Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

[x] Plan: Looking Over our Shoulder
[X] Plan: Setting up for the auto completes.

[X] Dr. Mongus: Mongus, a Shrine-Keeper who specialized in advanced robotics and nuclear engineering, had a simple idea: using advanced power generation technology, a small building sized BlokBot could be designed to handle ground-based mega-engineering projects. Because of the space provided, said BlokBot could also host a shrine, small herd, and contingent of spirit-tenders in order to act as a sort of Blok-Bot shrine. Unlock Champion Class BlokBot and BlokBot Shrines for research next turn, spending Warp to apply Shrine upgrades to BlokBots.
 
Hallowed Shrine: Another proposal had been to spend resources to develop a more advanced, theologically oriented shrine and accompanying rites to fully dedicate the Shrines and their offerings to specific gods. While these shrines wouldn't benefit the machine spirits of an area, they would likely very much please whatever deities they were connected to. 0/20, Shrines upgraded to provide FTH.
Given how many different types of shrines we have @The Bird , how much faith would this generate?
VR Simulators: With access to Mind-Machine Interface technology, Virtual Reality technology had taken off for both entertainment and educational purposes. A number of Tekket wanted to go further and develop the first hyperrealistic VR Simulator, turning cyberspace from something that only existed on a screen to something that could be touched and interacted with. 0/10, grants ACD and unlocks SimTek
Secondly this is still in the list even though we've completed it.
 
@The Bird If we complete both Hypermodular Power Bay this turn and bring Endeavour into Drydock or repair on this turn, would Endeavour's refit include installing the Hypermodular Power Bay?

A Discerning Wisdom and Arbor Guardian are described as generating Warp, Ritual Livestock is described as granting Warp, and Warp-Tek Altars are described as increasing Warp by 1,. Which ones provide a one-off increase to Warp, and which ones provide an ongoing increase in Warp points every turn?
 
Baring complete disaster, the fleet will only grow as we expand our holdings and our weapons will only grow more capable. It's not worth throwing an ART at a one-off whose contribution to our total firepower will only get diluted as the game progresses.
It isn't a dilution, it also upgrades over time. So it remains our powerful tool.
 
A Discerning Wisdom and Arbor Guardian are described as generating Warp, Ritual Livestock is described as granting Warp, and Warp-Tek Altars are described as increasing Warp by 1,. Which ones provide a one-off increase to Warp, and which ones provide an ongoing increase in Warp points every turn?
there's no income type things that constantly give points, since that would break the game balance. So each one gives a one off permanent increase. And all negatives gives one off permanent decrease.

@chellewalker Is there a reason why your plan, looking over our shoulder goes for 5 points in the Engineering Improvization Doctrine. Instead of researching the orange grot. with those 5 points? E: was 7th's plan whops
 
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chellewalker Is there a reason why your plan, looking over our shoulder goes for 5 points in the Engineering Improvization Doctrine. Instead of researching the orange grot. with those 5 points?
LOoS is my plan, not hers, and it is pretty much just a blatant bribe to try to sway some of the voting block that has been arguing that we need to implement Toxel Doctrine for the past few updates.

I feel like the thread will be far less likely to ignore it like we have so far once we actually have a few points invested in it.
 
Well, these have been a fruitful handful of turns! All in all, the Tekket have discovered a hitherto unknown lifeform and the society that lives upon it, found out how to apply biomimicry to the arcane sciences, and somehow managed to tamper with the design of a bio-weapon created by one of the oldest civilizations of the Milky Way.
Quite fine, I think.

The only little hurdle is that finding a way of communicating with the Booug didn't yield any insights on how to deal with them permanently, though considering the Tekket are still mystic novices, perhaps that was to be expected.

[X] Plan: Building a Defense and Biodata

[X] Plan EcoTEK

I think building protections against the dangers both material and mystical that may assault the Tekket in the near future should be the priority right now, as well as constructing the industrial base required to support these defenses.

Also, we should start searching for ways to understand and coexist with the Quartzbugs either this turn or the next, not just because the nature of their presence near derelict ruins on an airless satellite remains a mystery, but because they are an obstacle to further fortifying the Moon against attack and even though the frequency of their assaults has decreased, the creatures themselves are evolving and becoming more dangerous.
 
