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

I don't think I can help you with Dagger... Can I?

Even if I could, I have a small budget.
 
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Do you mean the Rite of Nature's Protection? Because that's also on the todo list.

If you mean the Reality Affirming Precepts of Peerless Immortal Wan Xie then I'm pretty sure the thread is very invested in getting Dream Engines for both personal and appeasement reasons.

Yep,i meant the ryte of protection and the reality affirming precepts

Once those 4 things are done,im willing to play around with private contractors demons

And for AI,logics cage is a must
 
Yep,i meant the ryte of protection and the reality affirming precepts

Once those 4 things are done,im willing to play around with private contractors demons
While I broadly agree with the idea of risk management, The Bird has repeatedly chastised us for refusing to pursue potentially dangerous development until we've turtled up entirely.

And that aside, there's basically no way you could convince the thread to give up on Dream Engines, and that was before we had an explicit reason to want to appease the Old One.

Still, I'll take another look through the options to grab an alternative to the Embassies.
And for AI,logics cage is a must
Yeah, that's an obvious one. I plan on grabbing that, Trade Route and Universal Gene-Key on the turn after the divinity plan.
 
While I broadly agree with the idea of risk management, The Bird has repeatedly chastised us for refusing to pursue potentially dangerous development until we've turtled up entirely.

*shrug*

Im fine using demons,but we got to actually have means to handle them in case of outbreak

Some minor upgrade vs demon invasion event
Risk outweights benefit

Doesnt need to be perfect,but laying a foundation for protection is a good idea

"The demons are spilling forth"
"Ok,we will try a protection ritual along increasing the life force feed into the reality affirming precept and wardings"

Is massively more responsible than

"The demons are spilling forth"
"Fuck"
 
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*shrug*

Im fine using demons,but we got to actually have means to handle them in case of outbreak

Some minor upgrade vs demon invasion event
Risk outweights benefit

Doesnt need to be perfect,but laying a foundation for protection is a good idea

"The demons are spilling forth"
"Ok,we will try a protection ritual along increasing the life force feed into the reality affirming precept and wardings"

Is massively more responsable than

"The demons are spilling forth"
"Fuck"
Oh sure. Just pointing out that the foundation will probably be more along the lines of "two or three mental resilience boosters and at least one improved/alternative warding measure" than "All the Lunar Monk projects, Wyld Protection, Chaos Wards and a mutually exclusive god project"
 
Well... If we stumble across one of their worlds sure. In combat I suspect that the imperium forces would use them as meatshields long before any sizeable surrenders start happening.
 
Well... If we stumble across one of their worlds sure. In combat I suspect that the imperium forces would use them as meatshields long before any sizeable surrenders start happening.
… Could always buy the DazzleCubes, but that's just wishful thinking, especially goes well against the Ogryns since they're as sharp as a bowling ball and twice as dense.
 
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Ironically we're better at hiding stuff from warp based searches than we are at sneaking around in real space, so we're gonna have to start getting into Imp territory proper to start finding a human pops. Though according to Kroot felinids can pop up anywhere.
 
Not a lot of info about them, they're probably more related to the beastman abhumans in terms of design.

There's a ton of different abhumans out there, too bad the Imperium hates them to a degree. You'd have a better chance of getting an Abhuman to join us then your average Imperium citizen
imps hate everything, and also I wouldn't bet on it cause while lets take the most hated of all abhumans the beastmen while many do fall to chaos (cause of the bad treatment) a lot of them try to prove themselves to the imps
 
The Ork station and old wrecks we found and ran away from because we thought the might be Drukhari turf are also possibly Kroot. We'd have to go back and set up some of the infrastructure to find out for sure.
 
The Ork station and old wrecks we found and ran away from because we thought the might be Drukhari turf are also possibly Kroot. We'd have to go back and set up some of the infrastructure to find out for sure.
There's a lot we missed out on, don't even know if the Kroot are even alive at this point with the amount of time that has passed.

Also that one xeno race that was at war with the Orks, hopefully by the time we start exploring they are alive.
 
Here's a rough draft of my plan for next turn. Subject to change.

