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

A list of our available heroes would be helpful as well as I keep forgetting who we have and what they can do.
 
So, my first 'from the hip' plan so far.

55
Anklok 18
- Bribe Spirits 1
- Build Temples on Ophelis 10
-- Sakti, Han-tha, Faradai, Torothol, Shining Flower
- Wyld Fighters 2 + pyre + barracks x2 + spark
- Suppress Therak 1
- Martial Legion 1 + dojo
- Irokane 3 + metal
[0]

Builds a slew of temples on Ophelis, including ones that protect Cracking Bone and Corpse Eater pathists, the guy who makes local temples cheaper to build and someone who, with enough coverage, should make our shipbuilding easier (via making hard vacuum less irritating). Also slipping in the nice lady with an incomplete degree in cardiovascular surgery and gives us a source of assassins, because if you're going to have a big temple to her boss in town it just makes sense to include her as well. Also keeps up with Wyld Fighter project, begins work on actually completing the Kung Fu Legion and hopefully completes a project we've had on the back burner for about a century now.

Mosok 23
- Great Maker Templeship 4 + atelier x2 + FC + engineer + Exotic x2 + skiff + slicktongue admin
- Golden Scale x2 7 + atelier x2 + FC + engineer + Exotic x3 + skiff
- Coral Reef on Ophelis 6
-- 5 manse, Base + fisheries + breed home
- Order Conferring Trade Pattern 4
- Shimmering Water Suit 3
[1]

Starts building a couple ships that should help us with the Joura trip. Also begins a manse that's worth +4 AP (completing it if the dice rolls are kind, but that's not the major manse construction project this turn), works on the Shimmering Water Enhancement Suit and begins work on the Order Conferring Trade Pattern.

Pterok 22
Q1 auto
Q2 Moon's Loving Hatchery auto
Q3 1
Q4 1
Q5 1
- Develop Piercing Augur Style 1 + dojo
- Naval Administration Oversight 3
- Elemental Support 11
- Shimmering Water Suit 3
- Design Sakti Templeship 2
- Ghostwind Safety Guide 2
- Cleanse Therak 7 + Thaumaturgy
[10]

Begins work on a NAO in anticipation of further naval expansion, hopefully completes the Shimmering Water Suit and purges Therak of Orks and may knock out a new martial arts style for the Pterok. Takes a stab at the Ghostwind while we're at is so that project doesn't go stale either.

Raptok 27
- Ork raid policy study 1
- Slave sacrifice policy study 1
- Day/Night fleet policy study Oil
- Call Chur ghost
- Coral Reef on Ophelis 6
- Alchemical Rescuer 2 + bone
- Rolling Earth Rampart 4 + crystal
- Design [Hangar + barracks] 1 + Cerulean Arc
- Moon's Loving Hatchery (5 planets) 14 + Quetzacoatl
- Plasma Reactor [Tocha] 2
- Tree Spire 1
- Worm Casting Plantation 3
- Beast of Eldar Medicine [Ophelis] 8 + Stable
- Reaver Drones Golem x2
- Grox Ranch [Ophelis] Stable
[16]

Punches out a few Policy Study actions, keeps up the discussion with Chur, may get Rolling Earth Ramparts completed and keeps up design work. However the two things I want to draw attention to are getting Moon's Loving Hatchery knocked out to improve our passive growth rate and building a Plasma Reactor on Tocha so we can build a Spirit Thousand Forge there next turn. (Also this is taking a stab at knocking out the Beast of Eldar Medicine ahead of trade talks, but that can be made into a Beast of Promethium for Tocha to take advantage of the supplies there).

- Colonize Valki 3 + stockpiles
[3]

This seems uncontroversial, as it's literally just "spend 3 AP (and stockpiles) to get lots more AP going forward".

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.

--[] Lumina Pacts AP needed: any. DC: N/A. 1 Anklok AP

Could I convince you to change that to charging an Ark? We've one that's still empty and to the best of my knowledge the shelf life on those is longer than Lumina pacts.
 
- Develop Piercing Augur Style 1 + dojo
Isn't this a Mosok thing? shouldn't this be in the Mosok section using Mosok AP?

- Plasma Reactor [Tocha] 2
Don't forget that you need a source of Promethium to power this Slamu

- Beast of Eldar Medicine [Ophelis] 8 + Stable
I thought that we couldn't use stables on Beast of Resplendent Liquid was I wrong?

- Grox Ranch [Ophelis] Stable
I really do not understand your obsession with doing this over Razor-Beaks especially since we just started on Razor-Beaks last turn.

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.
Don't forget that we've started on Standardization which needs to be done so that we can start churning out new legions.