@chellewalker Is there a reason why your plan, looking over our shoulder goes for 5 points in the Engineering Improvization Doctrine. Instead of researching the orange grot. with those 5 points? E: was 7th's plan whops
Like you said that's 7th's plan; my plan (Sudden Defense Investments) gets all 20 points for the Engineering Improvization Doctrine and puts the last 5 into Red Sun Expanded Monitoring (because I think we really need more ACD points for the future).
 
Now I'm looking forward to see how our Orange Grot does. If they could reproduce a lesser Ork System that doesn't produce full on Ork Boyz, a full conventional Ork fungi system and Grots that lack the violent impulses of normal green Grots then seems like it would be interesting.
 
I have to push back against the idea of just dumping 8 points into each of the FTH actions and then leaving them to tick upwards in their own for however long it takes to complete. It just feels like a really inefficient use of our points.

That would be an entire 16 points we've spent just sitting there getting us nothing in return for however long it takes them to tick up. Maybe if the return was just the resources it might be more worth it, but it isn't. Both of those actions also give us more points in other sections, which then let us complete more actions which give us more techs, points and resources to feed into the cycle again.

If we're going to dump a significant amount of points into these, we really should just go all the way and work to complete them so our points start generating returns sooner and we can feed the completion rewards into completing more actions and get a head start compared to if we just let over half a turn's worth of FTH points sit around doing nothing for a while.
 
I have to push back against the idea of just dumping 8 points into each of the FTH actions and then leaving them to tick upwards in their own for however long it takes to complete. It just feels like a really inefficient use of our points.
last turn, it ticked up by 1 and 2 respectively. and the previous turns they both went up by 2. So I'm pretty confident that the heart will finish this turn, and almost positive it will the following (since It goes to 13 with our progress, and it just needs the same autoprogress it got last turn) and Godtek emulator should finish itself the turn after next(if it stays at 1 autoprogress, which it has been at for the past 4 turns).

My plan does assume that autoprogress will stay the same as its been, and that it will gain autoprogress even if we put manual progress. which would autofinish the heart, and leave the emulator at 13/15(which would autofinish in he following turn or the one after). Or they rotate which gets two progress. In which case they would both auto finish the following turn. Either way since we put the majority of progress(8 out of 15), and specified that we are paying the resource cost, we get the main reward.
 
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last turn, it ticked up by 1 and 2 respectively. and the previous turns they both went up by 2. So I'm pretty confident that the heart will finish this turn, and almost positive it will the following (since It goes to 13 with our progress, and it just needs the same autoprogress it got last turn) and Godtek emulator should finish itself the turn after next(if it stays at 1 autoprogress, which it has been at for the past 4 turns).

My plan does assume that autoprogress will stay the same as its been, and that it will gain autoprogress even if we put manual progress. which would autofinish the heart, and leave the emulator at 13/15. Or they rotate which gets two progress. In which case they would both auto finish the following turn.
Nah, they haven't both gone up by two. They went both went up by one over three turns, then Emulator went up by one to four, and Heart is the only one to go up by two to five. The vast majority of the autoprogress we've seen done on them has just been increments of one. So even if we take your assumption that autoprogress will continue at the same rate as it has so far as we put points into it, it will still take two turns after this to complete the Emulator.

And then there's the assumption that the autoprogress will keep ticking when we put points into it, I can't recall anything off the top of my head that implies that will happen. I do recall a point against that happening though: when we started getting autoprogress on the God-Machine Cults and panicked to bring both them and Folk Religion Revival up to the same level, we did not get any more progress than the points we spent on it that turn. If we apply that to the progress here continuing at the same rate, it will take 3 turns after this one for the Emulator to finish by itself and one turn for the Heart, two if the Heart falls back down to +1 like the other autoprogress we've seen.

If autoprogress can in fact continue when we put points into something, that would be something I would very much like to know so I can update my plan, since I made it based on what I've seen showing that it wont.
 
