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

Ecological Ascension does seem good as well… damn so many good choices but I'm not worried since we have three chances anyways. If someone's plan isn't picked, it won't be a big deal because we have 2 other free turns anyways.

So I guess we could go wild in these turns, but for this turn I'm leaning towards both Ecological Ascension and Behold the Kaiju, both have biological studies and while they do branch out in paths, it'll be easy to combine them as time goes by.

But I do know one thing here… there's gonna be a lot of different votes and it'll come down to the wire.
 
Well, here are some plan ideas floating around in my head for the next turn.

so gawdy:
Mainly beefing up our gods and shrines and doing research related to them like elemental stuff or awakening planets.

Shine on you crazy ferrets:
mainly themed around the crazier things like the nukeland upgrades, the jinx kid set, and other crazy projects that wilmail lead to philosphers, xeno biologists, and 2/3s of the inquistion saying the line said in first contact with the tekket "what".

squeak softly, and carry a big gun:
mainly focusing on military and and diplomacy. Mainly focusing on projects like defenses and offensive ships. With the end goal of beefing ourselves up in order to take on the CPU moon. And in the future against the inquisition, because as soon as an inquisition gets a whiff of what we are doing... let's just say a deathwatch and grey knight team up will be the last thing we worry about.
 
Ok, so, I lost control of my life and made a 4th plan. Here are arguments for all 4.
1) The music plan. This is an Xmas event. Xmas means Xmas music. So, music plan. Also, it has a bunch of +All points, so it will give us a bunch of points.
2) Humies and grots. Just synegistic plan to get everything we ever want to help humans and grots. A bunch of projects I don't think we will ever take otherwise.
3) Lunar Cabals and Lunar Monks have been essentially abandoned as societies, pland the MOON rectifies this. It also finally does the expedition into the Lunar Temple.
4) Assemblers, while not abandoned like Lunar Monks, are behind Calculators due to our heavy focus on Digital Tek. THis plan tries to rectify that. Also, a 100 point project we will never take otherwise.

[X] Plan: Face the MUSIC!
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X]EXP(150/150):
--[X]CityBlok Resonance-Drives 0-->20/20
--[X] Nuclear Resonance Engines 0-->50/50 -1 WRP,+2 NK
--[X] Sacred Groves 0--> 20/20 +1 WRP
--[X] Void Rail Shrine Network 0-->50/50
--[X] Trovian Totem Network Expansions 0-->10/10

-[X]CUL (113/113):
--[X]Empyrean Resonances 0-->50/50 -2 WRP
--[X] Glasmite Hymnals 0-->15/15
--[X] Glasmite Resonart 0-->10/10 +1WRP, -1NK
--[X] Spire Orchestrion 0--> 15/15 +1WRP
--[X]
Elemental Symposiads 0--> 20/20
--[X] Playwrights Folio 0-->3/50

-[X]FTH(116/116):
--[X]Orchestrion AutoTuner Matrix 0--> 15/15
--[X]Lifegiver Effigies 0-->15/15 -1 ART, +3 WRP
--[X] Temple to the Concerta 0--> 25/25
--[X] Calling Dance 0--> 25/25 +1 WRP
--[X] Hallowed Shrine 0--> 20/20
--[X] Glasmitian Aural Pillars 0-->15/15
--[X] War-Muses 0-->1/15

-[X]ACD (95/95):
--[X]Holy Emulator 0--> 50/50 -1 NT, -1 WRP
--[X] Mindwaltz Resonance 0--> 25/25 -1 WRP
--[X]Totem-Net 0--> 15/15 -1 NT
--[X] Basic Particle Field Generator 5-->10/30

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 4
–[X] Biodata: 6
–[X] ART: 2
–[X] Warp (WP): 0 --> 2
–[X] Living Metal: 3
–[X] Network: 3 --> 1
–[X] Intel: 0
[X] Plan: Humies and Grots
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X]EXP(150/150):
--[X]Stizlak's Outback 0-->50/50 +3 BIO
--[X]Lunar Forges 0-->25/25 +1 ART
--[X]Tacchis Ice Cavern Servers 0--> 25/25 +1NT
--[X]Lunar MegaHub 0-->40/40 -2 NK, +5 NT
--[X]Ferrocrystal Manufacturing Complex 0-->10/10