Could I convince you to change that to charging an Ark?
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'm relieved the new Luminous Herald costs 6 Upkeep instead of 7.
I'm surprised that a Spirit Gathering Thousand Forge doesn't cost upkeep.
I'm still wondering why we can't astroform the suns of Therak, Khyral, Valki, or Tocha. Please tell us why? @StarJaunter
Tints and Dyes plantation is still not available?

Magic worm poop is worth +1 AP all on it own? And it's only 6 sux to finish? Fantastic. This actually looks like the easiest and fastest project to increase AP. Let's do it.


Note: Non-afterlife Resource Expeditions just got +5 DC across the board.
I have updated the spreadsheet listing/summarizing available actions with their AP, DC, successes, possible helps, and rewards here. (Also details our legions)
Updated worksheet for planning Turn 60 and adding up AP spent is here.


Plans:
I like and agree with a lot of the items on each draft plan so far. 👍

The soonest we need to move on any Quest is actually Turn 65 for Ghostwind Safety Guide (so I don't think we can wait 100 turns). Let's focus instead on Wyld Fighting Force, Cleansing Therak, Standardization, shipbuilding, infrastructure to increase AP and pay fleet upkeep, and some of this reverse engineering research. To increase AP I want to do the Worm Casting Plantation, and start on Coral Reef, Harmonious Lore Understanding, and Verdant Respite Pavilion manses. I also wish to continue on Soulsteel Regulation to reduce the rate they commit atrocities against innocent human souls.


@F0lkL0re Plan:
I would rather delay Sheut Academy a bit longer. It was last worked on last turn so it isn't likely to decay soon. The Emperor won't require action on it until Turn 69. Hopefully we can entirely finish Wyld Fighting Force first

I agree on sending Pterok in ½ the Flotilla to visit and investigate Hatra, Yes. And sending the Stalking Mantis to do more scouting (not raiding) of Kaukauli. 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.

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.

I propose the Grand Orrery should be built on Khyral's Air demesne instead of Ophelis.
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.

For the policies, I think we also should study Dual Fleet Design since there was a strong push to have such fleets but we don't really know much about the idea. I'm in less of a hurry to research slaving (not opposed, just not prioritizing it).

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.


@Slamu plan:
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).

Like F0lkl0re I would rather use the Stables to work on Razor Beaks, please.

Yes we do indeed have an empty Ark of Wrath Beyond Measure to recharge.

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?
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)

The current list of unfinished projects and Quests (not incl. dead god resurrection quests) is here.

I think the only one I don't have listed is Votann trade. Should I add it to Known Space, or Unfinished Projects?

Don't forget that you need a source of Promethium to power this Slamu
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).
 
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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.
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.

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.
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.

I propose the Grand Orrery should be built on Khyral's Air demesne instead of Ophelis.
Grand Orrerys can only be built on Solar or Sidereal manses and building on Ophelis will give us improved sensor coverage of that system.

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.
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).

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.
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.
 
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.
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).

I suppose if we really needed to do some fleet build up, we can actually build 4 escorts, 1 temple and one heavy warship a turn... and Ondar Shambol cities can also build Herald mk2's (so we have an Ondar Shambol and Artha Shambol, I assume the Artha can still build the MK2). We couldn't finish them all in one turn, we lack the number of Atelier Manses, Factory Cathedrals and really need a supply of Exotic Stockpiles but we can start building a lot of ships at the same time.




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.

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.




... Should I actually try to make a plan? I'm now going to forget about the quest for the afternoon.
 
4 shipyards, with 2 of them being Gemini Shipyard,
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.

Side note I don't think we need the Wayfinder Glen yet
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.

A bunch of Wondrous Globes of Precious Stability would be good as well but we're currently constrained on how many we can make at a time due to lack of certain materials just now.

Should I actually try to make a plan?
Up to you.
 
Isn't this a Mosok thing? shouldn't this be in the Mosok section using Mosok AP?

That style got a dispensation due to the nature of practicioners.

Don't forget that you need a source of Promethium to power this Slamu

Planet has the reserves, but building Beasts of Promethium would make a little bit go a long way (turning one well serving three into one well serving nine IIRC).

I really do not understand your obsession with doing this over Razor-Beaks especially since we just started on Razor-Beaks last turn.

Its cheap, easy and has a clear benefit (even if a smallish one), and I was misremembering costs for Razor-Beaks. When I include that in a plan it's more in the line of 'and I don't want this Stables use to go to waste, here is something I can use it on'.

Don't forget that we've started on Standardization which needs to be done so that we can start churning out new legions.

