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

How much will our wards and life force improve things for the craftworlds since they have soul stone to hold their souls and are able to use the warp more
 

So I made myself a visual aid to figure where stuff is in our sector of space.

@The Bird two questions?

1. How accurate is this?
2. Can you go from Teklia to Yr Albain in one go or do you have to pass by the Three Brothers system?
 

So I made myself a visual aid to figure where stuff is in our sector of space.

@The Bird two questions?

1. How accurate is this?
2. Can you go from Teklia to Yr Albain in one go or do you have to pass by the Three Brothers system?

This is great: Trove is slightly north of Iron Shores and Barren Expanse (or at least the black hole run) is like three systems in total, but otherwise everything is spot on. And yeah you can go straight to Yr Albain.
 
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oh goddamnit I forgot I put the threadmark for the upcoming event in the thing. If anyone saw that, please ignore it.
 
Okay, so now that we've sorted this Turn out, here's my plan to go after the Moon next Turn.

Plan: Space the Moon.
EXP: 105.
Water Drop 5/20->20/20.
Sandscorn Gigadrill 0/25->25/25. +5 Rep.
Secure Holding 0/10->10/10. -1 WRP. -1 ART.
MegaHaulers 0/25->25/25.
Operations Division 0/25->25/25.
Expanded Fleet Cargo Bays 0/20->5/20.

Skyhook lets the Khimer start doing space stuff on their own much more easily, and begin extraction/carting stuff around more, which Kelp4Metal from this Turn should make easier for them to build up towards, but Gigadrill makes it much more viable, and they'll want more Water pretty much forever. Secure Holding absolutely needs to be done if we want to avoid another HazardTek roll on that front. Megahaulers works on our shit logistics and works towards civilian shipping. Cargo Bays say they let more parts and such be transported, but they need Drydock to actually have an effect. While that's most obviously useful for the Trade Routes, it should also delay stuff like running out of parts to repair the Blokbots with, as happened on Yr Albain. Plus... yeah, even if the HazardTek doesn't cause any drawbacks on EXP, I doubt we're getting +5 EXP this Turn, so we've got a 5 point buffer here for the deficit.

CUL: 89.
DazzleCubes 0/15->15/15.
Wonderpark Space Docks 6/15->15/15.
Orbital Caravan Network 0/15->15/15.
Grav-tethers 4/15->15/15.
Orbital Pioneer Agri-ships 0/15->15/15. +1 WRP.
Orbital Pioneer Mega-Power Ships 0/20->20/20.

Thought about grabbing Frontier Academy Compartment, but it needs Drydock, so we don't have time. DazzleCubes should help our ground game though. Ignored Barracks for similar reasons. Space Docks should be useful for ships in general, as the Megadocks were. I'm sure it'll strengthen ship spirits. Grav-tethers lets ships tow stuff around and might help keep stuff together, since it can assist magnetic lock stuff. As for Orbital stuff, Caravan boosts their logistics, especially with MegaHauler, letting them set up shop much further out. Agri-ships lets the townships use Lifeforce for stuff, hence the Warp, and Mega-Power lets them do the high-energy labs so they can educate kits to the same standard as the homeworld, and Grav-tethers lets them be more adventurous. Still, Orbital stuff is going to get dropped first if we have a major CUL deficit. Probably Caravan, since in theory Agri-Ships make them much more self-sufficient.

FTH: 84

Psi-Rituals 0/25->25/25.
Logic-Cage 0/25->25/25.
.ARCHON (QUESTBRO) 0/15->15/15. -1 NT.
War-Muses 0/15->15/15.
//PATH TekTalismans 23/25->25/25. -1 WRP.

Logic-Cage makes it much easier for mystics to back up our hacking efforts. Psi-Rituals need to be done soon so the Exodites can actually use it. Calculators have been getting antsy about .ARCHON, and it should provide a bonus to both regular events and HazardTek rolls, meaning it should help with the Moon, in addition to letting them invest in stuff again. War-Muses should give ground a significant buff, especially with Dancer buffing Muses a ton, though I'd be willing to drop them if there's a deficit. PATH is also 2 points off, so might as well.

ACD: 76
Warp-Drive Refinement 0/20->7/20.
HoloTek 1/25->25/25.
MagTek Blasters 0/15->15/15.
ZwergBot Disassembly Protocol 0/15->15/15.
OmniWrench AutoHack Add-On 0/15->15/15.

Some progress on Warp-Drive to inch a little closer to civilian shipping. HoloTek should help general survivability at least a little, and open Captain's Gambits up, not to mention the obvious synergy with DazzleCubes, which use holoprojectors. MagTek and Zwergbots should massively buff ground. OmniWrench buffs hacking, which hopefully won't piss Vlahk off too much, given we'll be doing the Moon this Turn.

