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

It still costs 15 points more, and I'm not reallocating them from something else. As said by the GM, HazardTek rolls are worth it.
Yeah when they don't blow up in our faces. We almost failed one and that made Mt. Wonder and nearly killed us. I am not looking forward to what would happen if we fail such a roll involving scrap code. Best case if we fail we lose most (if not all) of our bond-automata. I doubt that risk is worth 15 points. It is why I want to get Questbro before we do any hazardtek rolls.
 
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Yeah when they don't blow up in our faces. We almost failed one and that made Mt. Wonder and nearly killed us. I am not looking forward to what would happen if we fail such a roll involving scrap code. Best case if we fail we lose most (if not all) of our bond-automata. I doubt that risk is worth 15 points. It is why I want to get Questbro before we do any hazardtek rolls.
Stop catstrophizing. Mt. Wander is a long term benefit and never posed a serious threat to the Directorate as a whole.
 
Hmm, I do, however, think there is a good reason to make a pure hacking plan. Maybe I am gonna make it later.
 
Plan: Assistance to Khimer and Autonites

I wonder if the Autovessels will be more or less pissed when they find out we were prioritizing the Khimer and their World over them? On the one hand, it was partially our own fault and their planet was actively degrading, on the other hand...
 
If the current leading plan wins, what do people think about this for next turn?

[] Plan: Assault on the CPU Moon
- [] Liberate CPUMoon
-- [] TKK Valiant
-- [] TKK Delivery (swap out with Accomplishment)
-- [] TKK Emissary (swap out with Discovery)
- [] EXP 105/105
-- [] Endeavor Reactor Printer 0/30 --> 30/30 -- -3 Nuclear Material, reduces Nuclear Material cost of Endeavor-class by 1
-- [] Ship Power Core 11/15 --> 15/15 -- -3 Nuclear Material, +ship power
-- [] Megahaulers 0/25 --> 25/25 -- +EXP
-- [] Operations Division 0/25 --> 25/25
--- [] TKK Valiant
-- [] Sandscorn Water Drop 5/20 -> 20/20 -- +5 Khimer Reputation
-- [] Secure Holding 0/10 --> 6/10 -- -1 Artifact, -1 Warp
- [] CUL 89/89
-- [] Grav-Tethers 4/15 --> 15/15 -- +EXP
-- [] Orbital Pioneer Factory Ships 0/25 --> 25/25 -- +EXP
-- [] Merchant Marine Doctrine 0/25 --> 25/25
-- [] Grott Graffiti Cannons 0/25 --> 25/25 -- +CUL, unlocks Path of Urban Artist
-- [] Frontier Academy Compartment 9/25 --> 23/25
- [] FTH 84/84
-- [] What the Zog? 0/15 --> 15/15 -- +Rite of Pacification
-- [] Mojo Shrooms 0/10 --> 10/10 -- unlocks Path of the Mystic
-- [] Curse of Darktide 8/25 --> 24/25
-- [] Logic-Cage 0/25 --> 25/25
-- [] //PATH TekTalismans 23/25 --> 25/25 -- -1 Warp, +EXP, +CUL, +FTH, +ACD
-- [] A Nuclear Feast 1/10 --> 10/10 -- -5 Nuclear Materials, fusion weapons become homing
-- [] Rites of the Huntmaster 0/10 --> 7/10
- [] ACD 77/77
-- [] HyperTek Forge 15/50 --> 50/50 -- -3 Artifacts, -1 Network, +10 Nuclear Materials, ++EXP
-- [] Khimer Multitutorials 0/15 --> 15/15 -- -1 Network, +3 Khimer Reputation
-- [] Warp Drive Refinement 0/20 --> 20/20 -- +warp drive
-- [] Reactive Code 0/10 --> 7/10 -- +ACD, +synthetic intelligences
- [] Resource Management
-- [] Artifacts: 5 --> 0
-- [] Biodata: 7 --> 6
-- [] Living Metal: 1
-- [] Network: 3 --> 1
-- [] Nuclear Material: 3 --> 2
-- [] Warp: 2 --> 0
- [] Reputation
-- [] Khimer: 89 --> 99
-- [] Winterspite: 15
-- [] Yr Albain: 40

It would ease future ship building, finishes off a lot of upgrades that would allow liberating the CPU Moon, and helps fortify Directorate territory while improving logistics. Also unlocks a couple new paths for hobbgrotts.
Where are you spending the extra 2 artifacts? Your plan only spends 3 out of 5. I'd rather complete the secure holding rather than the power core which we won't be able to install in the first place without drydock.