I figured Standardization was one of the first things we'd be using the Spirit Gathering Thousandforge on, so getting that stood up would be preferable to working on Standardization.

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.

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.

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.

Advisors are DC 50, need AP 3 + FC to do their work. Automata apply (and I presume triple), while the FC doesn't contribute beyond 'project may progress'. I'm unsure if an Engineer can apply to this (I'd think so but it's not explicit), so we can probably do something like 2 AP + Automatorium x2 + FC and be in the clear without divining for an easier time to do it, as you only need 1 rolled success there and you have 2 AP, one of which needs to roll over 45.

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.

It's probably good for space stations as well, either reducing upkeep or logistics or just giving a narrative 'and you have a few thousand Dragon Kings aboard so you probably can handle whatever comes up'. I wouldn't mind investing in that in a turn or two myself honestly, though I consider it something to put a Ship Design Studio AP towards rather than something pressing.

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).

OCTP is 24 sux for 4 AP, or about 6 sux per AP (on par with the Worm plantation, ignoring elemental AP). Coral Reef + Fisheries + Mosok Home is +4 AP for 22 and can benefit from elementals, while Verdant Respite Pavilion is 13 for a reroll (with elemental AP allowed). I think we're good for investing in Order Conferring Trade Pattern as it beats the usual 9 sux for 1 AP ratio.

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).

We can also use an atelier in the interum if it's really a problem.

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.

We have other sources of regular Exotics (Eldar and Underworld, with Stryxis a possible third option) while only one Super-Exotic supply. One of my secondary goals in plan generation is moving forward on Eldar Trade to help unlock that Exotic supply that'd make shipbuilding and other projects a lot easier. Currently that is 'get Piercing Augur Style, build a Plasma Manse (so we can make a Spirit Gathering Thousand Forge so we can make all those willpower-boosing elemental cores), hopefully make the Beast of Eldar Medicine', with another turn being diplomatic manse for Eldar Craftworlders (and the expo center to help trade deals), the manse construction needed for the elemental cores and hopefully building the Isha and Vaul temple-cities.

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.

Hearth of World's Blood manses use up Fire Manses and give us +1 Anklok, +Orichalcum production and +Atelier (though it does tae upkeep). I want to build one on every world that'd let us get the Anklok Breed Home effect, so that's one source of Atelier manses.

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.

I want to do a divination to knock down the DC on that a little before committing to construction, but I agree on building the Witchfire Blaze Forge. The Dedicated Naval Atelier we can just say 'turn this Atelier to parts production' whenever we need the Upkeep, so it's usually last in my build order between it, NAO and Constellation Academy. We'll need one add-on soonish as planned construction will bump up but hopefully we can keep ahead of that without too much concern.

@ 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?

Revised plan coming in a few hours.
 
Proto-plan Ordered Hatcheries v.0.1

Anklok
- Bribe Spirits 1
- Build temples [Ophelis] 10
-- Sakti, Torothol, Han-tha, Faradai, Shining Flower
- Wyld Fighters 2 + baracks x2 + pyre + spark + FC
- Research: Irokane 2 + metal
- Infuse Ark 1
- Martial Legion 1 + dojo
- Suppression [Therak] 1 + smoke

Big thing here is building a slew of temples on Ophelis (should be an easy project), with researching a First Age Alloy and working on completing the Martial Legion the other notable projects here.

Mosok
- Patrol Tokat Subsector [1st Tokati] 1
- Build: Great Maker Forgeship 4 + atelier x2 + FC + Engineer + Exotic x3 + skiff
- Build: Golden Scale Chariot x2 7 + atelier x2 + FC + Engineer + Exotic x2 + skiff
- Order-conferring Trade Pattern 26 + Slicktongue admin
- Coral Reef [Ophelis] 6
-- [5 manse, base + fisheries + Mosok Home]

Send the 1st Tokati out to patrol, build out the Templeship and get the Golden Scale Chariots built. The big ticket item here is the Order-Conferring Trade Pattern, and while I'm not sure how much the Slicktongue admin will decrease the cost to do the project by I'm hoping to take the savings there and put it towards Wyld Fighters as possible. (I will note that this plan is slightly over-costed, spending 56 out of 55 available General AP so the first saving there isn't actually freeing anything up). Otherwise working on the Coral Reef and hopefully completing it to get another +4 AP going forward.

I considered putting Marela towards the Patrol just to get some use out of her, but honestly I'm not sure if that'd actually help anything and I think I've annoyed StarJaunter trying to assign heroes to projects.