-[X] CUL (113/113):
--[X]Tacchis Nova Mechanica Temple 0-->25/25 +1 ART
--[X] Grot Graffiti Cannons 0--> 25/25
--[X] BATTLEZONE KOMBAT KARTZ 0-->25/25
--[X] Lurp Zone 0-->25/25
--[X] Festival of the Dead 0-->10/10
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X] Starchild Testament 0-->50/50
--[X]What the Zog? 0--> 15/15
--[X]Mojo Shrines 0--> 25/25 -1 WRP
--[X] Mojo Shrooms 0--> 10/10

--[X]TekPyramids 0-->15/15 +1 WRP
--[X] War-Muses 0-->1/15

-[X] ACD (95/95):
--[X]Orkoid Xenobiology 0-->15/15
--[X]Hobbgrottic Park 0-->10/10
--[X]FathaShroomz 0--> 25/25 -5 BIO +1WRP
--[X] SistaBrainz 0--> 25/25 -5 NT
--[X]Improved MagTek Repair Protocol 0--> 20/20

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 1
–[X] Biodata: 6 -->4
–[X] ART: 2-->4
–[X] Warp (WP): 0 -->1
–[X] Living Metal: 3
–[X] Network: 3 --> 4
–[X] Intel: 0
[X] Plan: THE MOOOON
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X] EXP(150/150)
--[X] Cosmic Empathy Engine 0-->25/25 -1NT
--[X] Endless Enlightenment Matrix 0--> 25/25 -1 NT
--[X] Supreme Comprehension Psychotron 0--> 25 -1NT
--[X] Infinite Inspiration Accelerator 0--> 25/25 -1 NT
--[X] Lunar MegaHub 0-->40/40
-2 NK +5 NT
--[X]Trovian Totem Network Expansion 0-->10/10
-[X] CUL (113/113)
--[X]
Ascendant Lunite Muses 0-->25/25 -1 WRP
--[X] Lunar Consulls 0--> 25/25 -1 NT
--[X]Cabal Research Outpost
0-->20/20
--[X] Heavy Trawlers 0--> 20/20
--[X] Mobile Shrines 0--> 20/20
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X]Lunar MegaShrine 0--> 20/20
--[X] Meditative Talismans 0-->15/15
--[X] Sanctum Sanctorum 0--> 25/25

--[X] Guardian Spirit Manifestation Engine 0-->25/25 -1 ART
--[X]Depleted Cursite ShrineCores 0--> 25/25
--[X] ShipMind Shrine 0-->20/20 -1 ART
--[X]Shrine-Conduits 0-->10/10 -1 LM
--[X] War-Muses 0-->1/15
-[X] ACD(95/95)
--[X] Dream-mind Beds
0--> 15/15 -3 NT
--[X] Mountain Blood 0--> 25/25 +1WRP
--[X] Temple Expedition 0--> 15/15
--[X] ZwergBot Disassembly Protocol 0-->15/15
--[X] Living Metal Rounds 0--> 20/20
--[X] Basic Particle Field Generator 5-->10/30

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 1
–[X] Biodata: 6
–[X] ART: 2-->0
–[X] Warp (WP): 0
–[X] Living Metal: 3--> 1
–[X] Network: 3 --> 0
–[X] Intel: 0
[x] Plan: ASSEMBLERS, ASSEMBLE!
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X] EXP(150/150)
--[X]OOG-87's MicroSingularity 0-->25/25
--[X] Spra'ang Minerological Survey 0--> 10/10 +1 NK
--[X] Tacchis Surface Mining 0--> 15/15 +1 NK
--[X] Greater Engines of the Assembly 0--> 100/100 +1 WRP, +1 NT, +1ART, +1 BIO
-[X] CUL (110/113)
--[X]
Deathmasks 0-->20/20
--[X] Ogre Masks 0-->50/50
--[X] GeoTotems 0--> 20/20 -1 WRP, +1 NK
--[X] Muse Arcano-Core 0-->20/20 -2 NK
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X]The Book 0--> 15/15
--[X] The Dagger 0-->15/15
--[X] Arcanoengines 0--> 25/25 +1 WRP
--[X] Nuclear Ritual Engines 0--> 15/15 -2 NK