[] Plan: Orbital Build Up And OrphiaTek Synergy
-[] Fleet
?
-[] EXP /118?
--[] Megahaulers 8/25 --> 25/25 -- +EXP
--[] Ship Power Core 11/15 -> 15/15, ships upgraded with Power Core, increasing overall performance by allowing for more advanced components to be be operating at peak capacity at any given time. Cost 3 Nuclear Material.
--[] Hypermodular Power Bay 4/15 --> 15/15, unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Material.
--[] AutoAssembly Berths 30/30, gain AutoAssembly Berths, reducing the cost of Valiants and Endeavors by 5. Cost 1 NT.
--[] Construct Endeavor Class Ship 30/15
---[] TKK Spirit of Toxel
---[] TKK
--[] Expanded Fleet Cargo Bays 20/20, Ships upgraded next time they drydock with Expanded Cargo Bays, increasing value of trade routes and economic ship missions, increasing Khimer rep by 1.
--[] Void-Train Orbital Transit Network 15/15, gain Void Train Special Infrastructure, generating EXP.
?
-[] CUL 96/90?
--[] Grav-Tethers 4/10 --> 10/10 -- +EXP
--[] Orbital Pioneer Agri-Ships 5/15 -> 15/15, upgrades Orbital Pioneer Initiative with Agri-Ships, increasing EXP and Warp.
--[] Orbital Caravan Network 0/15 --> 15/15, generates EXP by developing a large dedicated transport network for void-townships.
--[] Gas for Meat 0/25, gain EXP from trade. Khimer Rep +2. WARNING: Only one Khimer cargo slot is available. Taking additional trade deals past this one will require assigning additional ships or upgrades to hauling capacity.
--[] Mystek Apiaries 0/15 --> 15/15, Mysteks gain Chorus Beeswax Candles, increasing CUL.
--[] Ironshores Trade Route 0/25 -> 25/25 Rewards 3 Autonite Reputation.
---[] TKK Spirit of Toxel
-[] FTH 81/100?
--[] Holywick Lantern Candles 4/15 --> 15, Gain Holywick Lantern Candle Artefact, increasing FTH and conferring an additional degree of protection.
--[] Shrine-Hives 0/15 --> 15/15, Shrines on habitable planets upgraded with Shrine-Hives, increasing CUL.
--[] Hypercomm Forums 0/15 --> 15/15, create Hypercomm Forums, increasing EXP by 1.
--[] OrphiaTek Ark Simulacrum 0/25--> 25/25, gain OrphiaTek Ark Simulacrum, increase Autovessel influence and FTH.
--[] One One option ?/?
-[] ACD 65/78?
--[] Basic Particle Field Generator 5/30 --> 30/30, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
--[] OmniWrench AutoHack Add-On 0/15, upgrades Engineer ability to subvert machines.
--[] Sandscorn Mineralophages 6/25 --> 25/25, Sandscorn wildlife gains small selection of mineralophages and improved ability to process and metabolize inorganic materials for nutrients, improving Biosphere robustness and slowly rendering more material bioavailable. Cost 1 BioData.
-[] Resource Management
--[] Art: 3
--[] Biodata: 11
--[] Living Metal: 0
--[] Network: 3
--[] Nuclear Material: 8
--[] Warp: 0 --> 1
 
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There's a lot we missed out on, don't even know if the Kroot are even alive at this point with the amount of time that has passed.

Also that one xeno race that was at war with the Orks, hopefully by the time we start exploring they are alive.
The Kroot make regular trips by spaceship to the Bio-Station, and we have an action to meet them, but the Korgum'ai are indeed a problem.
 
Korgum'ai are indeed a problem.
The Korgum'ai are indeed in trouble, but don't think their gonna be extinct by the time we finally get to them.

They're strong as hell and their biology makes them tough to kill, pretty much biological plug and play machines. Also, their expansion across planets is fast acting, so let's believe they are much better off then the Khimer in terms of extinction.

Of course we should help them as soon as we can, but with everything that's been happening around us, it's a huge workload to achieve.
 
Oh we definitely need to integrate the autonites and/or the khimer before we find those guys.

Can you imagine what nonsense will be spawned if a bunch of Lego addicts and Ork derivatives get their hands on plug and play biology? And aren't supervised?
 
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