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

I mean, my perspective is that we should mainline the Warp protection, but that I'm not sure if it's worth it to avoid leaving the system at all until we perfect it, since that would be, like, 3-4 turns until we have it.

Honestly I think we might want to start to poke around as soon as we have a Particle Field Generator. So, next turn.
Yeah, I'm in agreement here. As much as I would like to do all the upgrades on the Warp Drive before we go on a major trip, I feel like we've really delayed working on it for far too long to do that. We've had the option to poke at the Warp Drive since the very first turn, only doing it now and finding out there is more work to be done after is entirely on us.
 
I think The Booug is the one we can best work around, since our ships are already modular and durable. If we get another Living Metal, we can get the regeneration tech to blunt the effects of The Booug further.
 
I'd disagree with not using the warp drive right now. We've been told that we need to boldly go, not wimper waiting for ideal situations.

Thos would have been the process most races would have been through and there's no exception here, the sooner we get our there and utilise all the advancements and meet other races the better we can acquire the benefits of it. The downsides for travel aren't severe, just regular visits to the dry dock. Which we'd be doing anyway to upgrade the ships again.
 
[] Plan: Knowing is Half the Battle (The other half is violence)
-[] Fleet Actions
--[] Explore Galactic North
---[] TKK Endeavor
--[] Drydock
---[] TKK Accomplishment

-[] Expansion Projects
--[] Orbital Defense Arrays (0/10 --> 8/10)
--[] Heavy Perpetunite Nuclear Stockpiles (0/1 --> 1/1) - Nuclear
--[] CityShrines (0/10 --> 10/10)
--[] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear

-[] Culture Projects
--[] VR Simulators: (0/10 --> 4/10)
--[] Lunar Salvage Cabals: (0/10 --> 10/10)

-[] Faith Projects
--[] Great Conclave (12/25 --> 25/25)
--[] Temple of the Old One (0/10 --> 5/10)

-[] The Booug
-[] Academy Actions
--[] Particle Field Generator (0/20 --> 16/20)
--[] ShipShieldTek (18/20 --> 20/20)

Brain not working enough to go into detail but this plan is very much focused on knowing/preparing for whatever threat we were warned of.
 
People if we want to spend NM on more guns, valiants, orbitals, or nuke upgrades are going to be better than stockpiles.
 
Yeah, I'm in agreement here. As much as I would like to do all the upgrades on the Warp Drive before we go on a major trip, I feel like we've really delayed working on it for far too long to do that. We've had the option to poke at the Warp Drive since the very first turn, only doing it now and finding out there is more work to be done after is entirely on us.
Neither of the new upgrades say they need a Drydock to apply them, so the Particle Shield at least would make things safe enough for travel next turn. Finishing Mystek Protective Wards the turn after would probably cut out the biggest issues entirely, but we can make a test run the same turn we finish the Particle Shield.
 
Or we make the initial run now so we can finally stop fighting about this and focus on getting the stuff we need to fight the Booug, and to get the really good scanners so the scanning and exploration actions become less of a hassle.
 
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Fleets: 2/2
Expansions: 27/28(27)
Culture: 14/14
Faith: 18/19(18)
Academy: 18/18

[] Plan: Prep for War
-[] Fleet Actions
--[] Survey Naklis
---[] TKK Endeavor
--[] Drydock
---[] TKK Accomplishment
-[] Expansion Projects
--[] Construct Valiant Class Ship (0/40 —>12/40)
--[] CityShrines (0/10 --> 7/10)
--[] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[] Culture Projects
--[] Lunar Salvage Cabals (0/10 --> 10/10
--[] Frontier Explorer Compartment (8/20 --> 12/20)
-[] Faith Projects
--[] Great Conclave (12/25 --> 25/25)
--[] Mystek Protective Wards (0/40 --> 5/40)
-[] The Booug
-[] Academy Actions
--[] Particle Field Generator (0/20 --> 16/20)
--[] ShipShieldTek (18/20 --> 20/20)

This would be my plan, it's similar to the protection from the warp plan but diverges in that I've replaced orbital forests with getting started on a Valiant that we can finish next turn, not finishing the shrines and doing the lunar cabals for that sweet ART.
 
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For the Temples. I think the Temple of the Old One has priority. After that it's the Lanternkeeper and the Toymaker.

Lanterkeeper to further enhance resistance against despair and hopelessness that permeate the 40k universe and Toymaker to start protection of Tekket children against hostile Warp influence. Which will be especially important if the Tekket start getting psykers
 
[ ] Plan: The First Step Outwards
-[ ] TKK Endeavor
--[ ] Explore Galactic West
-[ ] TKK Accomplishment
--[ ] Spraa'ng
-[ ] EXP (28)
--[ ] Living Metal Farming +20 (20/20) +1 LM
--[ ] Lunar AutoRecycler +8 (10/10) +1 NM
-[ ] CUL (14-2)
--[ ] Lunar Salvage Cabals +10 (10/10)
--[ ] Frontier Explorer Compartment +2 (10/20)
-[ ] FTH (19-2)
--[ ] Great Conclave +13 (25/25)
--[ ] Mystek Protective Wards +5 (5/40)
-[ ] Space Madness
-[ ] ACD (18)
--[ ] Particle Field Generator +16 (16/20)
--[ ] ShipShieldTek +2 (20/20)

Here's what I'm looking at: It gets us another Living Metal and the AutoRecycler on the moon, the cabals for more ACD and an ART while doing a bit more work on the Compartment, finished the Conclave while starting the Protective Wards, and tops off ShipShieldTek while getting most of the work done on the Particle Field Generator.