--[X] Rite of Communion 0-->15/15
--[X] Guardian Spirit Manifestation Engine 0--> 25/25
--[X] Rite of Communion 3--> 9/15
-[X] ACD(95/95)
--[X]Gestalt Protocol 3-->15/15
--[X] Rite of Repair 0-->25/25 -1 WRP
--[X] Q-Bit Archive 0-->50/50 +1 NT
--[X] Toroidal Particle Reactron 0--> 8/20

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 2
–[X] Biodata: 6--> 7
–[X] ART: 2-->3
–[X] Warp (WP): 0
–[X] Living Metal: 3
–[X] Network: 3 --> 4
–[X] Intel: 0
 
I wish to argue for my Shrine Upgrade plan.

1: Shrines are an important part of the Directorate, with various kinds of shrines being all over the place, from data shrines, to spirit shrines, to elemental shrines, to antianima shrines. Performing a major overhaul and quality increase will make our shrines and their effects much more effective, and the orchestrion upgrades will only help further improve our shrines.

2: It gets us ShipMind Shrines, Hallowed Shrines, and Void Rail Shrines. The former would lead to our ships getting a very nice upgrade to its capabilities on its own, and combined with the various upgrades I propose would lead to significant further improvements. As for Hallowed Shrines, while I don't expect them to make as much progress on the various deities as the Consecrated Shrines action did for the Peerless Immortal Functionary, I do think that they'll have some very nice progress made. Finally, I'm curious to see how the Void Rail Shrines will improve things.

3: It gets the Dream Engines, which provides a very nice discount for future Shrine Projects.

4: It acquires various Orchestrion upgrades, and a new Resonance, both of which sound like they'd be very useful.
 
Now we're in the 'endorse my campaign' phase, went from funny plans to elections within a matter of days.

In one group, we have the Wyld Committee. In another, there's the Shrine Unificationists and Tekketarians.

Let's place all of our plans in different political factions (just for fun).
 
Here's an updated version of Plan Trees Trees Trees. It should have the correct resource numbers from the update, and spends all leftover points, mostly on small Grott projects because I like them (and ... mushrooms like trees?) and things tangentially related to trees.
Fleet options are beyond me for now, and I won't be able to think about them much until tomorrow evening. I may just copy them from someone else if I see some that look good.

