Ok, I've decided my plan's changed enough that I should repost the new version, especially with the request that the Endeavor and Human handling be seperate.
EXP: 105
CUL: 64
FTH: 34
ACD: 76
NM: 3
BioData: 4
Art: 4
Warp: 1
Living Metal: 1
Network: 3
[] Plan: Let's Get Started
-[] Fleet Actions
--[] Liberate The Forbidden Archive
---[] TKK Valiant
---[] TKK Discovery
--[] Merchant Marine Exchange
---[] TKK Accomplishment for TKK Delivery
--[] Explore Galactic West
---[] TKK Delivery
Ok, we've been informed that we need to hurry up with the AutoVessels, so let's get started on that. The Valiant and another ship ought to be fine, so let's send in the Discovery since it's fresh. I have been informed that completing the Merchant marine Doctrine allows us to immediatly switch ships, so I am exchanging the Delivery for the Accomplishment, and tasking the Delivery with Exploring, since that's been screwing us over.
-[] EXP: 105
--[] Ship Power Core 11/15 --> 15/15, -3 NM
--[] Secure Holding 10/10, -1 Warp, -1 ART
--[] Ship Troop Transport Compartment 25/25
--[] Naklis Arms Factories 25/25
--[] Sandscorn Water Drop 20/20, +10 Khimer Respect
--[] Endeavor Reactor Printer 21/30
This section is meant to take care of what's needed, while getting ready for the fight. The Water Drop takes care of our biosphere aid action and gets the bonus respect, while Secure Holding ensures that we don't have to deal with demon summonings. The Power Core boosts all our ships, the Arms Factory gives us more and better weapons, the Troop Transport lets us carry more soldiers, and last but not least, the Reactor Printer lets us make Endeavors without spnding NM, which will always be useful.
-[] CUL 64/64
--[] The Assembler Academy of Actualized Acceptance 5/10 --> 10/10
--[] Fleet Super Battlebot League 25/25
---[] Valiant
--[] Merchant Marine Doctrine 25/25
--[] Ship Barracks 9/20
Ok, so this helps us out with our goals. The AAAA is necessary for deprogramming the Imperials, which i consider better than dispersing for a number of reasons. The Super Battlebot League goes on the Valiant so that it can fight better on the Archive, which will be helpful. The Merchant Marine Doctrine will be helpful for keeping our ships in one piece, and we can start using it immediately. Last but not least, the barracks help us by giving us more crew.
-[] FTH 34/34
--[] Mojo Shrooms 10/10
--[] Name of the Booug 8/10 --> 10/10
--[] WarpTek Altar 4/10 --> 10/10, +1 Warp
--[] //PATH TekTalismans 10/25 --> 25/25, -1 Warp, +EXP, CUL, FTH, ACD
--[] The Dagger 1/15
Ok, so we've seen that the Assembly can be helpful for bringing gods into existence, so I'd like to finish the rest of the basic set, but that afford to wait so long as we make a little progress. Name of the Booug is apparently something we want, so let's go ahead and try to get that done. WarpTek Altar is something we should probably try to just rip the bandaid off on that. TekTalismans are close to autocompleting, so let's go ahead and finish it. Last but not least, let's grab another path for the HobGrotz.
-[] ACD 76/76
--[] GrotTeknikal 25/25, +ACD
--[] Autonite Cloning Lab 25/25, +1 BioData
--[] Khimer MultiTutorial 15/15, -1 Network, +3 Respect
--[] HyperTek Forge 10/50 --> 21/50
Ok, so this gives the HobGrots what they want, better education opportunities, while making more progress on the Autonites. The Mineralophages take care of the biosphere project for a turn, while the Forge can wait for one turn.
-[] End Resources
--[] 0 NM
--[] 5 BioData
--[] 3 ART
--[] 1 Warp
--[] 1 Living Metal
--[] 3 Network
[] Museum
[] Deprogram