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

Me too, I like Moth Aliens so as Korgum'ai and the Kroots.

Which is why I think we should explore the South and North Galactic to meet new allies.
Maybe we should as soon as we upgrade the ship and army a bit, yet the Khimer integration could be first because we have mandatory tasks for them and if we manage to make them join the confederacy, it'll be easy to do other tasks as well without having to split everything so sparingly
 
  • EXP: I'm a little leery of Elemental investment without focusing on either the Great Elemental Guardians or Cursite Grimoires considering the issue of Cursite disposal we've been ignoring. I'd also like Monoliths but that might be outside your WP budget
None of the elemental actions taken strengthen the cursuite they strengthen other elmentals types other than them so it not a issue
  • CUL: I notice you've gotten no Wyld CUL actions such as Naturae Muses, Pyrefly Court Arboriads, WyldSong Emitters etc.
had to sacrfice it to keep the 4th indrustial revolution going

  • ACD: Again, pretty solid, though you might want to grab WyldRanger Zoological Research Rovers to keep an eye on the effects of the plan.
if I have room I will grab it

Also a little weird you grabbed CityBlock Resonance-Drives but not ShrineCity for a shrine focused turn.
we made a mistake once with taking forever to grab urban tek totems forever despite having invested bunch in them rather not repeat the mistake CityBlock Resonance-Drives when we have invested a bunch of tech in song tech
  • CUL: Again, you aren't grabbing any of the relevant stuff here. OfrenDex, CloudShrine upgrades, Mobile Shrines, off the dome.
had to sacrfice it to keep the 4th indrustial revolution going
  • FTH: You probably want to grab OrphiaTek Ark Simulacrum. It's not only time limited but this is also one of the only plans where it's synergistic.
good idea might grab that
Might want to grab OrphiaTek project if you've got free FTH though.
same here
  • EXP: No Trovian Fishery? It's already mostly done.
think the frontier society compelted it
FTH: We still don't have Living Metal,
got 3 extra this turn from a mysterious source
  • EXP: You should probably grab CityShrine and CityBlok Resonators instead of those colony actions, though that's just an opinon.
gotta keep the 4th indrustial revolution going
  • CUL: I'm leery of grabbing a more powerful general spirit Resonance for fear of accidentally inviting the likes of the Emperor or Chaos, but it's not a dealbreaker.
ngl I am not worried at all about that it just strengthening our existing holy song fearing it will bring them here is like fearing if we invoke our gods the chaos gods will notice not helpful paronian tbqh
  • ACD: Note that the Q-Band Synchronizers increase ship cost.
eh it will help make commucations way better which fits in the theme of the plan

A little EXP heavy considering that's already our biggest category, but we also often want more of it so...
with a massive indrustial build up like this we won't have to think about focusing on increasing our exp for a long time and can focus on other stuff/focus on that catergoy for ship stuff
The rep for the Khimer is very high to the point we can start asking favors from them, like searching through their battlefield (spend -25 rep) or those coffin ships (spend -50 rep).

Current rep with them is 102

You sure? The Autons required us to spend rep to get certain projects/rooms we haven't explored.

It's not a big deal to wait of the Khimer replicators or ship travel, perhaps getting them into the directorate will give us hidden bonuses and a lot more faith/industry. For now, let's just continue providing for them and by the time we reach 160, then we can start doing the projects.

Better to ask the Bird then to assume, but if there's no repercussions for doing the integration with all our rep, then go for it. If not, then I guess we continue what we've been doing all this time.
 
None of the elemental actions taken strengthen the cursuite they strengthen other elmentals types other than them so it not a issue
Everything we've taken that upgraded elementals in general resulted in more and more cursite buildup, not just stuff specific to Gem or Cursite specifically, thus my concern.
had to sacrfice it to keep the 4th indrustial revolution going
Eh, not one of my major priorities but fair enough. Though there should be some cheap enough you can grab them without overly sacrificing.
we made a mistake once with taking forever to grab urban tek totems forever despite having invested bunch in them rather not repeat the mistake CityBlock Resonance-Drives when we have invested a bunch of tech in song tech
I meant that you could probably grab both (maybe dropping elemental gardens or smth), not that you shouldn't grab resonators. There's an obvious synergy between the two, and I agree that we should get CityBlok Resonators soon.
ngl I am not worried at all about that it just strengthening our existing holy song fearing it will bring them here is like fearing if we invoke our gods the chaos gods will notice not helpful paronian tbqh
As mentioned it's far from a dealbreaker, just concerned with how it might effect our human and chaos prisoners. Overall your plans are decently solid and I'll definitely consider approval voting some of them.
 
