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

Adhoc vote count started by The Bird on Mar 12, 2023 at 11:49 AM, finished with 145 posts and 45 votes.

  • [X]Plan But Think Of the Children Right Temple This Time
    -[X]FLEET
    --[X] Drydock
    ---[X] TKK Endeavor
    ---[X] TKK Accomplishment
    -[X]EXP (29/29)
    --[X]Asteroid Harvesting Facilities(20/20) +EXP +1 Nuclear Material
    --[X]Orbital Forest (9/15 +6 => 15/15) +CUL
    --[X]Heavy Perpetunite Nuclear Stockpiles(1/1) -1 Nuclear Material
    --[X]Construct Pioneer Class Ship(2/20)
    -[X]CUL(20/20)
    --[X]Sacred Livestock(2/20)
    --[X]Frontier Explorer Compartment(12/20 +8 => 20/20)
    --[X]Lunar Salvage Cabals(10/10) +ACD +ART
    -[X]FTH(20/20)
    --[X]Temple of the Toy Maker(10/10)
    --[X]Shrine-Talisman (5/10 + 5 => 10/10)
    --[X]WyldShrines (5/10)
    -[X]ACD(18/18)
    --[X]Particle Field Generator (6/20 +12 => 20/20)
    --[X]What Even Is Lifeforce? (6/25)
    -[X]ECON SUM
    --[X]Nuclear Material: 3 => 3
    --[X]Artifacts:1 => 2
    --[X]Warp:0
    --[X]Living Metal: 0
    --[X]Network: 0
    [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)
    [X] Plan: Metal Forests and Guardian Spirits v3
    -[X] Black Hole Study Duty
    --[X] TKK Endeavor
    -[X] Survey Mongus
    --[X] TKK Accomplishment
    -[X] EXP (29)
    --[X] Living Metal Farming +20 (20/20)
    --[X] Orbital Forests +6 (15/15)
    --[X] Heavy Perpetunite Nuclear Stockpiles +1 (1/1) -1 NM
    --[X] Orbital Defense Arrays +2 (2/10)
    -[X] CUL (20)
    --[X] Lunar Salvage Cabals +10 (10/10)
    --[X] Frontier Explorer Compartment +8 (20/20)
    --[X] Secondary ShipShrines +2 (2/15)
    -[X] FTH (20)
    --[X] Temple of the Roadguide +5 (5/10)
    --[X] Enshrined Spirits +10 (10/10)
    --[X] Shrine-Talismans +5 (10/10)
    -[X] ACD (18)
    --[X] Particle Field Generator +14 (20/20)
    --[X] Gravity Engine +4 (4/20)
    [X] Preparing for Trouble
    [X] Plan: Settling the Frontier
    -[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] Orbital Pioneer Initiative (0/15 -->12/15)
    --[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)
    [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.
    [X] Plan: Numbers Rise V2
    -[X] Drydock
    --[X] TKK Accomplishment
    -[X] Black Hole Study Duty
    --[X] TKK Endeavour
    -[X] Orbital Forests: 15/15, generates CUL.
    -[X] Asteroid Harvesting Facilities: 20/20, 1 EXP 1NM
    -[X] Heavy Perpetunite Nuclear Stockpiles: 1/1, -1NM
    -[X] Perpetunite Production Facility: 2/20
    -[X] Lunar Salvage Cabals: 10/10, generates ACD and ART
    -[X] Frontier Explorer Compartment: 20/20
    -[X] VR Simulators: 2/10
    -[X] Shrine-Talismans: 10/10, generates EXP
    -[X] An Unending Appetite: 10/10, 1 Living Metal
    -[X] Temple of the Toy Maker: 5/10
    -[X] Gnome Class Blok-Bots: 4/15
    -[X] Particle Field Generator: 20/20
    [X] Plan: Preparing For The Future
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    ---[X] TKK Accomplishment
    -[X] Orbital Forests: 15/15, generates CUL.
    -[X] Asteroid Harvesting Facilities: 20/20, generates EXP, grants 1 Nuclear Material.
    --[X] Construct Endeavor Class Ship (2/20)
    -[X] Frontier Explorer Compartment: 20/20, 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] Lunar Salvage Cabals: 10/10, unlocks Salvage Cabals, a Society that generates ACD and grants one ART.
    -[X] Sleepwalk Brew: 2/20, grants ACD, CUL, and FTH as the Directorate gains access to the Sleepwalk Potion for use in recreation, art, and religious ceremonies.
    --[X] Shrine-Talismans (10/10)
    -[X] Temple of the Old One: 5/10, establishes Old Ones Temple, a Holy Site that increases the power of your Rites.
    -[X] Temple of the Roadguide: 10/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
    -[X] Particle Field Generator: 20/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
    -[X] Quartzbug Anatomy: 4/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
    [X] Plan Mind-Machine and Repair Protocol
    -[X] Fleet Actions
    --[X] Drydock
    ---[X] TKK Endeavor
    ---[X] TKK Accomplishment
    -[X] Expansion Projects - 29 points
    --[X] Orbital Forests (9/15 --> 15/15)
    --[X] Harvesting Facilities - 0/20 --> 20/20
    --[X] Heavy Perpetunite Nuclear Stockpiles - 0/1 --> 1/1
    --[X] Construct Endeavor Class Ship - 0/20 --> 2/20
    -[X] Culture Projects - 20 points
    --[X] Frontier Explorer Compartment (12/20 --> 20/20)
    --[X] VR Simulators - 0/10 --> 10/10
    --[X] Lunar Salvage Cabals - 0/10 --> 2/10
    -[X] Faith Projects - 20 points
    --[X] Shrine-Talismans (5/10 --> 10/10)
    --[X] NeuroChoirs - 0/15 --> 15/15
    -[X] Academy Projects - 18 points
    --[X] Particle Field Generator (6/20 --> 20/20)
    --[X] Repair Protocol - 0/20 --> 4/20
    [X] Preparing for Trouble
    -[X]FLEET
    --[X] Black Hole Study Duty
    ---[X] TKK Endeavor
    --[X] Spraa'ng:
    ---[X] TKK Accomplishment
    -[X]EXP (29/29)
    --[X]Asteroid Harvesting Facilities(10/20)
    --[X]Comm-Net(10/10)
    --[X]Orbital Forest (9/15 +6 => 15/15)
    --[X]Heavy Perpetunite Nuclear Stockpiles(1/1)
    --[X]Orbital Defense Arrays(2/10)
    -[X]CUL(20/20)
    --[X]Sacred Livestock(2/20)
    --[X]Frontier Explorer Compartment(12/20 +8 => 20/20)
    --[X]Lunar Salvage Cabals(5/10)
    --[X]VR Simulators(5/10)
    -[X]FTH(20/20)
    --[X]Temple of the Toy Maker(5/10)
    --[X]Temple of the Lanternkeeper(5/10)
    --[X]Shrine-Talisman (5/10 + 5 => 10/10)
    --[X]WyldShrines (5/10)
    -[X]ACD(18/18)
    --[X]Particle Field Generator (6/20 +12 => 20/20)
    --[X]What Even Is Lifeforce? (5/25)
    --[X]AutoTurrets(1/10)