[] Plan: Trees Trees Trees
-[] EXP 147/147
--[] Mangrove Hatcheries: (0/25 --> 25/25), gain Mangrove Hatcheries, increasing EXP.
--[] Stizlak's Outback: (0/50 --> 50/50), Create Stizlaks Outback, a Hobb-Grot "homeworld", increasing EXP by 3 and granting 3 BioData.
--[] Sacred Groves: (0/20 --> 20/20), unlock Sacred Grove infrastructure, increasing FTH and Warp.
--[] Void Rail Shrine Network: (0/50 --> 50/50), gain Void Rail Shrine Network, spreading Shrine effects, increasing EXP.
--[] Trovian Logging Operations: (0/10 --> 2/10), increases EXP.
-[] CUL 120/120
--[] Crystaleaf Arbor Guardians: (0/15 --> 15/15), upgrades Arbor Guardians with Crystaleaf Genomic Mods, increasing CUL and accelerating gem vita development on life bearing worlds. Cost 1 Biodata.
--[] Pyrefly Court Arboriad: (0/20 --> 20/20), Pyrefly Courts (and all associate projects) gain Arboread, increasing CUL.
--[] Naturae Muses: (0/10 --> 10/10), unlock Sacred Naturae Muses, automata empowered by Nature, granting elevated FTH. Cost 1 Warp.
--[] Pyrefly Court Harmonium: (0/20 --> 20/20), Pyrefly Courts (and all associated projects) gain Harmonium Attaches, increasing CUL.
--[] Fruit of the Occult Tree: (0/15 --> 15/15), TekGrimoires upgraded with Lifefruit Heart, increasing FTH.
--[] The Cairns: (0/25 --> 25/25), COST 1 WARP. COST 1 ART. GIVES 1 WARP. COST 1 BIODATA. GIVES CUL. GIVES EXP. OTHER EFFECTS.
--[] Mystek Apiaries: (0/15 --> 15/15), Mysteks gain Chorus Beeswax Candles, increasing CUL.
-[] FTH 120/120
--[] Greater Arbor Guardian: (0/10 --> 10/10), develop Greater Arbor Guardian, increasing FTH and strengthening Shrines. Cost 1 Warp. for both electrical and arcane power.
--[] Undying Arbor: (0/25 --> 25/25), upgrades Arbors with advanced regeneration, cell repair, immune system, and redundant survival organs, increasing CUL and creating extremely hard to kill trees and other megaflora. Cost 2 Biodata.
--[] Lifegiver Effigies: (0/15 --> 15/15), creates Lifegiver Effigies, spreading the Spirits of Life across the Directorate, increasing EXP and gaining 3 Warp. Cost 1 ART.
--[] World Tree: (0/15 --> 15/15), develop World Tree, increasing FTH considerably and improving WyldTek performance. Costs 1 Warp to reduce cost to 0/15.
--[] Rite of Natures Awakening: (0/25 --> 25/25), gain Rite of Natures Awakening, increasing the growth and evolution of nature spirits, generating CUL.
--[] Familiars: (0/20 --> 20/20), develop Wyld-Drones, Drone class automata formed not from ascended machine spirits but the souls of beasts and plants of sufficient soul strength.
--[] Mojo Shrooms: (0/10 --> 10/10), creates MojoShrooms, encouraging some Hobbgrots to walk the path of the Mystic.
-[] ACD 100/100
--[] Arbor Minds: (0/15 --> 15/15), increases CUL, cost 1 Network.
--[] ArborSerum: (0/25 --> 25/25), develop ArborSerum, increasing CUL and Warp.
--[] BioArt: (0/25 --> 25/25), develop BioArt, increasing CUL as Art in the Directorate becomes far easier at incorporating life and nature into its design. Cost 1 Biodata.
--[] Mountain Blood: (0/25 --> 25/25), set up Mountain Blood harvesting operation, increasing Warp by 1.
--[] Hobbgrottic Park: (0/10 --> 10/10), establishes Hobgrottic Park, increasing CUL and encouraging some Hobbgrots to walk the Path of the Conservationist.
-[] Resource Management
--[] Artifacts: 2 --> 0
--[] Biodata: 8 --> 6
--[] Intel: 0
--[] Living Metal: 3
--[] Network: 4 --> 3
--[] Nuclear Material: 3
--[] Warp: 0 --> 2
 
--[] Familiars: (0/20 --> 20/20), develop Wyld-Drones, Drone class automata formed not from ascended machine spirits but the souls of beasts and plants of sufficient soul strength.
I'd rather not do familiars--we have the ability to give druids familiars that aren't just more robots but are instead Wyld spirits, if we get the right techs. Why don't we do that rather than yet more robots? It keeps the druids feeling unique, too.
 
I am definitely all for the Humies and Grots plan, to begin with. We have three turns so in theory I could do Humies and Grats+some variation on TreeSong... and then some third thing?

maybe for the turn thing we can beef up our military and focus on hacking tech, I mean we are going to attack the CPU moon. So, some combat upgrades, more ships, and as I said. Tech to help us deprogram the moon. Plus, after that, we still have the orkblood Kroot and the hyper-capitalists to deal with later.
 
Hello I am here to tell you to please help me pimp out the World Tree as much as possible using music and, if we get hip enough/gain 15 more CUL before this is over, drugs. Would you vote for me if we get drugs? I can put in drugs if i replace one of the other 15 point projects. Is drugs good? I can put in SO many drugs. This is mostly a joke born from me watching someone do a dryad themes rimworld run- and there is something called an autobong... Anyway.

I am definitely all for the Humies and Grots plan, to begin with. We have three turns so in theory I could do Humies and Grats+some variation on TreeSong... and then some third thing?
It would be pretty cool to do a Cthonic/Death turn tbh. Especially after a nature focused one, as we have some projects like Ferryman and Cairns that would likely benefit from better Wyldtek too.
 
