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

Once more I think folks are being paranoid over nothing at lest with this one. Give it has been show that we haven't had to deal with directed attention and cults like that would be noticeable due to the ones that already exist.
An ounce of prevention is worth a pound of cure. Not being cautious just because we don't have the attention of Chaos right now is suicidal in 40k. It may be being paranoid but I don't want to take chances when we have other ways to get Art.
 
Yeah, I'm going to be honest and say that I think picking it was a horrible idea, just like I thought picking Blood for Art was a horrible idea. There are other ways to get ART that don't involve potentially summoning demons.
I honestly don't think its demon summoning nor why folks are jumping to that. Given this fits within the line of thought with what we know. They are likely machine sprits boosted by Life Force. Rather then demons, I do think there could be issues. But I also think Templers can handle it once we start setting them up.

An ounce of prevention is worth a pound of cure. Not being cautious just because we don't have the attention of Chaos right now is suicidal in 40k. It may be being paranoid but I don't want to take chances when we have other ways to get Art.
I think it makes no sense in this case due to the nature of it. If there were more dangerous sings I would agree. But given it just looks like muses to help culture and getting us a ART. I think its fine, but I think we can agree to disagree?
 
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just gonna point out that being super super parionia of everything and thinking that when anything appears every so slighty supsicous we must freak out and never touch/desotry it cause maybe is the imperium stragety and look what that lead to them. If you want to be worried about chaos be worried about our massive ships going through warp being ravaged by demons, and causing mutations throughout them not this which as gale said(not saying there not reason to be concerened about the perfection thing there is but people are way way over shooting the worry about it)
I honestly don't think its demon summoning nor why folks are jumping to that. Given this fits within the line of thought with what we know. They are likely machine sprits boosted by Life Force. Rather then demons, I do think there could be issues. But I also think Templers can handle it once we start setting them up.
this is just making already existing machine spirit in the art more active more alive just like we have done with machine spirits not summong demons for pete sakes esspically since that be very very different effect to say the least and our very very robust faith commuity and experts would catch onto to the very very bad mojo that these art pieaces would be sending out
 
I mean, just because we aren't drawing in the attention of Slaanesh doesn't mean we aren't drawing in the attention of one of her demons.

There are two options: one is that I'm right and the second is that I'm wrong.

If it's the latter then all we're doing is missing out on one project and one ART by not choosing it. If I'm right, however, it could help to prevent Tekket society from conforming itself towards Slaanesh.

The scales simply seem weighed towards not risking it, in my opinion.

Anyway, this is the last I'm going to go into this. Otherwise I'm going to start going in circles.
 
[] Plan Mind-Machine Expansion
-[] Fleet Actions
--[] Drydock
---[] TKK Endeavor
---[] TKK Accomplishment
-[] Expansion Projects - 29 points
--[] Orbital Forests (9/15 --> 15/15)
--[] Harvesting Facilities - 0/20 --> 20/20
--[] Heavy Perpetunite Nuclear Stockpiles - 0/1 --> 1/1
--[] Construct Endeavor Class Ship - 0/20 --> 2/20
-[] Culture Projects - 20 points
--[] Frontier Explorer Compartment - 12/20 --> 20/20
--[] VR Simulators - 0/10 --> 10/10
--[] Lunar Salvage Cabals - 0/10 --> 2/10
-[] Faith Projects - 20 points
--[] Shrine-Talismans - 5/10 --> 10/10
--[] NeuroChoirs - 0/15 --> 15/15
-[] Academy Projects - 18 points
--[] Particle Field Generator - 6/20 --> 20/20
--[] DestroyerKin Physiology - 0/10 --> 4/10

Anyway this would be my proposed plan for the next turn. It has the ships in dry dock to repair, finishes the asteroid keep expanding our income, completes orbital forest, does the nuclear stockpile so our ships and defenses have better weapons if they need them, as well as starts a third explorer. With a third explorer we'll be more easily able to take advantage of the needed docking, while maintaining momentum.