Also. Why does your resource tracker say 0 Warp when the only project that completes which costs Warp according to what you wrote is the TekTalisman?

Projects don't eat the special resources until we actually complete them.
 
Where are you spending the extra 2 artifacts? Your plan only spends 3 out of 5. I'd rather complete the secure holding rather than the power core which we won't be able to install in the first place without drydock.
The power core is installed on the trade route ships before they are swapped out. This means the Endeavor-classes go to the CPU Moon with full power to shields, communications, and electronic warfare systems.
Mt. Wander it self no it did not pose a serious threat, the accident that made Mt. Wander however was very much a serious threat.
It really wasn't--it was resolved automatically without rolls by the God-Machines. And frankly, I'm sick and tired of people forcing the Directorate further into a death spiral because of something that happened 14 turns ago. With your attitude we wouldn't have done the last two HazardTeks, and we'd be down ten points in all categories, three warp, a galactic Exodite god, and not have widespread rites or the crescendo technology.
 
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Adhoc vote count started by The Bird on Aug 11, 2023 at 12:17 PM, finished with 270 posts and 44 votes.

  • [X] Plan: Assistance to Khimer and Autonites
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Explore Galactic West
    ---[X] TKK Accomplishment
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Water Drop (0/20 --> 105/20) +60 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League (0/25 --> 25/25)
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    --[X] Khimer Rep: 24 --> 89
    [X] Deprogram
    [X] Museum
    [X] Plan: Let's Get Started
    -[X] Fleet Actions
    --[X] Liberate The Forbidden Archive
    ---[X] TKK Emissary
    --[X] Assisting the AutoVessels
    ---[X] TKK Discovery
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Delivery
    ---[X] TKK Valiant for TKK Emissary
    --[X] Explore Galactic West
    ---[X] TKK Delivery
    -[X] EXP: 105
    --[X] Ship Power Core 11/15 --> 15/15, -3 NM
    --[X] Secure Holding 10/10, -1 Warp, -1 ART
    --[X] Ship Troop Transport Compartment 25/25
    --[X] Naklis Arms Factories 25/25
    --[X] Sandscorn Water Drop 20/20, +10 Khimer Respect
    --[X] Endeavor Reactor Printer 21/30
    -[X] CUL 64/64
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League 25/25
    ---[X] Discovery
    --[X] Merchant Marine Doctrine 25/25
    --[X] Ship Barracks 9/20
    -[X] FTH 34/34
    --[X] Mojo Shrooms 10/10
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] //PATH TekTalismans 10/25 --> 25/25, -1 Warp, +EXP, CUL, FTH, ACD
    --[X] The Dagger 1/15
    -[X] ACD 76/76
    --[X] GrotTeknikal 25/25, +ACD
    --[X] Autonite Cloning Lab 25/25, +1 BioData
    --[X] Khimer MultiTutorial 15/15, -1 Network, +3 Respect
    --[X] HyperTek Forge 10/50 --> 21/50
    -[X] End Resources
    --[X] 0 NM
    --[X] 5 BioData
    --[X] 3 ART
    --[X] 0 Warp
    --[X] 1 Living Metal
    --[X] 3 Network
    [X] Recycle
    [X] Plan: Resistance for AutoVessels v2
    -[X] Fleet Actions
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    ---[X] TKK Valiant
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] Expansion Projects 105/105
    --[X] Water Drop (0/20 --> 20/20) +10 Khimer Rep
    --[X] Resistance Class Ship (0/60 --> 60/60) cost 3 NK, 2 Network.
    --[X] BlokBot Armies (0/15 --> 15/15)
    ---[X] assign them to the Resistance
    --[X] Secure Holding: 0/10 --> 10/10), cost 1 Warp, 1 ART.
    --[X] Perpetunite Recyclers (Auction) +1 NM
    -[X] Culture Projects 64/64 (89-25)
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Wonderpark Space Docks: (6/15 --> 15/15), Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    --[X] Orbital Pioneer Agri-Ships: (0/15 --> 15/15) increasing EXP and Warp.