Ok, so, I lost control of my life and made a 4th plan. Here are arguments for all 4.
1) The music plan. This is an Xmas event. Xmas means Xmas music. So, music plan. Also, it has a bunch of +All points, so it will give us a bunch of points.
2) Humies and grots. Just synegistic plan to get everything we ever want to help humans and grots. A bunch of projects I don't think we will ever take otherwise.
3) Lunar Cabals and Lunar Monks have been essentially abandoned as societies, pland the MOON rectifies this. It also finally does the expedition into the Lunar Temple.
4) Assemblers, while not abandoned like Lunar Monks, are behind Calculators due to our heavy focus on Digital Tek. THis plan tries to rectify that. Also, a 100 point project we will never take otherwise.

[X] Plan: Face the MUSIC!
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X]EXP(150/150):
--[X]CityBlok Resonance-Drives 0-->20/20
--[X] Nuclear Resonance Engines 0-->50/50 -1 WRP,+2 NK
--[X] Sacred Groves 0--> 20/20 +1 WRP
--[X] Void Rail Shrine Network 0-->50/50
--[X] Trovian Totem Network Expansions 0-->10/10

-[X]CUL (113/113):
--[X]Empyrean Resonances 0-->50/50 -2 WRP
--[X] Glasmite Hymnals 0-->15/15
--[X] Glasmite Resonart 0-->10/10 +1WRP, -1NK
--[X] Spire Orchestrion 0--> 15/15 +1WRP
--[X]
Elemental Symposiads 0--> 20/20
--[X] Playwrights Folio 0-->3/50

-[X]FTH(116/116):
--[X]Orchestrion AutoTuner Matrix 0--> 15/15
--[X]Lifegiver Effigies 0-->15/15 -1 ART, +3 WRP
--[X] Temple to the Concerta 0--> 25/25
--[X] Calling Dance 0--> 25/25 +1 WRP
--[X] Hallowed Shrine 0--> 20/20
--[X] Glasmitian Aural Pillars 0-->15/15
--[X] War-Muses 0-->1/15

-[X]ACD (95/95):
--[X]Holy Emulator 0--> 50/50 -1 NT, -1 WRP
--[X] Mindwaltz Resonance 0--> 25/25 -1 WRP
--[X]Totem-Net 0--> 15/15 -1 NT
--[X] Basic Particle Field Generator 5-->10/30

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 4
–[X] Biodata: 6
–[X] ART: 2
–[X] Warp (WP): 0 --> 2
–[X] Living Metal: 3
–[X] Network: 3 --> 1
–[X] Intel: 0
[X] Plan: Humies and Grots
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X]EXP(150/150):
--[X]Stizlak's Outback 0-->50/50 +3 BIO
--[X]Lunar Forges 0-->25/25 +1 ART
--[X]Tacchis Ice Cavern Servers 0--> 25/25 +1NT
--[X]Lunar MegaHub 0-->40/40 -2 NK, +5 NT
--[X]Ferrocrystal Manufacturing Complex 0-->10/10

-[X] CUL (113/113):
--[X]Tacchis Nova Mechanica Temple 0-->25/25 +1 ART
--[X] Grot Graffiti Cannons 0--> 25/25
--[X] BATTLEZONE KOMBAT KARTZ 0-->25/25
--[X] Lurp Zone 0-->25/25
--[X] Festival of the Dead 0-->10/10
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X] Starchild Testament 0-->50/50
--[X]What the Zog? 0--> 15/15
--[X]Mojo Shrines 0--> 25/25 -1 WRP
--[X] Mojo Shrooms 0--> 10/10

--[X]TekPyramids 0-->15/15 +1 WRP
--[X] War-Muses 0-->1/15

-[X] ACD (95/95):
--[X]Orkoid Xenobiology 0-->15/15
--[X]Hobbgrottic Park 0-->10/10
--[X]FathaShroomz 0--> 25/25 -5 BIO +1WRP
--[X] SistaBrainz 0--> 25/25 -5 NT
--[X]Improved MagTek Repair Protocol 0--> 20/20