Nah, they haven't both gone up by two. They went both went up by one over three turns, then Emulator went up by one to four, and Heart is the only one to go up by two to five. The vast majority of the autoprogress we've seen done on them has just been increments of one. So even if we take your assumption that autoprogress will continue at the same rate as it has so far as we put points into it, it will still take two turns after this to complete the Emulator.
yeah, Thats what I said. For 3 turns, they both went up by 1 a turn. last turn, emulator went up by 1, and heart went up by 2. Assuming that the extra gained was a fluke and not the new normal, then next turn it will auto complete if we manually go to 13. Since It will get bumped to 14 (from manually going to 13), then the next turn it will finish.
The Heart, and emulator started getting auto progress from the us colonizing the one planet that introduced a bunch of formerly rare materials that are good for high end tech. So I dont see any reason why the progress should suddenly stop because they got some manual progress. (and the action itself states it can autocomplete, The reward gets leesend though, if we didn't do any investments)
 
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So I dont see any reason why the progress should suddenly stop because they got some manual progress. (and the action itself states it can autocomplete, The reward gets leesend though, if we didn't do any investments)
I suppose that's just where the difference in our planning logic is then, since I haven't seen anything that says free progress will continue with our investments, and one example where it didn't.

If @The Bird would be willing to give a QM ruling on how the auto progress mechanics works, I would very much appreciate it as I would absolutely down to shift some of the points around in my plan to account for the free progress if it works like you say it does.
 
Adhoc vote count started by The Bird on Apr 23, 2023 at 6:30 PM, finished with 125 posts and 36 votes.