    --[X] Fleet Super Battlebot League (0/25 --> 8/25)
    -[X] Faith Projects 34/34
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] //PATH TekTalismans (10/25 --> 25/25), increasing all categories. Cost 1 Warp.
    --[X] .ARCHON (Craft) (4/15 --> 15/15) +1 EXP
    --[X] Psi-Ritual (0/25 --> 6/25)
    -[X] Academy Projects 76/76
    --[X] Academy Fleet Network Lab (0/20 --> 20/20)
    --[X] GrotTeknikal (0/25 --> 25/25) +1 ACD
    --[X] Q-Bit Particles: (6/25 --> 25/25), unlocks Q-Bit Comms, increasing ACD and CUL. +1 Network.
    --[X] HyperTek Forge (5/50 -->17/50)
    -[X] Resource Management
    --[X] Artifacts: 5 --> 4
    --[X] Biodata: 4
    --[X] Living Metal: 1
    --[X] Network: 3 --> 2
    --[X] Nuclear Material: 3 --> 1
    --[X] Warp: 1 --> 1
    --[X] EXP: 105 --> 110
    --[X] ACD: 76 --> 79
    --[X] CUL: 89 --> 91
    --[X] FTH 84 --> 85
    --[X] Khimer 24 --> 39
    [X] Memorial
    [X] Plan: CPUmoon Battle Prep
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Emissary
    --[X] Support Autovessels
    ---[X] TKK Emissary
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] EXP 105/105
    --[X] Hypermodular Power Bay 0/15 --> 15/15 -- -1 NM, unlocks Hypermodular Power Bay upgrade for ships, +performance and adaptability
    --[X] Sandscorn Water Drop 0/20 --> 20/20 -- +10 Rep with Khimer
    --[X] BlokBot Armies 0/15 --> 15/15 -- create 1 BlokBot Army that can be stationed on one colonized planet. Repeatable
    ---[X] Teklia
    --[X] Ship Troop Transport Compartment 0/25 --> 25/25 -- upgrades Valiants with Troop Transport compartment, allowing them to carry one army group
    --[X] Secure Holding 0/10 --> 10/10 -- -1 Warp, -1 Art
    --[X] Endeavor Reactor Printer 0/30 --> 20/30 -- -3 NM, Endeavors get their NM cost reduced by 1
    -[X] CUL 64/89 - 25
    --[X] Merchant Marine Doctrine 0/25 --> 18/25 -- Drydock removed: ships can be assigned to trade routes to repair themselves instead
    --[X] Ritual Livestock 0/15 --> 15/15 -- +FTH, +1 Warp, grants Ritual Livestock tradition
    --[X] Grav-Tethers 4/15 --> 15/15 -- +EXP, grants Grav-Tether technology
    --[X] Spire Orchestrion 0/15 --> 15/15 -- +CUL, +Warp, upgrade Elemental Spire with Awakening Orchestrion
    --[X] The Assembler Academy of Actualized Acceptance 5/10 --> 10/10 -- +CUL
    -[X] FTH 84/84
    --[X] AntiChaos Warding 0/50 --> 17/50 -- -1 Art, Ward effectiveness Vs Chaos improved
    --[X] Shrine-Libraries 0/10 --> 10/10 -- +ACD, develop Shrine Libraries
    --[X] Hallowed Shrine 0/20 --> 20/20 -- Shrines upgraded to provide FTH
    --[X] Logic-Cage 0/25 --> 25/25 -- Occulteks develop Logic-Cage Antiviral Program, allowing them to inhibit and manipulate via sorcery malware
    --[X] .ARCHON (Craft) 4/15 --> 15/15 -- +EXP and improving the quality of all relics, artifacts, and occult implements, develop .ARCHON (Craft)
    --[X] The Book 0/15 --> 15/15 -- +ACD, craft the Book, Avatar of Memory, allowing for the storage of memories and experiences
    -[X] ACD 76/76
    --[X] ZwergBot Disassembly Protocol 0/15 --> 11/15 -- Security Bots will automatically when dismantled reform into smaller classes of BlokBot
    --[X] GrotTeknikal 0/25 --> 25/25 -- +ACD and encouraging some Hobbgrots to walk the Path of the Teknik, establishes GrotTeknikal University Academy Upgrade
    --[X] HyperTek Forge 10/50 --> 50/50 -- +10 NM, +10 EXP, -3 ART, -1 NET, creates HyperTek Forge
    -[X] Resource Management
    --[X] Art: 4 --> 1
    --[X] Biodata: 4
    --[X] Living Metal: 1
    --[X] Network: 3 --> 2
    --[X] NM: 3 --> 12
    --[X] Warp: 1 --> 2
    [X] Plan: Integration and AutoVessels
    [X] Disperal
    [X] Plan: No More Excuses Against Ships
    -[X] Fleet Actions
    --[X] Merchant Marine Exchange
    ---[X] TKK Accomplishment for TKK Emissary
    ---[X] TKK Valiant for TKK Delivery
    --[X] Support Autovessels
    ---[X] TKK Emissary
    --[X] Explore Galactic West
    ---[X] TKK Delivery