Everything we've taken that upgraded elementals in general resulted in more and more cursite buildup, not just stuff specific to Gem or Cursite specifically, thus my concern.
in that case we shouldn't grab any shrine or totems upgrades since any of them have the potenital to cause more cursite build up. The cursite buildup has been a backround problem that while a problem has not been a major one just a minor backround problem not something we need to stop all elemental upgrades to do.

Overall your plans are decently solid and I'll definitely consider approval voting some of them.
dope
 
The cursite buildup has been a backround problem that while a problem has not been a major one just a minor backround problem not something we need to stop all elemental upgrades to do.
Eh, turn 25 might beg to differ:
And, of course, more cursite and lumium would be discovered: the amplifiers didn't increase the speed at which the eggs hatched, unfortunately, just the speed at which they formed in the crust. Still, more Lumium was still useful enough. Sadly, more and more Cursite would also be removed, filling up the Brilliant Monks vaults and forcing them to look into alternate methods of disposing of the fel material: dumping it into the sun.
Though it's possible that the Supreme Gem's growth might outpace the issue even without specific shrine guardian focus given turn 26:
The Lumium Roc would grow larger even as more eggs began to hatch, fed by constant streams of lifeforce by the Crescendo even as the strange mystic energy field emitted by the great gem increased. The former would lead to a small aviary being constructed to house the creatures, wheras the latter would allow for more cursite to be processed, if veeeeerry slowly.
Not a deal breaker by any means, though I would still recommend swapping Elemental Gardens for CityShrine for thematic reasons, if nothing else.
 
what does everyone think of this I mostly made this for prep for the polar tower
Exp 118
Sandscorn Magneto-Shield: 25/25
Erichtheo Totem Network 10/10
Expanded Teklian Totem Network 30/30
Expanded Naklis Totem Network 30/30
Trovian Totem Network Expansion 10/10
Sacred Groves 13/20

Cul 75
Pyrefly Court Harmonium: 20/20
Pyrefly Court Arboriad 20/20
Oceanic Magmacourt 11/15
GeoTotems 24/25 -1 warp

FTH 100
UrbanTek Courts 10/10
TekPyramids 15/15 +1 warp
Glasmitian Aural Pillars 15/15
Thunder Rods 15/15
Great Totems 15/15 -1warp
Shrine-Conduits 10/10
Lunar MegaShrine 20/20

ACD78
TotemSerum: 25/25
Khimer Genetic Damage50/50 -2 BIO
ArborSerum: 3/25
 
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What's the situation with Cursite anyways? Trying to get up to date with the story here.
It's cursed and the warded containment unit provided by the Supreme Gem were getting full, prompting the Luminous Monks to consider yeeting the excess into the sun. Then, the next turn the Engine and Tyggbert's Crescendo were completed and the Supreme Gem got strong enough to hold more and even slowly purify some. Then there was a brief issue where the improperly warded WarpTek Altars caused Rites of Nuclear Enrichment to produce Cursite instead of Lumium but I don't think that was a significant impact.
 
I want the cursite grimoires, just because the image of everyone running around with this stuff in their kit makes me laugh like a Saturday morning cartoon villain.
 
Got a question about Stizlak's Outback (a Hobb-Grot "homeworld", increasing EXP by 3 and granting 3 BioData), is this a timed task where if Stizlak dies of old age, it's gone for good?

Costs about 50 EXP.
 
He's older than some of our gods/major spirits at this point. We don't actually know what the average lifespan for a Hobbgrott could be, he's both our first example of the breed, and a potential outlier since he's the only one who started as a normal grott. That said, he's not interested in a safe/sedentary lifestyle and loves going out to poke aggressive wyldbeasts. Not to mention the risks involved in just existing as a hobbgrott. So it's probably not a good idea to sit on this.
 
