Suprised Mosuk did not petition to make a Temple to Cegorath yet. He would fit right up their valey.
I've got a plan for that, actually. Divination for "best time in 25 years to build the Cauldron" (it's a low DC project already but when you're throwing around dozens of AP the savings add up), then use 18 AP from Anklok (it's a temple), Mosok (it's a trickster god and one of the add-ons specifically mentions them) and Raptok (it's a city and listed under their heading) to build it hopefully in one turn. It takes 53 successes to complete all the modules (before reduction, not sure what it'll look like when doing it all together), and I want to complete Sakti's temple because I hope that they'd make big manse projects easier as well.
Not at this level, and you already have void abacus if you want a navigation tool made using factory cathedrals.
@ thread, how do we prioritize getting Void Abaci for the expedition to Joura? I figure we'd be better off getting Navigators and Wondrous Globes given they yield greater speed results, but IIRC we're bottlenecked at making 3 Globes at a time until we increase our Moonsilver supply.
Tangentially related, but do Moonsilver Mines and Starmetal Gathering benefit from elemental support? Likewise, would Starmetal Gathering benefit from Skiffs being assigned to them?
Someone actually did a homebrew of the gentile fist for all three editions if I remember correctly.
I would be interested in seeing those if you can find them.
Other martial arts styles;
Fishman Karate (One Piece) Sort of touched on with the Mosok's breed style Black Tide Style, but "I punch a water bullet at you" seems like it's sufficiently different to work with.
Walter's garrotte fighting (Hellsing) Razor floss threat at the mid-range. Probably other sources of inspiration out there as well but this is what comes to mind for me.
Oh, and general pitch, the day night fleet I think should be more named dawn night fleet. Looking at solar castes... to a certain extent I imagine our non-military ships (or certain specialist ships) would fit into the other castes. Something like Twilight being experimental/exotic and exploration ships, eclipse being diplomatic ships and Zenith being the core of our economy and trade.
Thematically, I like this; have Dawn Fleet be most of the dedicated warships, have Zenith be the Templeships (or the void stations), have Twilight be the exploration and scientific ships, have Night be the sketchy stuff and Twilight be mercentile and diplomatic. I like that, it's thematic and flavorful and there's even a fair bit organizationally to speak to it.
However, StarJaunter has to deal with the metaphorical (and possibly literal? I don't know what their organizational methods are for this quest) paperwork and seems to prefer we keep things simple. "Day & Night" is a simple dichotomy in approach (slow, lumbering, powerful, cruiser+ heavy, built for slugging matches vs "can be mistaken for an Eldar raid in low light" and built for raids, scouting and asymmetric actions) that is likely to be enough to juggle for now.
I like the idea of building a Solar temple ship, how are we doing on ship upkeep?
According to the Costs section of the Turn 60 threadmark?
Fleet: [15+2 Mosok] 1 upkeep for three Skyreme; 1 upkeep for Ramship, 2 for Treel Templeship, 2 for Speak with Authority, 2 for stalking mantis, 9 for 1st Light Tokati.
-Wondrous Orbs of Precious Stability [1]
-Logistics: [-10] 15/18 support (ie costs 5 upkeep, but produces 15 upkeep)
So it looks like at present we're breaking even (except for the Stalking Mantis, which we can and probably should mothball) but if we build the Solar Templeship we'll be slightly over (costs two more, building a NAO/Academy/atelier would take 1 AP upkeep but give 3 AP of logistical bandwidth). The proto-plan I put forth has enough unassigned AP that we can make a good stab at a NAO or something if that's your pleasure, but I'd prefer to hold off a little longer if reasonable.
I think we should complete Coruscating Plasma Weapons before we design the Leeyata Templeship, what sort of parts do you think it will have?
My thoughts,
As I understand the concept, ship meant to transport troops for planetary invasion, so out of six components, effectively five for ftl, I think it needs troop carrying and deploying capacity, as I understand it the Conquest Dias is a command and control module so would be useful. Other than that I think it should have an armament and something like Coruscating Plasma Weapons, Coronal Storm Barriers and coruscating Plasma Beam arrays together sound like a sensible defense array (I feel any warship, which I count this as one, needs at least one dedicated weapon system to defend itself, and by the looks of it the Hangar/Barracks combination will be focused on deploying troops rather than ship protection). Equally a Vault would be useful, for Arks and relics.
The final useful bit of technology,
[ ] Teleportation: Due to a Corpse-Eater eating a Ork Mekboy specializing in Telly-portas you can attempt to crack Teleportation as a conceptual technology. This provides nothing other than unlocking other projects, like Rings of Vanishing Escape, Teleport capable Vehicles and Warstriders, and Teleportarium components for Vessels. Pterok Breed dice replaced with Mosok. AP Needed 3. DC: 50. Success Needed: 14. Reward: Understanding of Teleportation technology, can attempt to create various devices in future projects.
The ability to deploy elite specialist forces across a planet.
So assuming the Large Barracks + Large hanger produces something for 2 slots, 5-2 (assault hanger)-1 conquest Dias, -1 defense array concept, -1 vault so no teleportation... Alternatively a conquest platform might serve as a better base (I assume it can have a temple installed as a component)?
To be honest my goal is to make a ship with the full operational capacity of a Ha'tak (target things from orbit, deploy troops in large quantities and from ship teleporter, and fight enemy ships that try to engage it... It is a shame that I can't think of a way to add in ox body without reducing the size of the barracks/hanger or making it a full Direction Titan (Light), but it isn't meant to engage enemy ships as such anyway).