For culture I finish FEC, as well as complete VR Simulators. Given that they only came about due to an advanced tech unlock from a C'tan and that they're the start of another line, as well as just how advantageous VR or even just augmented reality (this is probably better and more useful honestly) is this should be a very beneficial tech. Then it starts on Lunar Salvage given all the tech and artifacts that are lying on our moon.

For Faith its simply finishing Shrine-Talismans, as well as completing the other mind-machine tech in NeuroChoirs. Given how impactful faith is becoming to our civilization as well as the powers of ritual and life energy donation, this should also be quite significant.

Finally for Academy it finishes our Gellar Field tech, as well as gets started on researching human corpses. The latter should be incredibly insightful given we've got base humans, technological enhanced humans in the Mechanicus, as well as biologically enhanced humans in Space Marines giving us a wide variety of information on what is one of the primary threats our civ faces. It also gives the civ options in how people can enhance themselves and to what degree, which so far hasn't really shown up yet.
 
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We have more than enough projects to do that I feel no need to do any more sus stuff before we further investigate the nature of lifeforce and the warp and such, etc. So many projects that aren't sus.
 
We have more than enough projects to do that I feel no need to do any more sus stuff before we further investigate the nature of lifeforce and the warp and such, etc. So many projects that aren't sus.
That is fair, I just want to cut down on the cost of NukeTek Ultra Miniaturization is cut in half.
 
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You only need +6 to complete it. It's at 9/15.
So it is, thanks. Here's an updated version that puts the two points into another tier of Monitors. I also decided to swap to the Gravity Engines.

[ ] Plan: Metal Forests and Guardian Spirits v2
-[ ] Black Hole Study Duty
--[ ] TKK Endeavor
-[ ] Survey Mongus
--[ ] TKK Accomplishment
-[ ] EXP (29)
--[ ] Living Metal Farming +20 (20/20)
--[ ] Orbital Forests +6 (15/15)
--[ ] Heavy Perpetunite Nuclear Stockpiles +1 (1/1) -1 NM
--[ ] Deep Space Monitors +2 (2/2) -1 Network
-[ ] CUL (20)
--[ ] Lunar Salvage Cabals +10 (10/10)
--[ ] Frontier Explorer Compartment +8 (20/20)
--[ ] Secondary ShipShrines +2 (2/15)
-[ ] FTH (20)
--[ ] Temple of the Roadguide +5 (5/10)
--[ ] Enshrined Spirits +10 (10/10)
--[ ] Shrine-Talismans +5 (10/10)
-[ ] ACD (18)
--[ ] Particle Field Generator +14 (20/20)
--[ ] Gravity Engine +4 (4/20)
 
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[]Plan But Think Of The Children!
-[]FLEET
--[] Drydock
---[] TKK Endeavor
---[] TKK Accomplishment
-[]EXP (20/29)
--[]Asteroid Harvesting Facilities(20/20) +EXP +1 Nuclear Material
--[]Orbital Forest (8/15)
--[]Heavy Perpetunite Nuclear Stockpiles(1/1) -1 Nuclear Material
-[]CUL(20/20)
--[]Sacred Livestock(2/20)
--[]Frontier Explorer Compartment(12/20 +8 => 20/20)
--[]Lunar Salvage Cabals(10/10) +ACD +ART
-[]FTH(20/20)
--[]Temple of the Lanternkeeper (10/10)
--[]Shrine-Talisman (5/10 + 5 => 10/10)
--[]WyldShrines (5/10)
-[]ACD(18/18)
--[]Particle Field Generator (6/20 +12 => 20/20)
--[]What Even Is Lifeforce? (6/25)
-[]ECON SUM
--[]Nuclear Material: 3 => 3
--[]Artifacts:1
--[]Warp:0
--[]Living Metal: 0
--[]Network: 0

One more quick plan. Wyldshrines and the Lanternkeeper would be the main differences, but I also make a start of What Even Is Lifeforce and the Warp to fuel it by Sacred Livestock.
 