Pterok
Q1 Crystal Anchor 25y plan auto
Q2 Moon's Loving Hatchery auto
Q3 Order-conferring Trade pattern 1
Q4 Wayfinder Gens 25y plan 1
Q5 Impossible Design Evoc. 25y plan 1
- Elemental Support 11
- Teleport Seal Adaption Crystal
- Naval Administration Oversight 9
- Piercing Augur Style 1 + dojo
- Shimmering Water Enhancement Suit 6
- Cleanse Therak 7 + thaumaturgy
- Design Sakti Templeship 2
- Colony Stockpile Atelier

Nothing overly controversial here I think, other than not building the Ship Design Studio like I'd kind of prefer. However we make an honest stab at getting NAO up in a single turn while we're doing our shipbuilding, we hopefully purge Therak, and do work on the Piercing Augur Style. Also of note is the Sakti Templeship.

Raptok
- Day/Night Fleet study Oil
- Ork Raids study 1
- Slave sacrifice study 1
- Chur diplomacy Ghost
- Moon's Loving Hatchery 14 + Quetzacoatl
- Coral Reef 6
- Design [Hangar + Barracks] 1 + Cerulean Arc
- Plasma Reactor [Tocha] 2
- Alchemical Rescuer 2 + Bone
- Rolling Earth Rampart 3 + Golem x2
- Tree Spire 1
- Worm Casting Plantation 3
- Beast of Eldar Medicine [Ophelis] 9
- Razor-Beaks Stables x2

Big ticket item here is getting Moon's Loving Hatchery stood up with plenty of Elemental support, same with the Coral Reef (though a lesser priority). We do some long-awaited policy studies, and based on popular demand the flying menaces are getting bred in numbers once more (presumably for a dramatic release into the wild while a Raptok technician orders them to 'fly, my pretties!'). Chur diplomacy as I expect that's something we'll be working on for a while, building a Plasma Reactor with elemental help and doing work on Rolling Earth Rampart (and maybe completing it, who knows?) Also considered was 'Reaver Drones', Data Spirit research, getting a start on the Legion of Servants and seeing what Deadly Automata would do for us.

Colonize Valki 3 + Stockpiles + Feast

Colonizing Valki, and doing so affordably. I don't think there's much objection here?
 
Alright I think I have a plan I'm happy with now.

I've swapped Encourage Martial Arts for Develop Piercing Augur Style and used two AP from there and an AP from Heroic Ghosts Recruitment to start on a pair of Golden Scales and I've swapped working on a Harmonious Lore Understanding Manse for building the Witchfire Blaze Forge and I've changed the policy study over to folding Basic Spread into colonisation.