So, I agree in principle to most of what you're saying (though it sounds like a Teleportion station is going to be its own slot). However, the the Coruscating Plasma Weapons alone are a DC 45, 9 sux project (assuming no DC reduction median AP cost to develop 15 AP) and that's something that's easier to obtain than some of the other suggestions here (the teleportation tech is just conceptual work, IIRC, we'd still need to develop the applicable technology for instance). This is all perfectly doable in time! However, we have a lot of research yet to do to obtain all that. Our best bet for consistent naval research is getting some Harmonious Lore Understanding manses with the Ship Design Bureaus to help us do +1 AP worth of research on a naval tech (be it designing ships, engines, naval weapons, components etc) every turn.
For the time being, my rough conception is a more simplified geomantic templeship with the Large Hangars + Large Barracks taking up most of the ship and the Conquest Dais being in the 'temple' portion (given that it's a temple to the goddess of Dragon King conquests I don't think there'd be a problem). If we had good design rolls we might be able to eke out some sort of ramming/boarding setup, because "we have a few legions of Dragon Kings eager to get to grips with the other side" helps a bit with the 'helpless ship adrift in space' thing. (The problem there is IIRC our ramming drive isn't up to something that large, so we're probably left with "try to use landing craft to attack other ships" which is an option but not a preference). I imagine that if we have ~a century of solid work with the Mk. 1 Leeyata Templeship (or vigorous activity with a few in an active warzone) we'll be able to make a Mk. 2 with more bells and whistles.
As an aside, I kind of want to make dragon king versions of necron monoliths, before we find out that Necrons are a thing... partly because golden pyramids of death would be awesome, and partly for the Eldar to see them and have mixed feelings.
I think our closest thing to that is the Skyremes, but the concept can probably bear revisiting. I'll also note that Tzeentch has something vaguely similar (floating sorceror towers IIRC) that act as part of a planetary defense grid, mobile defensive terrain and/or magic enhancing terrain that's used as a sign of favor for aspiring Chaos Sorcerers.
Other thoughts on AP
What is needed before we start [ ] Ghostwind Safety Guide?
When will we explore the [ ] Solar Elementals?: (this is mostly because I feel the dragon kings would really want to know more)
A temple of Cegorach seems highly useful, at a minimum an extra exotic material a turn, plus since the god is alive and active we could actually make use of their blessings.
Ghostwind Safety Guide; last I recall we needed Worm Power and an available Globe of Perfected Stability (which we currently have) and IIRC a ship designed for the search. If there's more I don't recall it.
Solar Elementals, whenever we have the free AP. I agree it's worthy of investigation but I don't know the priority there yet.
I favor the version of Cegorach's Cauldron that gives us an Extra Special Exotic Material, I kinda want to see what happens if we use those building Directional Titans.
Imagine the Clown's surprise at getting calls (solid prayers) from us. I'm not sure if he would be ecstatic, confused, or shocked. Imagine Isha's reaction when we start talking to her. Even more imagine their surprise that the restore point/rituals were found by someone other than the Eldar, and imagine the Eldar's reaction to learning that their gods can be resurrected.
The "wait, wut" levels are one of those things I'm looking forward to, yeah.
Vaul is either the easiest or more difficult of the pantheon for us to
revive; I won't say that it's easy peasy, but of his three steps "go get a mcguffin" is likely of moderate-to-reasonable difficulty (there's a low chance that one of the Craftworlds has something ready for us as-is, but I doubt they'd let us borrow it), we now have the facilities for the second step and Ulthwe has a Talisman that they
might let us borrow if we ask nicely. (If it's our first god to revive I think the answer is likely 'no' but if we have a proven track record the answer I expect to swing closer to 'yes')
Kurnous is probably our second bet, depending on how gnarly the intended prey turns out to be. I presume we'll build a Most Holy version so we'll have a little more wiggle room there (and IIRC Sam-Hann is near Ophelis so that'll be fun). Again, I don't want to say 'easy' but conceptually simple (except for the 'not reflexively praising the Sun' part).
My third go-to for god to revive is Hoec, as we already kinda want to send out exploratory expeditions and we're gearing up for long-range trips right now with the Joura road trip. The quest line even says that this option is 'easy peasy lemon squeezy'. Figure he's an easy second or third here, depending on Vaul and stuff.
Asuryan and Lileath both have a built-in timer to their quests, which could be good or bad, and Khaine we want to keep near the end of the queue because he's....a lot to take in all at once, and we want his peers to help keep him in check insomuch as they can. Morai-Heg...I want to get more built up than we currently are before tackling Crone World missions, but at the same time I'm all for tackling Crone World missions in principle.
Isha is...probably going to be the easiest to start and the most difficult to complete.
Also of note, I'd like to put forth the idea of spending a lot of AP a) doing a 125 year divination on the best time to complete the Lunar Incarna project (32 successes, DC 45) and b) putting the maximum amount of effort into obscuring both the divination and the ritual itself (with the Grand Orrery I'm looking at 3 AP + Beryl + Jadite, possibly including building up the Jupiter Manse's plotting room for another 3) so we can sneak an incarnation of Luna into consideration without anyone ostensibly being the wiser.
Right now I'm thinking of building Isha's temple manse first since it's a smaller project and opens up the project to summon her avatar but after that I want to build Cegorach's house of Honks and Glitter with all the expansions.
@StarJaunter how much general AP do we have this turn?
Great, now there's going to be glitter all
over that Maidenworld. Ugh. /joke
Would you like to do Isha's Garden (Most Holy I presume?) next turn? 18 AP + Divination to keep the AP down and we should be good to go there. I'm happy to drop some of the minor projects (the Worm Casting Plantation, perhaps?) to make the requisite AP for that sort of project.