeidetic Lorestones.
I believe I have the places of interest listed here. That doc includes a list of the places we know about in the Galaxy (and a few we probably don't yet) plus non-standard assets on our planets, spy rings, etc. (jump down to Known Space)It is beginning to get difficult for me to keep track of all the missions, quests, and places of interest we are to investigate. Can we see about putting together an information tab/threadmark for Missions/Quests/Points of Interest so we can keep them in mind?
We have sooo much oil on Tocha. We do need to refine it, however. That's a job for petroleum-slurping dinosaurs (Beasts of Resplendent Liquids).Don't forget that you need a source of Promethium to power this Slamu
Because you are allergic to write ins. You should really get that looked at.
My plan for ship building for the next couple of turns was focused on getting ready to build the waystation so I was thinking build the forge ship this turn and a Harmonic Resonance next turn (because both can be done quickly and relatively cheaply with what we have just now) so that two HRs could act as escorts for the forge ship and a couple of Minotaurs.I also propose building a pair of Golden Scales so we have an exploration-geared ship for the Pterok, one to go to the Waystation planet, and can direct the whole Flotilla to Basic Patrols next turn.
I think that was more a translation of the low rolls into a narrative rather then saying "you rolled low so little progress this turn" but I will consider swapping to something else in order to free up that AP.For martial arts, I think creating a new style will be more useful than Encourage Martial Arts. We were told we need some new angle to increase recruitment. I think Piercing Augur Style (to attract Pterok) or even better Solar Hero Style (to attract Anklok and anyone especially pious) would be best.
Grand Orrerys can only be built on Solar or Sidereal manses and building on Ophelis will give us improved sensor coverage of that system.I propose the Grand Orrery should be built on Khyral's Air demesne instead of Ophelis.
Ghostwind has a DC of 57 so four turns of will drop that to a more manageable 27 (I'll put some AP next turn so big E doesn't think that we're ignoring it) and as for a Crafted Consciousness to build Flotillas faster I don't think we're going to be building any more flotillas in the near future (though I am thinking of designing a heavy Realm Flotilla for Ophelis after we've got plasma weapons to battleship grade, finished the CPW line and maybe done a component design for ox body + Ebonite).Instead of delaying the Ghostwind Safety Guide potentially 100 years, let's divine a 25- or 50-year plan for an Advisor Class Crafted Consciousness to build Flotillas faster. And I would rather not have any divination pushed out past 75 years at this point.
It's a component for long term/permanent habitation for things like waystations or deep space habitats because while we do have a barracks component it's made for getting people from A to B not for long term living like we will need for the waystation.What is Design [habitation/community] for? If it's for the Prosperity Gardenship, we need [Community in Space] and [Plantation in Space] before we can design that one.
I can work with that, although note we have 4 shipyards, with 2 of them being Gemini Shipyard, 1 Temple, and one Directional Titan. So if I understand right we can build one temple, 2 pairs of escorts, and one large ship a turn (this is talking about capacity, not AP, Atelier, or Factory availability, nor is this about the issues related to power, or upkeep, which I am fully aware of before someone decides to complain)... huh, I suppose if we wanted to we could start on building some of these without the factory cathedrals. I was initially going to suggest build the Great maker ship this turn, start on the Golden Scales as well, next turn build the HR Class (I wonder if we can design a ship that PR class would make sense for), continue the Golden Scales, and turn after than finish construction of the Scales, I'm now wondering if it would be worth it to start building the Pillar since we have the Directional Titan shipyard... if we had a second directional titan shipyard I would suggest start to start building the Glimmering Twilight (since we would still be able to build another large ship at the same time).My plan for ship building for the next couple of turns was focused on getting ready to build the waystation so I was thinking build the forge ship this turn and a Harmonic Resonance next turn (because both can be done quickly and relatively cheaply with what we have just now) so that two HRs could act as escorts for the forge ship and a couple of Minotaurs.
I could make a start on them but with that focus it will be a few turns before they can be concentrated on.
A thing to remember Bear Templar is that where the shipyards are located is important for what you want them to do so if you use that second shipyard which is orbit of Ophelis then any ships built there can't be used for actions taking place in the Expanse unless they make the long trip over via the Warp because can not fit in the gate we have between the two sectors on the other hand if yo want something to defend Ophelis or explore it's sector then that's the shipyard to use.