[X] Plan Cradle of the Forge God
-[X] Anklok (18 AP)
-[X] Piety
--[X] Bribing spirits to do their job AP Needed: 1. DC: 15. Success Needed: 1. 1 Anklok AP
--[X] Sheut Academy AP Needed: 4. DC: 28. Success Needed: 10/24. 4 Anklok AP + Ghostwalker AP
--[X] Lumina Pacts AP needed: any. DC: N/A. 1 Anklok AP
--[X] Sorcerous Sealing AP Needed: 1. DC: 30. Success Needed: 3. 1 Anklok AP + Beryl
-[X] Military
--[X] Wyld Fighting Force AP Needed 3 + Ecstatic. DC 25. AP needed 33/120 + 4 x Atelier Manse. 8 Anklok AP + 2 Training Grounds + Ecstatic AP + 2 Atelier
--[X] Suppression (Therak) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. 1 General AP + Ashlord AP
-[X] Mosok (23-2(upkeep stalking mantis)= 21 AP)
-[X] Espionage
--[X] Scouting Trip [Kaukauna, Stalking Mantis] AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. 2 Mosok AP + 5 Logistics Stockpiles + Wondrous Globe
--[X] Scouting Trip [Hatra, half of the Realm Flotilla] AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. 2 Pterok AP + Merela
-[X] Commerce and Shipbuilding
--[X] Heroic Ghosts Recruitment AP Needed: 1. DC: 45. Reward: 1. 1 Mosok AP
--[X] Forge of the Great Maker class Factory-ship AP Needed: 4. DC: 30. Success Needed: 95. 4 Mosok AP + 1 Ideal Workshop + 1 Alchemical Engineer + 2 Atelier + 2 exotic stockpile + Templeforge + 1 Manta Skiff
-[X] Martial Arts
--[X] Encourage Martial Arts AP needed 5. DC: 43. Success Needed: 13/24. 6 Mosok AP + 1 Dojo
--[X] Expand Martial Legionnaires to Golden Exhalation Style AP Needed: 2. DC: 35. Success Needed: 6 1 Mosok AP + 1 General AP + 1 Dojo
-[X] Pterok (22 AP)
-[X] Divination
--[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 [25 year plan] 1/1: Noble Warstrider Design 1 Pterok AP
--[X] Divination Support: Witchfire Blaze Forge + Eye of the Outsider Observatory 1 Divination auto answer
--[X] Divination [75 year plan] 1/3: Training the Crystal Master 1 Divination auto answer
-[X] Elemental
--[X] Elemental Support AP needed 1. DC: 25. Success Needed 1. 5 Pterok AP + 8 General AP
-[X] Research
--[X] Lightning Lance Battery AP Needed: 3. DC: 40. Success needed: 1/9. 7 Pterok AP + Metalforger AP + Spark AP + Crystalweaver AP
--[X] Exoeidetic Lorestones AP Needed: 1. DC: 32. Success Needed: 3. 1 Pterok AP
-[X] Thaumaturgy
--[X] Cleanse Therak AP needed: 2. DC: 30 (20). Success Needed 25/50. 4 Pterok AP + Thaumaturgy autosuccess + 1 Minotaur Transport
--[X] Standard Stockpile AP Needed 2. DC: 35. Success Needed 0/8. 1 Atelier
--[X] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 1 Atelier
-[X] Raptok (27 AP)
-[X] Diplomacy
--[X] Study [Fold Basic Spread into colonisation] Policy Implementation AP Needed: 1. DC: N/A. 1 General AP
--[X] Call (Tau'va) (New Contacts) AP needed 1. DC: 45 Success Needed 1. Slicktongue AP
-[X] SCIENCE!
--[X] Shimmering Water Enhancement Suit AP Needed: 3. DC: 45. Success Needed: 3/9. 7 Mosok AP + Jadite
--[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] Architecture and Geomancy
--[X] Raise a Wayfinder Gens AP needed: 3. DC: 35. Successes Needed: 16. 4 Raptok AP + Technomorph AP
--[X] Teteocon Expansion AP needed 3. DC: 35. Success Needed 6/9. 3 Raptok AP
--[X] Witchfire Blaze Forge + Eye of the Outsider Observatory AP Needed: 4. DC: 45. Success Needed: 12. 5 Raptok AP + 2 General AP
-[X] Tocha Geomancy
--[X] 4 Atelier Manse (Tocha) AP needed: 3. DC: 40. Success Needed: 16. 10 General AP
-[X] Ophelis Geomancy
--[X] Temple of [Faradai] (Ophelis) AP needed: 2. DC: 30. Success Needed: 3. 3 Anklok AP
--[X] Vaul's Forge Most Holy AP Needed: 3. DC 20. AP needed: 18. 5 Raptok AP + 5 General AP
--[X] Crystal Anchor AP Needed: 4. DC: 35. Success Needed: 24. 5 Raptok AP + 5 General AP
--[X] Blessed Legion's Bloody Halo (Ophelis) AP Needed 3. DC: 35. Success Needed: 4. 4 General AP
-[X] Plantations and Beasts of Resplendent Alchemy
--[X] Beast of Resplendent Liquid (Promethium, Tocha) AP Needed: 2. DC: 30. Success Needed: 9. 4 Raptok AP + 2 General AP
--[X] Tree Spires AP Needed 1. DC 20. Success Needed: 5/24. 1 General AP
-[X] Equipment
--[X] Standardization AP needed 4. DC: 20. Success Needed 12/62. 6 General AP + 2 Ideal Workshop + 2 Alchemical Engineer
-[X] Recruiting Dinosaurs
--[X] Razor-Beaks AP needed 2. DC: 20. Success Needed 6/34. 1 Raptok AP + 2 Stable autosuccess
-[X] Resource Action
--[X] Resource Expedition (Therak) AP Needed 1. DC: 15/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. 3 General AP + 3 Maze Skiffs

EDIT: changed Divination [100 year plan] 1/4: Ghostwind Safety Guide to Divination Support: Witchfire Blaze Forge.
EDIT2: corrected the spelling for Dual Golden Scales and added a skiff, added a second Exotic Stockpile to the Forge ship and used one of the freed up Mosok AP and a Dojo success to start Expand Martial Legionnaires to Golden Exhalation Style and added the other three to Shimmering Water Enhancement Suit changed Witchfire Blaze Forge to Witchfire Blaze Forge + Eye of the Outsider Observatory changed the Divination Support to match moved 2 AP from Tree Spires over to support this.
EDIT3: shortened Divination [125 year plan] 1/5: Training the Crystal Master to 75 years instead.
EDIT4: Move the temple to Faradai to Ophelis, dropped Expand Martial Legionnaires to Golden Exhalation Style, Develop Piercing Augur Style and Dual Golden Scales to start Encourage Martial Arts
EDIT5: Took two Mosok AP from Shimmering Water Enhancement Suit a General AP from Tree Spires and a Dojo from Encourage Martial Arts to start Expand Martial Legionnaires to Golden Exhalation Style and add a Mosok AP to Encourage Martial Arts
 
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Oh votes... I guess I should comment.