  • [X] Plan: Setting up for the auto completes.
    -[X] Drydock
    --[X]TKK Endeavor
    -[X] TKK Accomplishment
    --[X] Spraa'ng
    -[X]Construct Valiant Class Ship
    --[X] 0/40 --> 22/40
    -[X] Orbital Defense Arrays
    --[X] 8/10 -->10/10
    -[X] Perpetunite Production Facility
    --[X] 7/20 --> 20/20
    -[X] Deep Space Monitors
    --[X] 0/2 --> 2/2
    -[X]Compulsory Secondary
    --[X] 5/10 --> 10/10
    -[X]Arbor Guardian
    --[X] 0/15 --> 15/15
    -[X]Zoological Educational Facilities
    --[X] 0/10 --> 2/10
    -[X] An Unending Appetite
    --[X] 1/10 --> 10/10
    -[X] GodTek Emulator
    --[X] 4/15 --> 12/15 (8 progress, + the ART cost)
    -[X] The Heart of The Assembly
    --[X] 5/15 --> 13/15 (8 progress, + the WARP cost)
    -[X] Mystek Protective Wards
    --[X] 20/40 --> 21/40
    -[X] Commander Class Machina Platform
    --[X] 0/10 --> 10/10
    -[X]DestroyerKin Physiology
    -[X] You're Orange Now
    --[X] 0/5--> 5/5
    -[X] Prof. Gebb
    [X] Plan: Looking Over our Shoulder
    -[X] Drydock
    --[X]TKK Endeavor
    -[X] Explore Galactic East
    --[X]TKK Accomplishment
    -[X] EXP (39)
    --[X] Construct Valiant Class Ship +25 (25/40)
    --[X] Orbital Defense Arrays +2 (10/10) -1 Nuclear
    --[X] Deep Space Monitors +2 (2/2) -1 Network
    --[X] Naklis Mega-Harvester +10 (10/10) +2 Living Metal
    -[X] CUL (22)
    --[X] Compulsory Secondary Education +5 (10/10) -1 Network
    --[X] Secondary ShipShrines +15 (15/15)
    --[X] Frontier Hospital +2 (2/20)
    -[X] FTH (26)
    --[X] The Heart of The Assembly +10 (15/15) +5 Nuclear, -1 Warp
    --[X] Lifeforce Batteries +9 (10/10) +1 Warp
    --[X] Mystek Protective Wards +7 (27/40)
    -[X] BOR-1292
    -[X] ACD (25)
    --[X] Engineering Improvization Doctrine +5 (5/20)
    --[X] Revelation Class Scanner +20 (20/20) -1 Artefact
    [X] Plan: Building a Defense and Biodata
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Spraa'ng
    ---[X] TKK Accomplishment
    -[X] Expansion Projects (39)
    --[X] Construct Valiant Class Ship (0/40 --> 14/40)
    --[X] Orbital Defense Arrays (8/10 --> 10/10) -1 NM
    --[X] Perpetunite Production Facility (7/20 --> (20/20) +5 NM
    --[X] Geode Canyon Extraction Operation (0/10 --> 10/10) +EXP + NM
    -[X] Culture Projects (22)
    --[X] Compulsory Secondary Education (5/10 --> 10/10) -1 Network +ACD
    --[X] Frontier Hospital (0/20 --> 2/20)
    --[X] Secondary ShipShrines (0/15 --> 15/15)
    -[X] Faith Projects (26)
    --[X] Lifeforce Batteries (1/10 --> 10/10) + Warp +EXP
    --[X] Mystek Protective Wards (20/40 --> 27/40)
    --[X] Temple of the Roadguide (0/10 --> 10/10)
    -[X] BOR-1292: Unlock Beholder Class BlokBot and BlokNet for research next turn, increasing BlokBot intelligence.
    -[X] Academy Actions (25)
    --[X] Quartzbug Anatomy (0/20 --> 20/20) +BD
    --[X] You're Orange Now (0/5 --> (5/5) +BD
    [X] Plan: Sudden Defense Investments
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    --[X] Red Sun Expanded Monitoring
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[X] Construct Valiant Class Ship (0/40 --> 22/40)
    --[X] Orbital Defense Arrays (8/10 --> 10/10) -1 Nuclear
    --[X] Herdtemples (0/15 --> 15/15) +1 Warp
    -[X] Culture Projects
    --[X] Compulsory Secondary Education (5/10 --> 10/10) -1 Network
    --[X] Frontier Hospital (0/20 --> 2/20)
    --[X] Secondary ShipShrines (0/15 --> 15/15)
    -[X] Faith Projects
    --[X] Lifeforce Batteries (1/10 --> 7/10)
    --[X] Mystek Protective Wards (20/40 --> 40/40) -1 Warp
    -[X] Prof. Gebb
    -[X] Academy Actions
    --[X] Red Sun Expanded Monitoring (0/5 --> 5/5)
    --[X] Engineering Improvization Doctrine (0/20 --> 20/20)
    [X] Plan EcoTEK
    -[X] Spraa'ng: The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.
    --[X]TKK Accomplishment
    -[X] Drydock: With the construction of the Shipyard, the Endeavor could finally come in for repairs, maintenance, and upgrades. Upgrades ships with all existing Compartments and Components. Repairs most damage.
    --[X]TKK Endeavor
    -[X] Expansion Projects (39)
    --[X] Orbital Defense Arrays: 8/10 ->10/10 - 1 Nuclear Material,
    --[X] Lunar Monasteries:. 0/10 ->10/10, Construct Lunar Monasteries, generating FTH.
    --[X] Naklis Solar Satellites: 0/15 -> 15/15, generates EXP, unlocks additional SolarTek.
    --[X] Naklis Mega-Harvester: 0/10 ->10/10, generates 2 Living Metal.
    --[X] Deep Space Monitors: 2/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.
    -[X] Culture Projects (22)
    --[X] Compulsory Secondary Education: 5/10 ->10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.
    --[X] Arbor Guardian: 0/15 ->15/15, Shrines upgraded with Arbor Guardian, increasing EXP and Shrine Effects substantially. Generates 1 Warp.
    --[X] Zoological Educational Facilities: 0/10 -> 2/10, grants Open Air Zoos tradition
    -[X] Faith Projects (26)