Vote locked.
 
Vote's over mate.

Anyway, I'm thinking to combine Perpetunite Production Facility with An Unending Appetite to get 5 NM in one turn. This would help to speed up our expansion.

Thoughts?
 
We should explore galactic south.
This one?
[ ] Explore Galactic South: In this direction lie the Grimket Astrolabe, a Sky-Storm that was only rarely visible on Teklia. It was also the direction of a variety of smaller systems as seen by your sky-mapping programs, some of which had shown some stellar oddities that led to many believing that there existed in this direction potential alien civilizations that weren't destroyers.
That's not a bad idea actually. I'm split between a North and South spread and a North and Expanse spread.

I'll post plans for both.

And also slowly try to work our way to MystTek defences.
Mystek Protective Wards...hmm.

I'm personally wondering if having Shipminds and the Roadguide wouldn't discount the cost some, because right now it's worth two turns of FTH points and 1 Warp, the latter of which comes from options that are fairly problematic and are also a turn's worth of FTH points.
 
Hey, I'm new to this quest, couple questions: What kind of armed forces do we actually have? I don't see a list or anything anywhere.

Also, when exactly is this happening in the 40k timeline?
 
We don't know when this quest is happening, except that it is sometime post Horus Heresy given the Salamander successor chapter that invaded.

We don't know the exact size of our ground forces, though we do know they are armed with laser weapons.
 
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Hey, I'm new to this quest, couple questions: What kind of armed forces do we actually have? I don't see a list or anything anywhere.
At the moment, two exploratory ships plus an army of size 'Whatever's reasonable at the moment'.

I strongly suspect that's a feature on Bird's part.

EDIT:
Weapons so far are:
*Laser 'blasters'
*Fusion cannons (whatever those are)
*'The World Set Free' atomic bombs with actual atomic-like force. Think a nuclear explosion that carries on for twenty minutes.

Draft plans:

[]Plan Do The Bloody Research North & Expanse
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Exploring the Expanse:
---[] TKK Accomplishment
-[]EXP (29/29?)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20) -1 Nuclear Material
--[]Lunar MegaHub (11/40)
-[]CUL(20/20?)
--[]Sacred Livestock(2/20 +18 =>20/20 ) +EXP +1 Warp
--[]Orbital Pioneer Initiative(2/15)
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10)
--[]Temple of the Roadguide(10/10)
--[]ShipMind Shrine(5/20)
-[]ACD(19/18?)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 2
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: 0
--[]Network: 0

[]Plan Do The Bloody Research North & South
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Explore Galactic South:
---[] TKK Accomplishment
-[]EXP (29/29?)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20) -1 Nuclear Material
--[]Lunar MegaHub (11/40)
-[]CUL(20/20?)
--[]Sacred Livestock(2/20 +18 =>20/20 ) +EXP +1 Warp
--[]Orbital Pioneer Initiative(2/15)
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10)
--[]Temple of the Roadguide(10/10)
--[]ShipMind Shrine(5/20)
-[]ACD(19/18?)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 2
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: 0
--[]Network: 0
 