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 1
–[X] Biodata: 6 -->4
–[X] ART: 2-->4
–[X] Warp (WP): 0 -->1
–[X] Living Metal: 3
–[X] Network: 3 --> 4
–[X] Intel: 0
[X] Plan: THE MOOOON
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X] EXP(150/150)
--[X] Cosmic Empathy Engine 0-->25/25 -1NT
--[X] Endless Enlightenment Matrix 0--> 25/25 -1 NT
--[X] Supreme Comprehension Psychotron 0--> 25 -1NT
--[X] Infinite Inspiration Accelerator 0--> 25/25 -1 NT
--[X] Lunar MegaHub 0-->40/40
-2 NK +5 NT
--[X]Trovian Totem Network Expansion 0-->10/10
-[X] CUL (113/113)
--[X]
Ascendant Lunite Muses 0-->25/25 -1 WRP
--[X] Lunar Consulls 0--> 25/25 -1 NT
--[X]Cabal Research Outpost
0-->20/20
--[X] Heavy Trawlers 0--> 20/20
--[X] Mobile Shrines 0--> 20/20
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X]Lunar MegaShrine 0--> 20/20
--[X] Meditative Talismans 0-->15/15
--[X] Sanctum Sanctorum 0--> 25/25

--[X] Guardian Spirit Manifestation Engine 0-->25/25 -1 ART
--[X]Depleted Cursite ShrineCores 0--> 25/25
--[X] ShipMind Shrine 0-->20/20 -1 ART
--[X]Shrine-Conduits 0-->10/10 -1 LM
--[X] War-Muses 0-->1/15
-[X] ACD(95/95)
--[X] Dream-mind Beds
0--> 15/15 -3 NT
--[X] Mountain Blood 0--> 25/25 +1WRP
--[X] Temple Expedition 0--> 15/15
--[X] ZwergBot Disassembly Protocol 0-->15/15
--[X] Living Metal Rounds 0--> 20/20
--[X] Basic Particle Field Generator 5-->10/30

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 1
–[X] Biodata: 6
–[X] ART: 2-->0
–[X] Warp (WP): 0
–[X] Living Metal: 3--> 1
–[X] Network: 3 --> 0
–[X] Intel: 0
[x] Plan: ASSEMBLERS, ASSEMBLE!
-[X]Fleets:
--[X] Endeavor-B
---[X]Survey Vault-Ket system
---[X]Stabilize Temple Comet
--[X] Resistance and Valiant
---[X] Hunting the Phasmid
--[X] Discovery
---[X]Moby Monstro
---[X]Hunting the Phasmid
--[X] Accomplishment
---[X] Moby Monstro
---[X] Black Hole Study Duty
--[X] Spirit of Toxel
---[X] Black Hole Study Duty
---[X] Moby Monstro

--[X] Delivery and Emissary
---[X] Docked
-[X] EXP(150/150)
--[X]OOG-87's MicroSingularity 0-->25/25
--[X] Spra'ang Minerological Survey 0--> 10/10 +1 NK
--[X] Tacchis Surface Mining 0--> 15/15 +1 NK
--[X] Greater Engines of the Assembly 0--> 100/100 +1 WRP, +1 NT, +1ART, +1 BIO
-[X] CUL (110/113)
--[X]
Deathmasks 0-->20/20
--[X] Ogre Masks 0-->50/50
--[X] GeoTotems 0--> 20/20 -1 WRP, +1 NK
--[X] Muse Arcano-Core 0-->20/20 -2 NK
--[X] Playwrights Folio 0-->3/50

-[X] FTH (116/116)
--[X]The Book 0--> 15/15
--[X] The Dagger 0-->15/15
--[X] Arcanoengines 0--> 25/25 +1 WRP
--[X] Nuclear Ritual Engines 0--> 15/15 -2 NK

--[X] Rite of Communion 0-->15/15
--[X] Guardian Spirit Manifestation Engine 0--> 25/25
--[X] Rite of Communion 3--> 9/15
-[X] ACD(95/95)
--[X]Gestalt Protocol 3-->15/15
--[X] Rite of Repair 0-->25/25 -1 WRP
--[X] Q-Bit Archive 0-->50/50 +1 NT
--[X] Toroidal Particle Reactron 0--> 8/20

-[X] Resource Management:
–[X] Nuclear Material: 3 --> 2
–[X] Biodata: 6--> 7
–[X] ART: 2-->3
–[X] Warp (WP): 0
–[X] Living Metal: 3
–[X] Network: 3 --> 4
–[X] Intel: 0

Is that second Rite of Communion in Assemblers supposed to be Rite of Soul?
 
Okay, I've come around to doing Supercharged, Behold, and Gods for our 3 Turns. As such, I've decided to plot out our gains to aid in planning for them.