We have a quest that requires building a waystation quite far from our current planets and then travel even farther in order to colonise a planet so that we can build an Ondar Shambol level temple to the Emperor in preparation for a crusade, so yes we very much in fact do need them now.
Up to you.
Isn't this a Mosok thing? shouldn't this be in the Mosok section using Mosok AP?
Don't forget that you need a source of Promethium to power this Slamu
I really do not understand your obsession with doing this over Razor-Beaks especially since we just started on Razor-Beaks last turn.
Don't forget that we've started on Standardization which needs to be done so that we can start churning out new legions.
For martial arts, I think creating a new style will be more useful than Encourage Martial Arts. We were told we need some new angle to increase recruitment. I think Piercing Augur Style (to attract Pterok) or even better Solar Hero Style (to attract Anklok and anyone especially pious) would be best.
Instead of delaying the Ghostwind Safety Guide potentially 100 years, let's divine a 25- or 50-year plan for an Advisor Class Crafted Consciousness to build Flotillas faster. And I would rather not have any divination pushed out past 75 years at this point.
What is Design [habitation/community] for? If it's for the Prosperity Gardenship, we need [Community in Space] and [Plantation in Space] before we can design that one.
Order Conferring Trade Pattern isn't the lowest-hanging fruit for increasing AP supply. We're better off first doing other things like Olchiliké, Academia of Constellations, and Verdant Respite Pavilion+Emergency Services first. (NAO and Worm poop plantation you have).
We have sooo much oil on Tocha. We do need to refine it, however. That's a job for petroleum-slurping dinosaurs (Beasts of Resplendent Liquids).
Oh, and I still make the argument that regardless of which of the Cegorach's Cauldrons we go for it is better to do as early as possible. It generates Exotic stockpiles each turn. Personally still prefer Cauldron Most Bountiful (five exotic stockpiles a turn), although Cauldron Most Fantastic (one special exotic stockpile a turn) is the most shiny. I currently think Exotic Stockpiles are a bigger bottleneck than AP and for everyturn we don't build it well that is x less exotic stockpiles.
General question, we are planning to use Atelier Manses in trades, committing them away from the economy. When should we start building more of them and how many more do we need (I have noticed that F0lkl0re's plan does include them)? What other infrastructure (other than magical material resources) do we need to increase.
Side note I don't think we need the Wayfinder Glen yet, a Dedicated Naval Atelier (Phase 2) and the Acadamia of Constellations is more useful.
The Witchfire Blaze Forge is probably worth building since it is a factory cathedral which provides a free exotic... it seems very wasteful not to actually develop and use the Impossible Design Evocatorium's functions given we have done the hardest parts of it already.
--[X] Divination [25 year plan] 1/1: Moon Speak (Byron the Diviner)1 Pterok AP
--[X] Divination [25 year plan] 1/1: Grand Orrery and Observatory [Ophelis] 1 Pterok AP
--[X] Divination [100 year plan] 1/4: Ghostwind Safety Guide 1 Divination auto answer
--[X] Divination [125 year plan] 1/5: Training the Crystal Master 1 Divination auto answer
--[X] Lightning Lance Battery AP Needed: 3. DC: 40. Success needed: 1/9. 7 Pterok AP + Metalforger AP + Spark AP + Crystalweaver AP
--[X] Design [habitation/community] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 2 General AP + Automata autosuccess
--[X] Design [station mining and ore processing] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 2 General AP + Automata autosuccess
Yeah Industry!--[X] 4 Atelier Manse (Tocha) AP needed: 3. DC: 40. Success Needed: 16. 10 General AP
-[X] Ophelis Geomancy
--[X] Vaul's Forge Most Holy AP Needed: 3. DC 20. AP needed: 18. 5 Raptok AP + 5 General AP
We can't guess the AP required, or Breeds required, so we can't write write-ins that can even reliably make a single success of progress. Given that I think we're all reluctant to waste AP on actions just to be told "you didn't spend minimum AP and used the wrong Breed, nothing happens"Because you are allergic to write ins. You should really get that looked at.
Khyral is special, we can build it on its major Air demesne and I think we should considering Air demesnes are much more common and easier to create with Geomantic Expansion, compared to Sidereal and Solar demesnes.Grand Orrerys can only be built on Solar or Sidereal manses and building on Ophelis will give us improved sensor coverage of that system.