[] Plan: Ship Prep
-[] Ships
--[] Warp Route R-20
---[] TKK Accomplishment
--[] Broken Edge Monitoring
---[] TKK Valiant
--[] Assisting the AutoVessels
---[] TKK Discovery
-[] EXP: 133.
--[] Construct Endeavor Class Ship 0/15->7/15.
--[] Ship Power Core 11/15->15/15. -3 NM.
--[] Hypermodular Power Bay 0/15->15/15. -1 NM.
--[] Ferroplate Manufacturing Facilities 0/15->15/15. -1 LM.
--[] Expanded Fleet Cargo Bays 0/20->20/20. +1 Khimer Rep.
--[] AutoAssembly Berths 0/30->30/30. -1 NT.
--[] Endeavor Mark 2 0/25->25/25.
--[] Megahaulers 8/25->25/25.
-[] CUL: 94.
--[] Grav-Tethers 4/10->10/10.
--[] Orbital Pioneer Agri-Ships 5/15->15/15. +1 WRP.
--[] Orbital Pioneer Mega-Power Ships 0/20->20/20.
--[] Wonderpark Space Docks 6/15->15/15.
--[] Frontier Biolab 0/25->25/25. -1 NM.
--[] Gas for Meat 0/25->25/25. +2 Khimer Rep.
-[] FTH: 105-?.
--[] The Road-Docks 0/15->15/15.
--[] HexTek Talismans 0/25->25/25. +3 WRP.
--[] Rite of Electric Force 0/25->25/25.
--[] OrphiaTek Ark Simulacrum 0/25->25/25.
-[] ACD: 83+24.
--[] HyperTek Nexus 0/45->28/45. -3 ART. -1 NM. +10 NT.
--[] Academy Fleet Compartment High Energy Lab 0/20->20/20. -1 NM.
--[] ShipTek Reassembly Protocol 0/25->25/25.
--[] Sandscorn Mineralophages 6/25->25/25. -1 BIO.
--[] Gene Key Forgery 0/15->15/15.

Getting all this stuff ready so we can go all in on Endeavors next Turn, as we would otherwise need to Drydock them for this shit, and I suspect the Mark 2's options will be affected by what ship techs are available. Also finally doing Haulers, which should be an industrial thing because of how garbage our logistics are. Power Core+ Power Bay should help with our power issues, though if there are 5 EXP points freed up(either because of discounts from Craft or synergy raising it to 138+) I would be willing to trade Power Bay for Naklis Arms Factories, since Cores and Electric Force should have our power needs handled. Ferroplate should help with the fact that our Endeavors are going to encounter all kinds of weird shit, and Phasmids and Orks will be a problem. Cargo Bays combines with MegaHaulers to hopefully open another slot for Khimer industry, and generally improve our logistics. AABs will drop enough points from the Endeavor cost that buying 9 of them will see it pay for itself.

Grav-tethers and Biolab should be useful for the ships, and Docks ought to provide lateral buffs of some kind. Orbitals, Grav-tether, Docks, and Meat should all be industrial stuff, since the void townships getting a boost should be huge for our economy. While Nukeland Docks and Road Docks aren't going to do much for ships directly, I suspect they'll do a lot for the Orbitals.

So, we don't know how badly the Old One is going to hit us with a malus, but we know he's really, really pissed off. I'll be optimistic and say that since we haven't done much of his stuff, we'll only be hit with a malus of 15 FTH, and given our synergy plan was all about Daemons and shit, I'd be surprised if FTH wasn't above the 105 minimum projection. Doing the other OrphiaTek starter project, HexTek for the Warp and BlokBot upgrade, Electric Force as a ship buff and industrial buff, and Road-Docks to contribute to ship stuff.

Okay, High Energy Lab further buffs power, which should definitely take care of our ship's power needs even with ShipTek there, the biosphere project for the Khimer in Mineralphages, and Gene Key Forgery to get it done now. 8 Turns of ACD built up was probably 3 per Turn, though if it's only 16 total I can just drop Nexus to 20 to accommodate.

ART: 3.
BIO: 11->10.
LM: 3->2.
NT: 3->2.
NM: 12->7.
WRP: 0->4.

Turn after is all-in on ships themselves(9 Endeavors, depending on Mark's subvote plays out), so the FTH section grabs the Archons and Book and Dagger. Turn after that grabs Resonances, Name of Invocation, and Divine Emulator to massively buff the gods.
 
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