Resource Management
Artifacts: 5 ->4.
Biodata: 7
Living Metal: 1
Network: 3 ->2.
Nuclear Material: 3
Warp: 2->1.
Khimer Rep: 89 -> 96/97 if Cargo Bays applies this Turn.

I also agree with Reaper that our priority after the Moon should be ships. To that end: Ship Prep Turn. Once again, post-Moon. Might be thrown out after the Moon.

EXP: 110(confident MegaHaulers and the current Turn will buff it at least this much)
Ship Power Core 11/15->15/15. -3 NK.
Court of Cycles 0/25->25/25. +3 NT.
Endeavor Reactor Printer 0/30->30/30. -3 NK. -1 NK to Endeavour cost.
AutoAssembly Berths 0/30->30/30. -1 NT. -5 to Endeavour/Valiant EXP cost.

ERP and AAB reduces Endeavours to 15 EXP and 0 NK(and Valiants to 35), meaning we can make 6 on the next Turn(leaving some EXP for other things like the Khimer projects), paying the EXP cost of AAB back in that one Turn. Cycles unlocks a C'Tan Court one of our free-roaming C'Tan tells us is helpful, and pays the Turn's Network cost. You may notice only 89/110 EXP used. I'm gambling that the Autonite project will be 20 EXP or less and leaving a slot open.

CUL: 89.
GeoTotems 0/25->25/25. +1 NK. -1 WRP.
Winterspite Hunting Resort 0/15->14/15.
Merchant Marine Doctrine 0/25->25/25.
Medal of Accomplishment 0/25->25/25.

Fleet doctrine/crew buffs, paying off some of the Printer NK(and hopefully buffing the Earth stuff since the Stonesculpts will explicitly be involved in making it) via GeoTotems, and(probably) giving the Winterspite hunting rights to buff our Rep with them, since the contract will be more than halfway done by that point.

FTH: 84.
Nuclear Ritual Engines 0/15->14/15. -2 NK.
Rite of Telecommunication 0/25->25/25.
Ritual of Life's Renewal 0/25->25/25. -1 WRP. +10 Rep.
HexTek Talismans 0/25->25/25. +3 WRP.

The Renewal should count as a terraforming projects, the other Rites should grant ships significantly better performance(Power Cores+Electric Force= UNLIMITED POWER), and Old One told us to get Ritual Engines, which I suspect will combine well with GeoTotems.

ACD: 76.
Warp-Drive Refinement 7/20->20/20.
HyperTek Forge 15/50->50/50. -3 ART. -1 NT. +10 NK. +10 EXP.
Khimer MultiTutorial 0/15->15/15. -1 NT.
Q-Bit Particles 6/25->19/25. +1 NT.

MultiTutorial should qualify as an industrial project. Finishing off the Forge is a high priority to get our NK in the black, and Particle Field is a big help for our ships.

Resource Management
Artifacts: 4 ->1.
Biodata: 7
Living Metal: 1
Network: 2.
Nuclear Material: 3 ->6.
Warp: 1 ->2.
Khimer Rep: 96 ->109.
 
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[] Plan: Assault on the CPU Moon Omniwrench Edition
-[] 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 --> 21/25 -- +EXP
--[] Operations Division 0/25 --> 25/25
---[] TKK Valiant
--[] Sandscorn Water Drop 5/20 -> 20/20 -- +5 Khimer Reputation
--[] Secure Holding 0/10 --> 10/10 -- -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 --> 8/20 -- +warp drive
--[] OmniWrench AutoHack Add-On 15/15, Upgrades Engineers' ability to subvert machines
- [] Resource Management
-- [] Artifacts: 5 --> 1
-- [] 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

Here's my spin on @Citrakayah 's posted plan. Not completing the Megahauler and Warp Drive in exchange for getting the Secure Holding completed and getting the Omniwrench autohack done.

CPUMoon is going to be a boss fight. We need a Ops Division if we want to have a much more smoother effort. I also do not want to wait until fucking turn 31 to start printing out Endeavors. So getting the reactor printer is 100% a must. And to cover the NM use, get the HyperTek Forge.
 
Hmm...actually, can we place a BlokBot army on the Valiant, or would we need the Trip Transport module? Because that would be useful, especially with the Zwergbot protocol option.
 
Didn't we do the Water Drop this turn?
We are locked into 1 Biosphere Restoration Project per turn thanks to the negotiations. Unless we have another option in the other categories the ice drops are it since it only takes 15 EXP to complete it in the upcoming turn due to points left over from the just voted on turn.
 
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