We should absolutely build more of them. They are required for basic patrols which we really should start using ASAP. I'm willing to wait one turn for the Pterok to use the Flotilla to explore Hatra and Atlaki (send half of it to each solar system). But then we really really need to start a patrol so we aren't blindsided by the next Ork or gribbly space monster invasion. I don't know why this hasn't appeared in anyone else's plans except mine, given the importance.as for a Crafted Consciousness to build Flotillas faster I don't think we're going to be building any more flotillas in the near future
Oh, I see now you weren't combining it with plantation. Well, that looks like the same [Community in Space] component that the Prosperity Class Gardenship will require. So I suggest using that term.It's a component for long term/permanent habitation for things like waystations or deep space habitats because while we do have a barracks component it's made for getting people from A to B not for long term living like we will need for the waystation.
Yes it's just for the usual DC reduction on building the orrery there, did I word it wrong or something?Just to clarify this is just to optimize the building time, not like this is to design some kind of custom special orrery right?
Okay then I'll change that in a bit. Would Wyld questing support be able to provide a DC reduction?Ok, so this is not really a go. See the Ghostwind is not Creation so it is Out of Fate. There is little to nothing that will provide a bonus.
I honestly thought that we would need these for a deep space station so I can change them them to something else if need be.You don't need to put it in the budget but can you expound on what you are asking for to me?
While it's true that the Khyral air demesne can be used for it (thank you for the reminder there) the reason I'm putting the first one on Ophelis is for the improved sensor coverage because we know that there is going to be a major attack on that world at a later point and so this is just a small step on getting that worlds defences ready.Khyral is special, we can build it on its major Air demesne and I think we should considering Air demesnes are much more common and easier to create with Geomantic Expansion, compared to Sidereal and Solar demesnes.
--[X] Forge of the Great Maker class Factory-ship AP Needed: 4. DC: 30. Success Needed: 95. 8 Mosok AP + 1 Ideal Workshop + 1 Alchemical Engineer + 2 Atelier + 1 exotic stockpile + Templeforge + 1 Manta Skiff
--[X] Duel Golden Scales AP Needed: 3. DC: 35. Success Needed: 109. 3 Mosok AP + Tokat Gemini Shipyard
--[X] Divination [125 year plan] 1/5: Training the Crystal Master 1 Divination auto answer
--[X] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 1 Atelier
--[X] Study [Fold Basic Spread into colonisation] Policy Implementation AP Needed: 1. DC: N/A. 1 General AP
--[X] Design [Worm-power] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 2 General AP + Automata autosuccess
--[X] Design [habitation/community] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 2 General AP + Automata autosuccess
--[X] Design [station mining and ore processing] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 2 General AP + Automata autosuccess
--[X] Witchfire Blaze Forge AP Needed: 3. DC: 45. Success Needed: 6. 5 Raptok AP
--[X] Temple of [Faradai] (Tocha) AP needed: 2. DC: 30. Success Needed: 3. 3 Anklok AP
--[X] 4 Atelier Manse (Tocha) AP needed: 3. DC: 40. Success Needed: 16. 10 General AP
--[X] Crystal Anchor AP Needed: 4. DC: 35. Success Needed: 24. 5 Raptok AP + 5 General AP
--[X] Tree Spires AP Needed 1. DC 20. Success Needed: 5/24. 4 General AP
--[X] Develop Piercing Augur Style AP needed 2. DC: 50. Success Needed 6. 1 Mosok AP + 2 Dojo
--[X] Vaul's Forge Most Holy AP Needed: 3. DC 20. AP needed: 18. 5 Raptok AP + 5 General AP
I'll see about adding a stockpile later.You can replace four of the Mosok AP with another Exotic stockpile (we have 14), and a third if you want to make sure that we complete it without actually rolling.
Whoops I'll fix that in a bit.A minor thing but 'duel' is fighting, 'dual' is double. Also you can +skiff this to lower the DC further.
I don't know it's a bit of a trade off do we want a DC of 35 or 20 I'll consider it.I can get doing a divination to see when the best time to train one of the hearthstone heroes is, but this seems excessive. Maybe 75 years instead?
