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

I really wish people would stop being overly cautious all the time in quests. We were warned that being too cautious is actually going to screw us over since we can't really afford to take the slow route. Seriously, how is this so hard to get and why do people insist on ignoring said warning?

Not wanting to warp jump without a Gellar Field isn't too cautious. It's common sense.
 
I really wish people would stop being overly cautious all the time in quests. We were warned that being too cautious is actually going to screw us over since we can't really afford to take the slow route. Seriously, how is this so hard to get and why do people insist on ignoring said warning?
As said in the chapter, if the ship had stayed longer in the warp, they were going to be beset by dameons

They were in their for 15 minutes

We have crude drives with no gellar fields whatsoever, the Endeavor would not survive, especially given that are cut of galaxy is filled with warp storms
 
Eventually, an insight to this was discovered: the Destroyers, according to what records could be found and examinations performed on the ship, had utilized a sort of particle field generator. An attempt to replicate the system would prove moderately effective, but the warp-shields merely transformed the journey from "mortally terrifying" to merely "nightmarish and dangerous", requiring months of therapy and treatment after each and every jump.

And yet, the results spoke for themselves: the test fire of the first official Explorer Grade Warp Engine had turned the journey of the Taavi to Erichtheo from something that would take several years to several minutes. The rewards outweighed the risk, the Directorate agreed, especially since their efforts HAD lowered the trauma caused by warp jumps to mostly treatable levels.

As said in the chapter, if the ship had stayed longer in the warp, they were going to be beset by dameons

They were in their for 15 minutes

We have crude drives with no gellar fields whatsoever, the Endeavor would not survive, especially given that are cut of galaxy is filled with warp storms
 
My chief objection to the leading plan is that, according to the tally, it's still putting our second ship in dry dock. What's the point of giving it a warp drive when we'll just have to dry dock it again next turn for a gellar field?

Just have it survey our solar system and get them both in dry dock next turn.
 
Honestly the most Star Trek part of the entire quest is the refusal to build warships and I'm of two minds on this.

On the one hand my roleplaying/larping side is so incredibly pleased with it.

On the other hand my practical side makes me want to start screaming.

 
My chief objection to the leading plan is that, according to the tally, it's still putting our second ship in dry dock. What's the point of giving it a warp drive when we'll just have to dry dock it again next turn for a gellar field?

Just have it survey our solar system and get them both in dry dock next turn.
The Particle Barriers don't specify that they need drydock to apply them; we just need it to apply the Frontier Explorer Compartment.
 
As said in the chapter, if the ship had stayed longer in the warp, they were going to be beset by dameons

They were in their for 15 minutes

We have crude drives with no gellar fields whatsoever, the Endeavor would not survive, especially given that are cut of galaxy is filled with warp storms
It also said we figured out viable stopgap measures.
 
I really wish people would stop being overly cautious all the time in quests. We were warned that being too cautious is actually going to screw us over since we can't really afford to take the slow route. Seriously, how is this so hard to get and why do people insist on ignoring said warning?

But isnt your comment also being too cautios?
 
Honestly the most Star Trek part of the entire quest is the refusal to build warships and I'm of two minds on this.

On the one hand my roleplaying/larping side is so incredibly pleased with it.

On the other hand my practical side makes me want to start screaming.

IIRC Starfleet did actually have warships. It's just that we dont see them often due to how peaceful Star Trek's Federation was.
 
Also because their 'totally not warships' could favorably trade with dedicated battle birds from most of the other sector powers, and could out technomagic what they couldn't out gun.
 
Yeah, I want us to get to that level. Just imagine Five Imperium ships work tirelessly for over an hour in order to take down a single Tekket ship and then it's revealed that this was a science and exploration ship.

Mechanicus would be jealous.
 
i think one underrated way to think about things is that, fundementally, the Tekket have seen this absolute worst of what war could possibly be. Ever. It's entirely in line with 40k, but as a result it's also entirely in line with the Tekket to avoid explicit military pursuits because the last time they did was due to another party deciding to completely and disgustingly erase them from existence merely for being. Every single thing about that can be used to explain why the Tekket are what they are, in story. The extremes of how they perserve their dead, with no real aims at the usual immortality motivations, the way they grasp for advancements that benefit long burn approaches, the stirring of religious and cultural movements but not commiting government scale resources for decades, and even giving children accsess to advanced nuclear technology. Upon thinking about it, all those things can be traced back to that foundational experience of first contact being so hostile that only godlike entities could save them. The warp storm gave way to ruin, the God Machines are luck. The warp drive come late- because the cultural consioousness is one that sees the warp storm as a source of genocide and doom that will forever leave a scar.

ofc these are also all player choices but i mean.
 
the Tekket have seen this absolute worst of what war could possibly be
truly shows how naive they are if they think this is the worse war can be (looks at siege of terra (after all at least they was no emperors children), any dark eldar conflict or the stupity orks get up to on the daily(like they built a throne out of skeletons once) )/s
 
Adhoc vote count started by chellewalker on Mar 8, 2023 at 9:34 PM, finished with 134 posts and 48 votes.
  • 51