    --[X] Occult-Talismans: 0/10 ->10/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.
    --[X] GodTek Emulator: 4/15 ->15/15, establishes GodTek Emulator 0 - The Path, generating CUL, 5 Network and accelerating Calculator Research. Cost 1 Artefact. If completed automatically, only gain 1 Network. If majority autocompleted, only gain 3 Network.
    --[X] Holy-Talismen: 0/10 -> 5/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.
    -[X] BOR-1292: Unlock Beholder Class BlokBot and BlokNet for research next turn, increasing BlokBot intelligence.
    -[X] Academy Actions (25)
    --[X] Quartzbug Anatomy: 0/20 ->10/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
    --[X] DestroyerKin Physiology: 0/10 ->10/10, unlocks DestroyerKin Physiology, providing you insight into their biological makeup.
    --[X] You're Orange Now: 0/5 -> 5/5, information, grants 1 BioData.
    [X] Plan Stepping Stone Rush
    -[X] Spraa'ng
    --[X]TKK Accomplishment
    -[X] Drydock
    --[X]TKK Endeavor
    -[X]Lunar Monasteries: 0/10 ->10/10, Construct Lunar Monasteries, generating FTH.
    -[X]Comm-Net: 0/10 -> 10/10, generates 1 Network.
    -[X]MegaArt Galleries: 0/10 ->10/10, Orbital City One gains MegaArt Galleries, increasing CUL.
    -[X]ShrineCity: 0/20 -> 9/20, establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
    -[X]Compulsory Secondary Education: 5/10 ->10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.
    -[X]Arbor Guardian: 0/15 -> 15/15, Shrines upgraded with Arbor Guardian, increasing EXP and Shrine Effects substantially. Generates 1 Warp.
    -[X]VR Simulators: 0/10 -> 2/10, grants ACD and unlocks SimTek.
    -[X]Occult-Talismans: 0/10 ->10/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.
    -[X]Holy-Talismen: 0/10 ->10/10, provides FTH and slight protection against malign influences. Strengthens most religious orders.
    -[X]GodTek Emulator: 4/15 ->10/15, establishes GodTek Emulator 0 - The Path, generating CUL, 5 Network and accelerating Calculator Research. Cost 1 Artefact. If completed automatically, only gain 1 Network. If majority autocompleted, only gain 3 Network.
    -[X] BOR-1292: Unlock Beholder Class BlokBot and BlokNet for research next turn, increasing BlokBot intelligence.
    -[X]DestroyerKin Physiology: 0/10 ->10/10, unlocks DestroyerKin Physiology, providing you insight into their biological makeup.
    -[X]You're Orange Now: 0/5 ->5/5, information, grants 1 BioData.
    -[X]Gestalt Protocol: 0/15 ->10/15, develop Gestalt-Drones, advanced automata created from a multitude of fused together synthetic souls instead of singular awoken machine spirits.
    [X] Plan: Things Are Afoot
    -[X] A Exploring the Expanse:
    --[X] Accomplishment
    -[X] Drydock
    --[X] Endeavor
    -[X] Oracle Stone Chambers: 15/15, increasing CUL. Cost 2 Network.
    -[X] Lumium Shrine: 15/15, increasing ACD. Cost 1 Nuclear Material.
    -[X] Orbital Defense Arrays: (10/10), costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.
    -[X] Lunar Monasteries: 7/10, Construct Lunar Monasteries, generating FTH.
    -[X] Compulsory Secondary Education: 10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.
    -[X] Sleepwalk Brew: 7/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
    -[X] Zoological Educational Facilities: 10/10, grants Open Air Zoos tradition.
    -[X] GodTek Emulator: 12/15, establishes GodTek Emulator 0 - The Path, generating CUL, 5 Network and accelerating Calculator Research. Cost 1 Artefact. If completed automatically, only gain 1 Network. If majority autocompleted, only gain 3 Network.
    -[X] The Heart of The Assembly: 13/15, establishes the Heart of the Assembly, generating EXP, 5 Nuclear Material and accelerating Assembly Research. Cost 1 Warp. If completed automatically, only gain 1 Nuclear Material. If majority autocompleted, only gain 3 nuclear material.
    -[X] Lifeforce Batteries: 10/10, develop Lifeforce Batteries Artefact, generating 1 Warp and EXP.
    -[X] Delve into the Tomb: 1/10, Establish Tombdelver Order, a Society which generates Artifacts (ART).
    -[X] BOR-1292: Unlock Beholder Class BlokBot and BlokNet for research next turn, increasing BlokBot intelligence.
    -[X] You're Orange Now: 5/5, information, grants 1 BioData.
    -[X] Quartzbug Anatomy: 20/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
    [X] Dr. Mongus: Mongus, a Shrine-Keeper who specialized in advanced robotics and nuclear engineering, had a simple idea: using advanced power generation technology, a small building sized BlokBot could be designed to handle ground-based mega-engineering projects. Because of the space provided, said BlokBot could also host a shrine, small herd, and contingent of spirit-tenders in order to act as a sort of Blok-Bot shrine. Unlock Champion Class BlokBot and BlokBot Shrines for research next turn, spending Warp to apply Shrine upgrades to BlokBots.
    [X] BOR-1292


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