Those are things I'm aiming for in the next couple of turns.A reminder that we can do Beasts of Alchemy for [Combat Drugs] and [Firedust] (or was it Ardent Embrace Resin?) to improve the Logistics Stockpile output efficiency.
Not really no as right this moment I'm a little more concerned with removing this particular drain on our AP (we have three planets which need this last bit of initial colonisation completed) rather then chasing an AP making scheme that we're not going to be able to pursue for quite some time.Can I convince you to put any of my Study actions into your plan somewhere? I'd really like to get Ork slave raids up and rolling to make things run more efficiently going forward.
Shouldn't we have three now since we just finished the Automata Foundry and Greater Automatorium both of which give an extra Automata Success
I'm currently considering adding in the eye to it.Converting one of the Elemental Supports to an Elemental Supremacy action may be helpful in completing this. That would also let you retask the divination to something else without really lowering your chance of completion. (Alternately you can expand the project to Eye of the Outsider for the administrative efficiency without increasing the DC of the project, but then you may need to reassign AP)
Because I want to make Tocha into a centre of manufacturing? I'm sure I've mentioned wanting to do that due to Tocha's large promethium reserves but it could have been a while age. Plasma manses require fuel to work hence why I'm creating a beast of promethium refinement first and then when that is finished or near enough I plan to build a plasma manse in combination with a Thousand Forge.I'm confused about your priorities here. A temple to Faradai I get, but on Tocha? It's more expensive than one on Ophelis and covers fewer souls. Likewise why are you building four Atelier Manses on Tocha but not a Plasma Manse for the Spirit Gathering Thousand Forge?
Mostly a case of wanting to just finish the damned thing with the next couple of turns rather then stretching it out across another ten to twenty more.Why four AP? One is needed for it to progress, and seven is enough to complete the non-Elemental successes. Your budgeting confuses me and I'd like some answers if you please.
It's about building up industrial capability which I thought was obvious but that may just be because I made it.
I don't think that getting the Eldar involved in the Khrave thing will end well really not because they'll directly stab us in the back but because they'll mess with the stuff that the Emperor wants.
I don't think that getting the Eldar involved in the Khrave thing will end well really not because they'll directly stab us in the back but because they'll mess with the stuff that the Emperor wants.
I did not forget it's why I've got the divination plan for examining Byron in my plan so that we can see if we can make our own psyker counter.IIRC it was pointed out that we are strongly recommended to bring something to counter warpcraft and that Eldar Warlocks are both roughly on par with what the Khrave have on offer and, due to our particular relationship with them, for 'hire' at the cost of giving them lots of holy guns to kill daemons with. I can probably go hunt down the quotes if you prefer?
Please don't assume that after such a short time. I have concerns but I have been too busy to read this thread more than 1-2 days per week. I would rather you don't finalize your plan yet. Edit: To clarify, it's not like posting one is a problem, just please don't assume everyone has read it yet.Since there doesn't seem to be much concern about my plan as is,
None whatsoever. Slicktongue administration is committed to Standardization which means they are totally unavailable for admin until Standardization is finished. Standardization is more important and should be finished first anyway.I'm not sure how much the Slicktongue admin will decrease the cost to do the project
Cerulean Arc is a pilot, NOT an engineer or tactitian or admiral or anything relevant to this project. He has no skills outside of combat pilot and test pilot. Please stop trying to put heroes into projects they can't help. It's pointless and it bothers the QM.
Please do a Beast of Promethium refining to go with the plasma manses.
What other infrastructure (other than magical material resources) do we need to increase.
I agree. The DC is 45 but it requires only 6 successes.The Witchfire Blaze Forge is probably worth building since it is a factory cathedral which provides a free exotic... it seems very wasteful not to actually develop and use the Impossible Design Evocatorium's functions given we have done the hardest parts of it already.
That's a good point. I'm thinking like a Celestial again.Solar Hero Style is a Celestial Martial Art. If you're going after a CMA you're already a dyed in the wool martial artist. After Piercing Augur I'm thinking the Form of the Terrible Ancestors style (and, if viable separate from that, another that is meant for Shaping Wood pathists and biokinetics, working as a TMA combat shapeshifting style). That should hopefully rope in some Raptok as well.
Both are good ideas.@ thread how do we feel about doing a round of Navigators to help with getting ships where they need to go for the quest? Also I'm thinking of putting effort towards the moonsilver production next turn (Turn 61), any objections?