Supercharged Polar Tower's Turn is as planned. Behold the Kaiju, on the other hand...

Supercharged Turn Results: +4 EXP, +11 CUL, +4 FTH, +4 ACD(Due to On Toys). Assuming considerable increases are +2 and elevated is +3. This is the minimum gain.

Behold the Kaiju Turn:

EXP: 151.
OOG-87's previous project will have been done, but will presumably have been replaced by it's followup one in the project lineup. More relevant is the fact that Lunar Vineyard will have been completed, freeing up 7 points, or 11 in total. Enough to finish Megaparks, which seems like the simplest modification.

CUL: 131.
Build-A-Bomb Workshop is already half done, and PizzaMek is already completed, so that's 17 points freed up, and 28 points total. Enough for a new project to get slotted in.

FTH: 124.
The Tree and Tower would already have been done, freeing up 18 points, leaving 22 available. Enough to get Life-Giver Effigies or what have you.

ACD: 104.
4 Points isn't enough for a major restructuring, but if the Temple Delvers keep investing in Temple Expedition, there might be enough wiggle room to grab it in the Behold Turn.

Behold Turn Results, assuming Supercharged was done the previous Turn and MegaParks is slotted into EXP: +2 EXP, +11 CUL, +4 FTH, +2 ACD.

A Gift to our Gods and Spirits Turn:

EXP: 153.
Alkemote Bottling Facilities and More Herdtemples have already been done in Supercharged and Behold, which frees up 75 points. Though the Gift plan already uses 175 EXP, so it would be more accurate to say it frees up 53 points. Regardless, enough room to put some new things in there.

CUL: 142.
All projects here are still undone, but an extra 32 points could be used for all kinds of things. I would recommend doing Sleepwalk Brew and Mystek Apiaries. The former is used for religious ceremonies, after all.

FTH: 128.
Project list is intact here too, but 95/128 is more than enough room to add something. I would recommend the Book and Dagger. The former as a god realization aid, the latter because it completes the Heart, which is meant for Mega Rituals like the Dancer's Call, so it should buff god realization projects.

ACD: 106.
Mountain Blood and MegaBeast Serum are done already, so 95/106 drops to 50/106. Maybe Artificing Chamber if we have the ART for it? It's meant to make high-end artifacts easier to make, and if we're unlocking Celestial God divine artifacts with this plan, making them easier to produce only makes sense.

@chellewalker @Woltaire

What do you guys think?
 
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Cit's Faction Guide
Citra's Faction Guide:

Former slaves of the Watchmakers, currently building up the strength to try and liberate the rest of their kind from a deranged computer virus. Somewhat rocky relationship with the Directorate historically, but enjoying improved relations currently.
First Autons encountered by the Directorate, and the ones it enjoys the best relations with.
Influence: ++++++
Social Position: They're the ones with the spaceships. More details are unknown.
Agenda: Safeguard their own kind and ensure that the Directorate can't steamroll them. Liberate CPU Moon. Have a rivalry with the AutoFacilities of the Forbidden Archive--the details of their feud are not known, but are at least partially based in the fact that the AutoVessels attacked the Archive while under the influence of the virus.
Second group of Autons (unless you count the AutoVessel's crews) encountered by the Directorate. Liberated during the Forbidden Archive Raid. Technically, we stole some shit from them but they aren't complaining very much about it right now.
Influence: +++
Social Position: Control a lot of the Auton's infrastructure, as well as a lot of the research data and artifacts created or gathered by the Watchmaker State. More details are unknown.
Agenda: Not known with certainty. Definitely have an interest in safeguarding their own kind and liberating CPU Moon. Have expressed less concerns about the Directorate's relative strength compared to the AutoVessels. A lot of them really hate Vlaahk and Itep thinks Koptu's a "hateful little weasel" (rude).
Hirelings of Toothgrimm that move inside your brain and puppet you. Have tried to infiltrate the H'k, the Khimer, and us (though, as far as we know, not in our home system--this might simply be them being sneaky, though). Don't particularly hate us, but are still helping Toothgrimm against us.
Fascist xenocidal assholes. No, not those other ones. Hate the Directorate, and frankly pretty much every one else. The Directorate doesn't really know much about their internal politics.
An aeldari planetvessel. We kept them from destroying Monstro and the orks on them when the orks started a fight. They don't like us much but aren't really our enemies. Last sighted in the Reach; unknown normal range. Unknown relations with other planetvessels and Exoditi aeldari. We have no idea what their internal politics look like.
Contractors for the Toothgrimm Kabal (unknown if they contract for other Kabals as well). Use the Webway to get around. Made up of Dorgan. Massive fleet but their ships are individually weak, or at least the ones seen so far are. Hate the Directorate; harvest the H'k for food.
Group of H'k suffering from degenerative physical conditions. Don't get along well with the H'kek. Have a peace movement which has gained some influence in recent years. Relations with the Directorate are neutral.
Group of H'k suffering from degenerative mental conditions. Don't get along well with the H'kann. Have a peace movement which has gained some influence in recent years. Relations with the Directorate are neutral.
The other fascist xenocidal assholes, and the ones you were thinking of. Hate the Directorate, and frankly pretty much every one else. The Directorate doesn't really know much about their internal politics.
Got nearly devoured by the Great Devourer--but only mostly, and they're doing a whole lot better now. The Directorate's closest allies, and ones who have been given a great deal of ecological and some industrial aid. Sent an emissary to the Autons to help with the liberation of AutoPlanet.
Main body of the Khimer Psyocracy.
Influence: N/A. Too large.
Social Position: Make up most of the Psyocracy's citizens.
Agenda: Restore Sandscorn. Expand industrial capacity to build up defensive capabilities.
Responsible for piloting the Khimer Psycocracy's remaining navy. Seems to consist of like seven people.
Influence: +
Social Position: Unknown.
Agenda: Remilitarize the Psychocracy and expand naval capacity. Regain the ability to reproduce so their kind doesn't die out. Project force outwards into rest of sector. Improve diplomatic relations with other powers.
Clan of Kroot who operate in the sector. Used Green Giant as hunting grounds and really hate orks. At war with the Directorate ever since the Directorate kept them from genociding a bunch of orks.
Nobility fancies themselves badass hunters; they appear to be no match for Hunteks. Some of them work for the Toothgrimm Kabal.
Our version of Vulcans. Minor planetvessel (aka craftworld) that specializes in the Path of Logic. Recently reestablished ties with Yr Albain. Relations with us are neutral.
Assholes, but reliable assholes. They definitely have factions or Archon Banefrost wouldn't be worried about the loyalty of his subordinates, but we don't know anything about what those factions might be like. Polite relations with the Directorate, but no particular affection. On good terms with Yr Albain.
Breakaway faction of Khimer chased off Sandscorn after the bioship was petrified, under somewhat unclear circumstances. Don't like us, but really don't like the Psyocracy. May be a nomadic ship-borne civilization.
Group of Exoditi whose ass we saved from the Imperium and Chaos, and have since helped by creating a god for and expanding their mystic capabilities. Currently, returning the favor by disrupting Imperium operations in the sector and establishing a larger Aeldari alliance. Several groups, such as the Lorekeepers, Worldsingers, and Wyld Hunt, might be distinct subfactions, but we have relatively little information about Yr Albain's internal affairs.
 
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We definitely could try to fit a few actions in here and there with Yr Albain.

...I mean, and Khimir. Maybe not a ton every turn, but I do think we should steadily work on relations with all of our major neighbors. Obviously the Khimir are at the long end of these efforts, enough that it makes me wonder what will happen when we get their relations even higher.

Also, I remember something about certain dates (presumably pushed back by the time warp) for renegotiation of treaties with someone? I'm not sure who? Might be multiple someones.
 
@Citrakayah we do know a bit more about Chaos, we know who their gods are at least from an Exodite perspective which is kind of important when their defining characteristic is 'like the Imperium but serve infectious warp tumors'.
 
Congratulations, plan makers: We all get 10 freefloating points to allocate how we see fit.
@Citrakayah we do know a bit more about Chaos, we know who their gods are at least from an Exodite perspective which is kind of important when their defining characteristic is 'like the Imperium but serve infectious warp tumors'.
AFAIK we don't know enough to say what the specific aims of any given subfaction are or figure out how to play them off each other, which is what my criteria for "much about their internal politics" are. If we start infiltrating them more and gain more information I'll put it in.
 
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