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So it is, thanks. Here's an updated version that puts the two points into another tier of Monitors. I also decided to swap to the Gravity Engines.

[ ] Plan: Metal Forests and Guardian Spirits v2
-[ ] Black Hole Study Duty
--[ ] TKK Endeavor
-[ ] Survey Mongus
--[ ] TKK Accomplishment
-[ ] EXP (29)
--[ ] Living Metal Farming +20 (20/20)
--[ ] Orbital Forests +8 (15/15)
--[ ] Heavy Perpetunite Nuclear Stockpiles +1 (1/1) -1 NM
--[ ] Deep Space Monitors +2 (2/2) -1 Network
-[ ] CUL (20)
--[ ] Lunar Salvage Cabals +10 (10/10)
--[ ] Frontier Explorer Compartment +8 (20/20)
--[ ] Secondary ShipShrines +2 (2/15)
-[ ] FTH (20)
--[ ] Temple of the Roadguide +5 (5/10)
--[ ] Enshrined Spirits +10 (10/10)
--[ ] Shrine-Talismans +5 (10/10)
-[ ] ACD (18)
--[ ] Particle Field Generator +14 (20/20)
--[ ] Gravity Engine +4 (4/20)
We currently have 0 Network, so this would take us to -1. Bird has said we're allowed to do this, but it still wouldn't be good.
 
@The Bird would would it be possible to give us more information on the art tech spirits? what is the attitude, demeanor ect of these art spirits? Do are faith people detect anything bad about them negative bad juju? Are they any different from all the other machine spirits we have? Anything else you think pertinent to the convo around them?
 
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[] Plan: Explore and Courts Updated
-[] Fleet Actions
--[] Drydock
---[] TKK Endeavor
---[] TKK Accomplishment
-[] Expansion Projects
--[] Living Metal Farming: A number of people on the Moon had taken to starting 'living metal' gardens, growing the smart-matter in lieu of plants. After all, Living Metal didn't require atmosphere or even water: just energy, and could be used to construct all sorts of Bloks. Some lunar colonists had proposed using some of the freshly cleared land to set up facilities expressly for the purpose of metal farming, which would help expand the production of the substance and provide a nice surplus of the material. 20/20, grants 1 Living Metal
--[] Orbital Defense Arrays: It might not save you, but it would buy time: an array of satellites armed with fusion cannons located in geosynchronous orbit with various of strategic importance, starting with major population centers. 9/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.
-[] Culture Projects
--[] Lunar Salvage Cabals (0/10 --> 10/10) +1 Art
--[] Frontier Explorer Compartment (12/20 --> 20/20)
--[] Muse: The recent spate of blood offerings to the spirits of TekArt had resulted in many pieces having particularly active Machine Spirits. A number of artists believed that by giving these machine spirits their own independent forms, they could serve as muses and curators of Tekket culture and artistry. 2/10, unlocks Muses, intelligent automata that grant elevated CUL and 1 ART.
-[] Faith Projects
--[] A Discerning Wisdom: Mother spoke of a discerning taste: her hungers were not prodigious, but they were refined. Encoded into the lifeforce of Tekket were hints and whispers of their memories, mere tastes of their experiences. She had carefully savored each and every one of her adherants essence, sipping from them the same way one might sip at a glass of wine. In exchange for plentiful flavors to sip from, she might be convinced to part with knowledge. 7/10, generates Warp, establishes Court of Whispers
--[]Shrine-Talismans:
A common offering to the spirits of the Shrine were talismen crafted from handfolded origamic covered in prayers written in classical Tekket calligraphy: they had, strangely, proven a very effective offering. Perhaps by supplying the Shrine-Keepers with the necessary tools, they could expand their knowledge on the construction of Talismans. (5/10 -> 10/10), upgrades TekShrines with Shrine-Talismen, increasing EXP.
--[] Temple of the Roadguide: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots. For obvious reasons this was more relevant than ever, especially as the Booug menacing your ships were the dream-spawn of the Roadguide: perhaps by invoking his favor via orbital temple-shipyard, your vessels could receive some degree of protection. 8/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
-[] Academy Actions
--[] Particle Field Generator: It was clear that Warp-Space was dangerous, but perhaps by improving the quality of the Particle Field used in the process it could be rendered at least somewhat safer, making travel more reliable and less damaging. To do this, the Directorate had authorized extensive access to lifeforce. (6/20 -> 20/20), gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
--[] The Teeth: A number of military scientists believed that by using GodTek and recent advances in NukeTek they could create a hyperadvanced, long range fusion cannon capable of causing significant damage. An intriguing idea, and it would give at least one of your fleets some actual teeth. 4/15, can upgrade a single fleet with the Teeth, a powerful medium range relic grade heavy fusion cannon that will automatically upgrade to incorporate newly developed technology. Will automatically upgrade to a long range when Extremely Advanced Nuke-Tek is completed. Costs 1 Artefact.
 