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Ship Power Core 11/15 --> 15/15, -3 NM
    --[X] Secure Holding 10/10, -1 Warp, -1 ART
    --[X] Endeavor Reactor Printer (30/30) -3 NM
    --[X] MegaHaulers (16/25)
    --[X] Ship Troop Transport Compartment 25/25
    --[X] Sandscorn Water Drop (20/20) +10 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Merchant Marine Doctrine 25/25
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    -[X] Faith Projects
    --[X] Name of the Booug (8/10 --> 10/10)
    --[X] //PATH TekTalismans (10/25 --> 23/25)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] Polar Tower of the Hermit (0/50 --> 13/50)
    -[X] Academy Projects
    --[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
    --[X] HyperTek Forge (10/50-->50/50) +10 NM, -3 Art, -1 Network
    --[X] GrotTeknikal (11/25)
    -[X] Resource Management
    --[X] Artifacts: 4 --> 1
    --[X] Biodata: 6 --> 7
    --[X] Living Metal: 1
    --[X] Network: 3 --> 2
    --[X] Nuclear Material: 3 --> 7
    --[X] Warp: 1 --> 1
    --[X] Khimer Rep: 24 --> 39
    [X] Plan: Resistance for AutoVessels
    -[X] Fleet Actions
    --[X] Liberate The Forbidden Archive
    ---[X] TKK Valiant
    ---[X] TKK Discovery
    --[X] Drydock
    ---[X] TKK Accomplishment
    -[X] Expansion Projects 105/105
    --[X] Water Drop (0/20 --> 20/20) + Khimer Rep
    --[X] Resistance Class Ship (0/60 --> 60/60) cost 3 NK, 2 Network.
    --[X] BlokBot Armies (0/15 --> 15/15)
    --[X] Secure Holding: 0/10 --> 10/10), cost 1 Warp, 1 ART.
    -[X] Culture Projects 24/64 (89-25)
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Wonderpark Space Docks: (6/15 --> 10/15), Wonderpark gains Docking District, increasing EXP. Allows for construction of CUL Ships.
    --[X] Orbital Pioneer Agri-Ships: (0/15 --> 15/15) increasing EXP and Warp.
    --[X] Ritual Livestock: (0/15 --> 15/15), grants Ritual Livestock tradition, increasing FTH and granting 1 Warp.
    --[X] GeoTotems (0/25 --> 25/25) increasing EXP and FTH, increases NK, cost 1 Warp.
    -[X] Faith Projects 34/34
    --[X] //PATH TekTalismans (10/25 --> 23/25)
    --[X] .ARCHON (Craft) (4/15 --> 15/15) +1 EXP
    --[X] Psi-Ritual (0/25 --> 8/25)
    --[X] Name of the Booug: (8/10 --> 10/10), TekGrimoires upgraded with First Name of Influence of the Booug
    -[X] Academy Projects 76/76
    --[X] Academy Fleet Network Lab (0/20 --> 20/20)
    --[X] GrotTeknikal (0/25 --> 25/25) +1 ACD
    --[X] Q-Bit Particles: (6/25 --> 25/25), unlocks Q-Bit Comms, increasing ACD and CUL. +1 Network.
    --[X] HyperTek Forge (5/50 -->17/50)
    -[X] Resource Management
    --[X] Artifacts: 5 --> 4
    --[X] Biodata: 4
    --[X] Living Metal: 1
    --[X] Network: 3 --> 1
    --[X] Nuclear Material: 3 --> 1
    --[X] Warp: 1 --> 1
    [X] Plan: Assistance to Khimer and Autonites plus Ritual
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Valiant
    --[X] Explore Galactic West
    ---[X] TKK Accomplishment
    --[X] Liberate Forbidden Archive +1 Art
    ---[X] TKK Discovery
    -[X] Expansion Projects
    --[X] Water Drop (0/20 --> 105/20) +60 Khimer Rep
    -[X] Culture Projects
    --[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
    --[X] Fleet Super Battlebot League (0/25 --> 25/25)
    --[X] Frontier Academy Compartment (0/25 --> 9/25)
    --[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
    -[X] Faith Projects
    --[X] Name of the Booug (8/10 --> 9/10)
    --[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
    --[X] Psi-Rituals (0/25 --> 25/25) -1 Warp
    -[X] Academy Projects
    --[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
    --[X] GrotTeknikal (0/25 --> 25/25)
    --[X] WardTerminal Control Nexus (0/25 --> 25/25)
    --[X] HoloTek (0/25 --> 1/25)
    -[X] Resource Management
    --[X] Artifacts: 4 --> 5
    --[X] Biodata: 6 --> 7
    --[X] Living Metal: 1
    --[X] Network: 3
    --[X] Nuclear Material: 3
    --[X] Warp: 1 --> 1
    --[X] Khimer Rep: 24 --> 89
    [X] Deprogramming
    [X] Disperse