--[X] Divination [25 year plan] 1/1: Moon Speak (Byron the Diviner)1 Pterok AP

Poor kid is on ice so long.

--[X] Divination [25 year plan] 1/1: Grand Orrery and Observatory [Ophelis] 1 Pterok AP

Just to clarify this is just to optimize the building time, not like this is to design some kind of custom special orrery right?

--[X] Divination [100 year plan] 1/4: Ghostwind Safety Guide 1 Divination auto answer

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.

--[X] Divination [125 year plan] 1/5: Training the Crystal Master 1 Divination auto answer

More like raise him from the egg rather than using divination to choose the best.

--[X] Lightning Lance Battery AP Needed: 3. DC: 40. Success needed: 1/9. 7 Pterok AP + Metalforger AP + Spark AP + Crystalweaver AP

Just saw this spread and was like: this lab is going to be a perfectly calm place. *Giant Lightning strikes in the background and the lighting flickers*

Sage Nods

"Its supposed to do that"

--[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

You don't need to put it in the budget but can you expound on what you are asking for to me?

--[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
Yeah Industry!
 
Not caught up yet, have been too sick to read the thread in a while. But I just want to respond to the first few things I saw

Because you are allergic to write ins. You should really get that looked at.
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"

Grand Orrerys can only be built on Solar or Sidereal manses and building on Ophelis will give us improved sensor coverage of that system.
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.

I agree with your shipbuilding plans, you're right about the Waystation. Hopefully going there will entertain many Pterok.


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
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.

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.
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.
 
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Just to clarify this is just to optimize the building time, not like this is to design some kind of custom special orrery right?
Yes it's just for the usual DC reduction on building the orrery there, did I word it wrong or something?

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.
Okay then I'll change that in a bit. Would Wyld questing support be able to provide a DC reduction?

You don't need to put it in the budget but can you expound on what you are asking for to me?
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.
mining and ore processing maybe production of limited use AP or materials like Jade or Adamantium
habitation/community uhhh at the very least the module you said we would need for the Prosperity Class Gardenship or maybe the ability to host a large enough population that it can generate AP?

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.
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.

I'll put another on Khyral afterwards.

EDIT: Would it be a good idea to add the Eye of the Outsider Observatory to the Witchfire Blaze Forge?
 
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--[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

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.

--[X] Duel Golden Scales AP Needed: 3. DC: 35. Success Needed: 109. 3 Mosok AP + Tokat Gemini Shipyard

A minor thing but 'duel' is fighting, 'dual' is double. Also you can +skiff this to lower the DC further.

--[X] Divination [125 year plan] 1/5: Training the Crystal Master 1 Divination auto answer

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?

--[X] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 1 Atelier

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.

--[X] Study [Fold Basic Spread into colonisation] Policy Implementation AP Needed: 1. DC: N/A. 1 General AP

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.

--[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

We only have 2 Automata sux to spread around. Also you can probably swap out one of these for [Barracks + Hangar] component to make use of Cerulean Arc unless you're using him on something else somewhere I'm not seeing.

--[X] Witchfire Blaze Forge AP Needed: 3. DC: 45. Success Needed: 6. 5 Raptok AP

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)

--[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

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?
--[X] Crystal Anchor AP Needed: 4. DC: 35. Success Needed: 24. 5 Raptok AP + 5 General AP

Even if all of these became successes and you got all the Elemental Sux you needed you'd still be short on this (unless you're fishing for crits to complete?). Might I suggest adding 2 AP to this project and putting Divination on it to drop it to 'probably complete'?

--[X] Tree Spires AP Needed 1. DC 20. Success Needed: 5/24. 4 General AP

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.

--[X] Develop Piercing Augur Style AP needed 2. DC: 50. Success Needed 6. 1 Mosok AP + 2 Dojo

If you don't have anything better for the second Dojo to do, perhaps put it towards training CMA artists?

What are your priorities this plan? I'm not sure what you're building towards.

--[X] Vaul's Forge Most Holy AP Needed: 3. DC 20. AP needed: 18. 5 Raptok AP + 5 General AP

Again, I don't think this is enough to complete the project.
 