    [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)
    [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.
    -[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.
    [X] Plan: Work it Weasels
    -[X] Fleet Actions
    --[x] Explore Galactic North
    ---[X] TKK Endeavor
    --[X] Survey Naklis
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[x] Orbital Defense Arrays (0/10 --> 9/10)
    --[X] CityShrines (0/10 --> 10/10)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[x] VR Simulators: (0/10 --> 4/10)
    --[X] Lunar Salvage Cabals (0/10 --> 10/10
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[x] Temple of the Old One (0/10 --> 5/10)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [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)
    [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)
    [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)
    [X] Plan: A Whole New World To Explore
    -[X] Explore Galactic West:
    --[X] TKK Endeavor:
    -[X] TKK Accomplishment:
    --[X] Drydock
    -[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: 11/20, 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.
    -[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.
 
Adhoc vote count started by chellewalker on Mar 8, 2023 at 9:34 PM, finished with 134 posts and 48 votes.
  • 51

    [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)
    [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.
    -[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.
    [X] Plan: Work it Weasels
    -[X] Fleet Actions
    --[x] Explore Galactic North
    ---[X] TKK Endeavor
    --[X] Survey Naklis
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[x] Orbital Defense Arrays (0/10 --> 9/10)
    --[X] CityShrines (0/10 --> 10/10)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[x] VR Simulators: (0/10 --> 4/10)
    --[X] Lunar Salvage Cabals (0/10 --> 10/10
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[x] Temple of the Old One (0/10 --> 5/10)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [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)
    [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)
    [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)
    [X] Plan: A Whole New World To Explore
    -[X] Explore Galactic West:
    --[X] TKK Endeavor:
    -[X] TKK Accomplishment:
    --[X] Drydock
    -[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: 11/20, 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.
    -[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.
your tally incorrect if u don't mark the newest vote thing in the vote tally u get a bunch of votes counted from people who swapped votes in both directions so even if they changed there mind there original first vote is still counted making it a inaccurate vote count this is a the accurate vote tally
Adhoc vote count started by Woltaire on Mar 8, 2023 at 9:42 PM, finished with 135 posts and 48 votes.

  • [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.
    -[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.
    [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)
    [X] Plan: Work it Weasels
    -[X] Fleet Actions
    --[x] Explore Galactic North
    ---[X] TKK Endeavor
    --[X] Survey Naklis
    ---[X] TKK Accomplishment
    -[X] Expansion Projects
    --[x] Orbital Defense Arrays (0/10 --> 9/10)
    --[X] CityShrines (0/10 --> 10/10)
    --[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
    -[X] Culture Projects
    --[x] VR Simulators: (0/10 --> 4/10)
    --[X] Lunar Salvage Cabals (0/10 --> 10/10
    -[X] Faith Projects
    --[X] Great Conclave (12/25 --> 25/25)
    --[x] Temple of the Old One (0/10 --> 5/10)
    -[X] The Booug
    -[X] Academy Actions
    --[X] Particle Field Generator (0/20 --> 16/20)
    --[X] ShipShieldTek (18/20 --> 20/20)
    [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)
    [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)
    [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)
    [X] Plan: A Whole New World To Explore
    -[X] Explore Galactic West:
    --[X] TKK Endeavor:
    -[X] TKK Accomplishment:
    --[X] Drydock
    -[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: 11/20, 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.
    -[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.
 
[X] Plan: Prep for War

[X] Plan: Work it Weasels

[X] Plan: A Whole New World To Explore
 
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I don't wish to be rude, but why is everyone so happy to send our ship to its doom? We know what happens when a ship goes into the warp without a Gellar field. The only ones who do that and come out the other end are Orks and that because their freaking Orks.
 
I don't wish to be rude, but why is everyone so happy to send our ship to its doom? We know what happens when a ship goes into the warp without a Gellar field. The only ones who do that and come out the other end are Orks and that because their freaking Orks.
We do have Gellar fields already, we got a bare-bones one as part of the Warp Drive action.

Eventually, an insight to this was discovered: the Destroyers, according to what records could be found and examinations performed on the ship, had utilized a sort of particle field generator. An attempt to replicate the system would prove moderately effective, but the warp-shields merely transformed the journey from "mortally terrifying" to merely "nightmarish and dangerous", requiring months of therapy and treatment after each and every jump.

And yet, the results spoke for themselves: the test fire of the first official Explorer Grade Warp Engine had turned the journey of the Taavi to Erichtheo from something that would take several years to several minutes. The rewards outweighed the risk, the Directorate agreed, especially since their efforts HAD lowered the trauma caused by warp jumps to mostly treatable levels.

The particle field generator is for getting a better Gellar field generator, which I would normally be all for developing before further use, except that we've already delayed Warp Drives for so long to turtle and build up tech+industry when we have had explicit warnings that we should not delay interstellar exploration.

Edit:
Should the people who changed their votes before vote again? Going off of what was said earlier with the tally.
Nah, it's good now. You just need to re-tally with "newest votes only" checked to fix it, no re-votes nessecary.
 
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