Vote locked, gonna start writing. Haven't actually looked at the winning plan btw: went on a run this morning so I'm a bit spent lol.
 
@w34v3r right so just to check, finishing off TekTalismans? You should have some spare points after that as well I believe.
 
Heck no, I have been very upfront about how this is an attempt to leverage them into unjamming the .arcs.

Put five points in hypercomm forums.
 
Two things:

1. Where's the other half of the winning plan?

2. Given that the current winning plan doesn't involve secure holding or certain other issues, any of the plans for next turn that don't involve secure holding, anti-chaos wards, and finishing the psi-rituals for the exodites seem like bad ideas, those are sort of critical.
 
Ok, what the hell is up with the vote tally? It's missing part of the vote again. Why does this keep happening?

EDIT: Anyway, here's the winning plan in full.

[X] Plan: Assistance to Khimer and Autonites
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Valiant
--[X] Explore Galactic West
---[X] TKK Accomplishment
--[X] Liberate Forbidden Archive +1 Art
---[X] TKK Discovery
-[X] Expansion Projects
--[X] Water Drop (0/20 --> 105/20) +60 Khimer Rep
-[X] Culture Projects
--[X] The Assembler Academy of Actualized Acceptance (5/10 --> 10/10)
--[X] Fleet Super Battlebot League (0/25 --> 25/25)
---[X] TKK Valiant
--[X] Frontier Academy Compartment (0/25 --> 9/25)
--[X] Kelp4Metal (0/25 --> 25/25) +5 Khimer Rep
-[X] Faith Projects
--[X] Name of the Booug (8/10 --> 10/10)
--[X] //PATH TekTalismans (10/25 --> 23/25)
--[X] WarpTek Altar (4/10 --> 10/10) +1 Warp
--[X] Polar Tower of the Hermit (0/50 --> 13/50)
-[X] Academy Projects
--[X] Autonite Cloning Lab (0/25 --> 25/25) +1 Biodata
--[X] GrotTeknikal (0/25 --> 25/25)
--[X] WardTerminal Control Nexus (0/25 --> 25/25)
--[X] HoloTek (0/25 --> 1/25)
-[X] Resource Management
--[X] Artifacts: 4 --> 5
--[X] Biodata: 6 --> 7
--[X] Living Metal: 1
--[X] Network: 3
--[X] Nuclear Material: 3
--[X] Warp: 1 --> 2
--[X] Khimer Rep: 24 --> 89
 
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Well, it would appear Sandscorn is about to be very, very wet.

Out of interest @The Bird , what do modern Khimer look like? You've said that even the non Chimera Troopers are hybrids of Tyranid and Khimer DNA at this point - how does that hash out?
 
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The power core is installed on the trade route ships before they are swapped out. This means the Endeavor-classes go to the CPU Moon with full power to shields, communications, and electronic warfare systems.
Then maybe take some point off of megahaulers to finish the holding facility? I think just accepting rolling hazard for a second turn in a row is a bad idea.

We almost certainly have enough Warp and Artifact to do it given the plan you posted up is only spending 3 Art and 1 Warp.
 
Out of interest @The Bird , what do modern Khimer look like? You've said that even the non Chimera Troopers are hybrids of Tyranid and Khimer DNA at this point - how does that hash out?

I described them in the OG event: by and large they look like genestealers with a kinda fucked up cranium in XCOM gear.
 
Huh. With how their original form was described, they must have replaced practically their entire physiology with Genestealer derived stuff... no wonder it fucks up their lifespan - that can't work well for their organs, let alone the biochemistry. Are the still using autoguns, or do they have some other weapon system like the Tekket's fusion weapons?
 
I really want to do the Khimer lifespan lengthening action. It's expensive but worth it.
Dying at thirty must suck.
Also, how's the joint research facility going ?
 
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