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.
I'll see about adding a stockpile later.

A minor thing but 'duel' is fighting, 'dual' is double. Also you can +skiff this to lower the DC further.
Whoops I'll fix that in a bit.

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?
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.

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.
Those are things I'm aiming for in the next couple of turns.

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.
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.

We only have 2 Automata sux to spread around.
Shouldn't we have three now since we just finished the Automata Foundry and Greater Automatorium both of which give an extra Automata Success

@StarJaunter shouldn't this be a three?
2x Free Success applied to any one Automata projects (x3)

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)
I'm currently considering adding in the eye to it.

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?
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.

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.
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.

What are your priorities this plan?
It's about building up industrial capability which I thought was obvious but that may just be because I made it.

What about yours as it seems a bit all over the place really?
 
What about yours as it seems a bit all over the place really?

My plan improves AP (Coral Reefs, Order-Conferring Trade Pattern, Worm Plantation), population growth rate (Moon's Loving Hatchery, preliminary work for the Ork raiding scheme to supplement Continuous Grace and give Corpse Eater AP income), builds ships, makes strides towards an Eldar trade deal (Beast of Eldar Medicine, Piercing Augur Style, makes steps towards getting Spirit Gathering Thousand Forge to churn out the million-plus Willpower-boosting cores) and designs a Sakti Templeship so that we might more efficiently cap the Basic Manses we've got now and on the mission to Joura. There's more I'd like to do but as it stands I'm more or less satisfied with what I've actually got on the table (though if there are inefficiencies I should look at please point them out.)

The idea is that the Eldar trade has a fair number of goodies for it (Exotic Stockpile income first and foremost, but research gains and much-needed help against the Khrave as well), the Exotic Stockpiles will help us with shipbuilding (mostly letting us spend max Exotic stockpiles and saving Factory Cathedrals for other production) and the utility of getting more population both from Moon's Loving Hatchery and making Continual Grace cheaper in practice should be obvious. I'd prefer to be building more of the manses we've access to but I understand that we have to do only a few at a time for now. (Also if we have 3 Golem Sux I'm keen to start on Legion of Servants but can be persuaded elsewise)

Ideally next turn I'd be building the Spirit-Gathering Thousand Forge (and using it the turn after to finish Standardization before turning it to producing Cores), a Sakti Templeship (and Manse-building Ark), the diplomacy manse (and probably more Coral Reefs), doing a design action for Ork Raiding Flotilla and performing the Continual Grace rite again in preparation for the halfway point planetary colonization.
 
Since there doesn't seem to be much concern about my plan as is,

[x] Plan Ordered Hatcheries v.1


Anklok
- [x] Bribing spirits to do their job 1 AP
- [x] Temple of [Divinity][Ophelis] 10 AP
-- [Sakti, Torothol, Han-tha, Faradai, Shining Flower]
- [x] Wyld Fighting Force 2 AP + baracks x2 + pyre + spark + FC
- [x] Irokane 2 AP + Metal
- [x] Infuse Ark [Wrath Beyond Measure] 1 AP
- [x] Martial Legion 1 AP + dojo
- [x] Suppression (Therak) 1 AP + Ashlords

StarJaunter, if you want me to reformat the temple construction somehow I'm perfectly willing to.

Mosok
- [x] Basic Patrol [Tokat Sector] [1st Tokati] 1 AP + Marela
- [x] Build: Great Maker Forgeship 4 AP + atelier x2 + FC + Engineer + Exotic x3 + skiff
- [x] Build: Dual Golden Scale Chariot 3 AP + atelier x2 + FC + Engineer + Exotic x2 + skiff
- [x] Order Conferring Trade Pattern 26 AP + Slicktongue admin
- [x] Coral Reef [Ophelis] 6 AP
-- [5 manse, base + fisheries + Mosok Home]

Added Marela to the patrol route for the same reason I put the Ashlords towards suppression; it gives them something to do and I don't have something more appropriate for them right now. Also reduced the Golden Scale Chariot production from 7 to 3 because that was how much it turned out I was over budget and it seemed unlikely to complete as-is anyway this turn. (To complete next turn please add 4 AP and leave to bake, for best results praise the Sun). This means we don't need to reduce the Order Conferring Trade Pattern and thus it is likely over-supplied with AP (not sure by how much) making it that much more likely to complete.