I chose the Galactic West because while it's got the closest Skystorm, it's the direction I think we're least likely to run into someone hostile. North is where the Destroyers came from, we think there's an alien civ to the South but have no idea what they may be like, and East is towards the Halo stars. Space Madness was chosen over the Boog because it doesn't mess up our ability to finish both the autorecycler and a 20 EXP action this turn, and we've sunk a lot into mental health already. Spraa'ng as it's the last place in system we haven't visited once yet.
 
@7th Hex

I love your plan, but have to disagree about the sky storm bit. Maybe shift it to galactic east. Poking warp stuff without actual defenses just seems like a terrible idea.
 
Fleets: 2/2
Expansions: 27/28(27)
Culture: 14/14
Faith: 18/19(18)
Academy: 18/18

[X] Plan: Protection from Warp
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Orbital Forests (0/15 --> 9/15)
--[X] CityShrines (0/10 --> 10/10)
--[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[X] Culture Projects
--[X] Wonderpark Fungineering Guild (0/20 --> 2/20)
--[X] Frontier Explorer Compartment (8/20 --> 20/20)
-[X] Faith Projects
--[X] Great Conclave (12/25 --> 25/25)
--[X] Mystek Protective Wards (0/40 --> 5/40)
-[X] The Booug
-[X] Academy Actions
--[X] Particle Field Generator (0/20 --> 16/20)
--[X] ShipShieldTek (18/20 --> 20/20)

Nuclear Material: 2 --> 3
Living Metal: 0
Network: 0
Art: 1
Warp: 1
 
anyway vote open

reasoning for each choice in the plan linked here in previous post
forums.sufficientvelocity.com

Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest) Mature - Sci-Fi - Fantasy

[ ] Plan: A Whole New World To Explore -[ ] Explore Galactic West: just want to explore a direction which does not have aliens their just a trial run basically of exploring outside our solar system before we try to follow the destroyers or come across not orcs. Also the ctan told us not to dally...

[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Survey Naklis
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 12/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
get shield tech finished up so our ships in the warp can have shields to guard us and shield to guard us in the real world too
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.

tldr this plan is about final leaving the solar system expanding our cultural field to new heights, solidifying our gains and working toward new tech advancing our civilization.
 
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[X] Plan: The First Step Outwards
-[X] TKK Endeavor
--[X] Explore Galactic West
-[X] TKK Accomplishment
--[X] Spraa'ng
-[X] EXP (28)
--[X] Living Metal Farming +20 (20/20) +1 LM
--[X] Lunar AutoRecycler +8 (10/10) +1 NM
-[X] CUL (14-2)
--[X] Lunar Salvage Cabals +10 (10/10)
--[X] Frontier Explorer Compartment +2 (10/20)
-[X] FTH (19-2)
--[X] Great Conclave +13 (25/25)
--[X] Mystek Protective Wards +5 (5/40)
-[X] Space Madness
-[X] ACD (18)
--[X] Particle Field Generator +16 (16/20)
--[X] ShipShieldTek +2 (20/20)

Let's get some Living Metal from the farms, I don't think we'll be able to get any from the Court of Hungers for a while if we're going to be rushing the Protective Wards in FTH for the next few turns.

[X] Plan: A Whole New World To Explore
 
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[X] Plan: Prep for War
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Construct Valiant Class Ship (0/40 —>12/40)
--[X] Living Metal Farming (0/20 —>7/20)
--[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[X] Culture Projects
--[X] Lunar Salvage Cabals (0/10 --> 10/10
--[X] Frontier Explorer Compartment (8/20 --> 12/20)
-[X] Faith Projects
--[X] Great Conclave (12/25 --> 25/25)
--[X] Mystek Protective Wards (0/40 --> 5/40)
-[X] The Booug
-[X] Academy Actions
--[X] Particle Field Generator (0/20 --> 16/20)
--[X] ShipShieldTek (18/20 --> 20/20)

changed giving 7 to the living metal farms instead of the city shrines.

[X] Plan: Protection from Warp
 
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[X] Plan: Work it Weasels

[X] Plan: Protection from Warp

[X] Plan: Forward
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] EXP (28-1)
--[X] CityShrines +10 (10/10)
--[X] Lunar AutoRecycler +8 (10/10) +1 Nuclear
--[X] Living Metal Farming +9 (9/20)
-[X] CUL (14)
--[X] Blood for Art +10 (10/10) -1 Warp
--[X] Lunar Salvage Cabals +2 (2/20)
--[X] Frontier Explorer Compartment +2 (10/20)
-[X] FTH (19-1)
--[X] Great Conclave +13 (25/25)
--[X] Mystek Protective Wards +5 (5/40)
-[X] The Booug
-[X] ACD (18)
--[X] Particle Field Generator +16 (16/20)
--[X] ShipShieldTek +2 (20/20)
 
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[X] Plan: Protection from Warp

I think given our tech and traits the Booug is the one we can best mitigate in the long term. Self repair protocols based on Living Metal, better protection against Warp beings, etc.

Protecting and extending the life or useful term of living beings is much harder than doing the same to metal.

I don't like Plan: A Whole New World to Explore because I'm extremely wary of Blood For Art. In a universe where Khorne and Slaanesh exists sacrificing life force using blood as a medium sounds like a bad idea. Especially since it's using blood for the sake of more perfect art.

Directly trading Life Force to the C'tan has less unknowns by comparison.
 
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