First time posting to this thread probably won't be developing any plans but I just wanted to point out that WyldShrine Tek's nature pacifying ability may lead to developing Shrines that would deal with Hostile Alien Wildlife like Quartzbugs or whatever the hell is in that magma sea we found on that one planet which would be extremely useful (even if we can probably only develop Shrines for places we've colonized).

This broadening of applicability may also apply to Familiar Tek such as making a Blokbot Familiar based on that one infectious organism that is also found in that magma sea just as a possible late stage version of that technology that could potentially be used to deal with the Booug.

not to mention I just find the idea of mechanical nature spirits cool (as no doubt do several people participating in this quest)
 
Well, looks like it's time for a v3 then.

[ ] Plan: Metal Forests and Guardian Spirits v3
-[ ] Black Hole Study Duty
--[ ] TKK Endeavor
-[ ] Survey Mongus
--[ ] TKK Accomplishment
-[ ] EXP (29)
--[ ] Living Metal Farming +20 (20/20)
--[ ] Orbital Forests +6 (15/15)
--[ ] Heavy Perpetunite Nuclear Stockpiles +1 (1/1) -1 NM
--[ ] Orbital Defense Arrays +2 (2/10)
-[ ] CUL (20)
--[ ] Lunar Salvage Cabals +10 (10/10)
--[ ] Frontier Explorer Compartment +8 (20/20)
--[ ] Secondary ShipShrines +2 (2/15)
-[ ] FTH (20)
--[ ] Temple of the Roadguide +5 (5/10)
--[ ] Enshrined Spirits +10 (10/10)
--[ ] Shrine-Talismans +5 (10/10)
-[ ] ACD (18)
--[ ] Particle Field Generator +14 (20/20)
--[ ] Gravity Engine +4 (4/20)

TBH I don't expect the MegaHub to finish soon, we've got so much other stuff in the EXP category that is vying for our attention and we'd have to put off all of it for at least one turn if we want to finish the MegaHub with any kind of speed. But it does give us both the most Network of all the options we have available right now, and is also the most efficent on a points-per-Network basis than Comm-Net or Q-compression, so I'd like to get started on it.

Edit: Scratch all that, might as well get started on at least one level of Defense Arrays so we don't end up forgetting and panicking about it later.
 
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@The Bird - do we need to have a spare living metal before we start research that spends it? Or is it enough to say have completed the living metal farm on the turn it finishes?
 
@The Bird - do we need to have a spare living metal before we start research that spends it? Or is it enough to say have completed the living metal farm on the turn it finishes?

You don't need a spare living metal. You'd just go into the negatives.

Shortages are a thing, after all.

Edit: Alright I think that's been long enough, votes open.
 