Pterok
- [x] Astrological Question Crystal Anchor 25y plan auto
- [x] Astrological Question Moon's Loving Hatchery auto
- [x] Astrological Question Order-conferring Trade pattern 1 AP
- [x] Astrological Question Wayfinder Gens 25y plan 1 AP
- [x] Astrological Question Impossible Design Evocatorium 25y plan 1 AP
- [x] Elemental Support 11 AP
- [x] Teleport Seal Adaptation Crystalweavers
- [x] Naval Administrative Oversight (Phase 2) 9 AP
- [x] Develop Piercing Augur Style 1 AP + dojo
- [x] Shimmering Water Enhancement Suit 6 AP + Jadite
- [x] Cleanse Therak 7 AP + thaumaturgy
- [x] Void Vessel Design [Sakti Templeship] 2 AP
- [x] Colony Stockpile Atelier x1

There's still a chance to complete NAO this turn, we get a few peeks at when it might be cheaper to build certain bits of infrastructure and hopefully we wrap up Therak's purgation and the Shimmering Water suit (which I am increasingly imagining as an opalescent reflective tuxedo that is the opposite of 'understated' when viewed directly).


Raptok
- [x] Study [Day/Night Fleet] Policy Implementation Oil
- [x] Study [Ork Raids] Policy Implementation 1 AP
- [x] Study [Slave sacrifice] Policy Implementation 1 AP
- [x] Call Chur Contacts Ghostwalkers
- [x] Moon's Loving Hatchery [5 worlds] 14 AP + Quetzacoatl Administration
- [x] Coral Reef 6 AP
- [x] Design [Hangar + Barracks] 1 AP + Cerulean Arc
- [x] Plasma Reactor [Tocha] 2 AP
- [x] Alchemical Design Solutions [Rescuer] 2 AP + Cracking Bone
- [x] Rolling Earth Rampart 3 AP + Golem x2
- [x] Tree Spire 1 AP
- [x] Worm Casting Plantation (Therak Only) 3 AP
- [x] Beast of Resplendent Liquid [Ophelis, Eldar Medicine] 9 AP
- [x] Razor-Beaks Stables x2

We should be able to complete Moon's Loving Hatchery this turn, improving our population output (or our pupulation as my fingers wanted to say; given the number of shapeshifters in our population and veneration of a moon divinity I suppose werewolves wouldn't feel too out of place on our worlds) and we expand a few manses and plantations to give us AP.


- [x] Colonize Valki 3 AP + Stockpiles + Abundant Feast

If it helps to mention we're spending the appropriate Logistics stockpiles I can, but I figured that was assumed with the Feast's assignment.
 
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.

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?
 
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?
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.
 
Since there doesn't seem to be much concern about my plan as is,
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.

I haven't even had a chance to read the two plans yet, or check your math.

I'm not sure how much the Slicktongue admin will decrease the cost to do the project
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.

- Design [Hangar + Barracks] 1 + Cerulean Arc
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.

Beast of Eldar Medicine [Ophelis] 9
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.
  • Phase 2 of naval upkeep infrastructure (Naval Administrative Oversight, Academia of Constelations, and Dedicated Naval Atelier. Like Slamu said, we can just divert an existing Atelier but then it's not available to industry.)
  • Moonsilver Mine and Starmetal Gathering, possibly with the Starmetal Manse that makes the starmetal self-sustaining so we never run out.
  • A Wayfinder Gens for the trips to the Waystation,Joura, Votann meeting point, Rhino crash site, Tau Empire, etc.
  • Soulsteel Regulation, Sea of Soul Mining, and whatever else will help increase the supply of soulsteel.
  • Find the Adamant on Ophelis or Tocha and start mining it. We can do Resource Expeditions on settled planets, not just frontiers.
  • Basic Patrols for each sub-sector we currently inhabit, using up one Standard Light Realm Flotilla each. Ophelis is less of a hurry due to having no actual neighbors.
  • A source of exotic stockpiles, as you said. I agree with Slamu that the Cauldron Most Fantastic is the best choice since we have no other known source of super-special exotics.
  • Temples to Faradai and Han-Tha everywhere. Manse Anchors for Crystal, Smoke, Steam, and Lightning.
  • Plasma manses and Beasts of Refined Promethium on Tocha. This to support both plasma observatories) on Khyral and a Spirit Gathering Thousand Forge on Tocha.
  • Less immediately, I also want to set up Tocha with an engine to mass-produce cobships for patrols in Khoronus Expanse, as BrainInAJar described here: Dragon Kings in the 41st Millennia (Exalted/40K Empire)
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.
I agree. The DC is 45 but it requires only 6 successes.

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.
That's a good point. I'm thinking like a Celestial again.

@ 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?
Both are good ideas.

I will try to read the plans now and check your math. Having only about 1 or rarely 2 days a week when I can read this thread, I'm going to have to start double-posting on those days, sorry.
 
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