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Fleets: 2/2
Expansions: 29/29
Culture: 20/20
Faith: 20/20
Academy: 18/18

[X] Plan: Ready the Fleet
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Construct Endeavor Class Ship (0/20 --> 3/20)
--[X] Asteroid Harvesting Facilities (0/20 --> 20/20) +1 Nuclear
--[X] Orbital Forests (9/15 --> 15/15)
-[X] Culture Projects
--[X] Wonderpark Fungineering Guild (0/20 --> 2/20)
--[X] Lunar Salvage Cabals (0/10 --> 10/10) +1 Art
--[X] Frontier Explorer Compartment (12/20 --> 20/20)
-[X] Faith Projects
--[X] Shrine-Talismans (5/10 --> 10/10)
--[X] Mystek Protective Wards (0/40 --> 15/40)
-[X] Academy Actions
--[X] Particle Field Generator (6/20 --> 20/20)
--[X] Quartzbug Anatomy (0/20 --> 4/20)

Nuclear Material: 3 --> 4
Living Metal: 0
Network: 0
Art: 1 --> 2
Warp: 0
 
[X] Plan: Explore and Courts Updated
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Living Metal Farming: A number of people on the Moon had taken to starting 'living metal' gardens, growing the smart-matter in lieu of plants. After all, Living Metal didn't require atmosphere or even water: just energy, and could be used to construct all sorts of Bloks. Some lunar colonists had proposed using some of the freshly cleared land to set up facilities expressly for the purpose of metal farming, which would help expand the production of the substance and provide a nice surplus of the material. 20/20, grants 1 Living Metal
--[X] Orbital Defense Arrays: It might not save you, but it would buy time: an array of satellites armed with fusion cannons located in geosynchronous orbit with various of strategic importance, starting with major population centers. 9/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.
-[X] Culture Projects
--[X] Lunar Salvage Cabals (0/10 --> 10/10) +1 Art
--[X] Frontier Explorer Compartment (12/20 --> 20/20)
--[X] Muse: The recent spate of blood offerings to the spirits of TekArt had resulted in many pieces having particularly active Machine Spirits. A number of artists believed that by giving these machine spirits their own independent forms, they could serve as muses and curators of Tekket culture and artistry. 2/10, unlocks Muses, intelligent automata that grant elevated CUL and 1 ART.
-[X] Faith Projects
--[X] A Discerning Wisdom: Mother spoke of a discerning taste: her hungers were not prodigious, but they were refined. Encoded into the lifeforce of Tekket were hints and whispers of their memories, mere tastes of their experiences. She had carefully savored each and every one of her adherants essence, sipping from them the same way one might sip at a glass of wine. In exchange for plentiful flavors to sip from, she might be convinced to part with knowledge. 7/10, generates Warp, establishes Court of Whispers
--[X]Shrine-Talismans:
A common offering to the spirits of the Shrine were talismen crafted from handfolded origamic covered in prayers written in classical Tekket calligraphy: they had, strangely, proven a very effective offering. Perhaps by supplying the Shrine-Keepers with the necessary tools, they could expand their knowledge on the construction of Talismans. (5/10 -> 10/10), upgrades TekShrines with Shrine-Talismen, increasing EXP.
--[X] Temple of the Roadguide: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots. For obvious reasons this was more relevant than ever, especially as the Booug menacing your ships were the dream-spawn of the Roadguide: perhaps by invoking his favor via orbital temple-shipyard, your vessels could receive some degree of protection. 8/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
-[X] Academy Actions
--[X] Particle Field Generator: It was clear that Warp-Space was dangerous, but perhaps by improving the quality of the Particle Field used in the process it could be rendered at least somewhat safer, making travel more reliable and less damaging. To do this, the Directorate had authorized extensive access to lifeforce. (6/20 -> 20/20), gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
--[X] The Teeth: A number of military scientists believed that by using GodTek and recent advances in NukeTek they could create a hyperadvanced, long range fusion cannon capable of causing significant damage. An intriguing idea, and it would give at least one of your fleets some actual teeth. 4/15, can upgrade a single fleet with the Teeth, a powerful medium range relic grade heavy fusion cannon that will automatically upgrade to incorporate newly developed technology. Will automatically upgrade to a long range when Extremely Advanced Nuke-Tek is completed. Costs 1 Artefact.
 
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