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[]Plan Build and Explore
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Explore Galactic South:
---[] TKK Accomplishment
-[]EXP (31/31)
--[]Perpetunite Production Facility (20/20) -1 LM +5 Nuclear Material
--[]Construct Pioneer Class Ship (13/20)
-[]CUL(21/21)
--[]Sacred Livestock(13/20)
--[]VR Simulators (10/10) +ACD
-[]FTH(20/20)
--[]A Discerning Wisdom (10/10) +WARP
--[]An Unending Appetite (10/10) +1 LM
-[]ACD(19/19)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 8
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: => 0
--[]Network: 0

Here's my draft, we're likely to start building more ships and the Lunar Megahub soon so we'll need an excess of NM. On the turn following this plan we can finish the pioneer ship and get most of the way through the Megahub or a Valiant.

Also this will round out our ACD to 20.
 
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Guys, the turn isn't even out yet; the moratorium exists for a reason.
We're not voting; we're posting draft plans as a starting point for discussion.

Here's my draft, we're likely to start building more ships and the Lunar Megahub soon so we'll need an excess of NM. On the turn following this plan we can finish the pioneer ship and get most of the way through the Megahub or a Valiant.

Also this will round out our ACD to 20.
I'm gonna be honest, I'm very uncomfortable pulling the pin on the Courts without a strong countervailing pantheon to keep us from going full Necron.

That reminds me:I forgot to consider Temple of the Dancer re:Slaanesh prevention. I might work on that instead of ShipMinds--thoughts?
 
Temple of the Dancer: An old Tekket art goddess, the Dancer had seen increased attention as of late, with many a TekArtist calling on them for inspiration for their works. Some had proposed constructing a temple for them where artists could make direct pilgrimage and ask the Dancer directly for their blessing, as well as serve as a sort of art-school for aspiring creative Tekket. 0/10, establishes Dancer Temple, a Holy Site that increases CUL.
That reminds me:I forgot to consider Temple of the Dancer re:Slaanesh prevention. I might work on that instead of ShipMinds--thoughts?
yes that is a good idea since people are so worried about slannesh with our tek arist right now getting them under the perview of a tekket art goddes who should hopefully lighten there perfection tendicnes and make people more okay with taking more art options like muses or something
That's not a bad idea actually. I'm split between a North and South spread and a North and Expanse spread.
personally I like a expanse one more since we already have establsihed warp routes to that region so it a little safer, it a more non active region making it saferish to explore compared to more active regions and I got a feeling there a lot of cool stuff in there too

I'm personally wondering if having Shipminds and the Roadguide wouldn't discount the cost some, because right now it's worth two turns of FTH points and 1 Warp, the latter of which comes from options that are fairly problematic and are also a turn's worth of FTH points.
yah I agree it 40 FTH and one warp for exceptionally crude wards that require a ton of investment for something pretty meh imo we can get a lot more done for ships/warp stuff while helping our society in general by focusing on more low point operations like roadguides, ensrhined spirits, name of the booug, the ship stuff and latern keeper ect
 
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I want to point out that one of Slaanesh's more well known deamons' is the Masque, and that they are eternally forced to dance.
 
tbh if you look at any art/music focused god you get some dancing stuff with them look at cegorgah from warhammer 40k or loec from warhammer fanasty both have big dancing stuff with them and we are gonna start being super paranoid about old faith local tek gods secretly being chaos gods/related. Then we shouldn't take any of the old faith options cause most of them have similarities if you look hard enough to chaos gods but we shouldn't do that though
 
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I want to point out that one of Slaanesh's more well known deamons' is the Masque, and that they are eternally forced to dance.
To my understanding each of the Chaos Gods casts a wide enough net that between them every possible mortal experience feeds them at least a little bit. Or at least they claim to do so.

More to the point, prayers are already being offered up and someone is going to receive them. Hopefully a more defined canon directs that to our version of the Dancer instead of one of Slaanesh's pawns.

Draft Plan again:

[]Plan Do The Bloody Shuffle North & South
-[]FLEET
--[]Explore Galactic North
---[] TKK Endeavor
--[]Explore Galactic South:
---[] TKK Accomplishment
-[]EXP (29/29?)
--[]Construct Pioneer Class Ship(2/20 + 18 => 20/20) -1 Nuclear Material
--[]Lunar MegaHub (11/40)
-[]CUL(20/20?)
--[]Sacred Livestock(2/20 +18 =>20/20 ) +EXP +1 Warp
--[]Orbital Pioneer Initiative(2/15)
-[]FTH(20/20)
--[]WyldShrines (5/10 + 5 => 10/10) +EXP
--[]Temple of the Dancer(10/10) +CUL
--[]Temple of the Roadguide(5/10)
-[]ACD(19/18?)
--[]What Even Is Lifeforce? (6/25 + 19 => 25/25) -1 Warp
-[]ECON SUM
--[]Nuclear Material: 3 => 2
--[]Artifacts: 2
--[]Warp:0 => 0
--[]Living Metal: 0
--[]Network: 0

Probably also a North & Expanse version of this instead of the Do The Bloody Research plans.
 
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--[]WyldShrines (5/10 + 5 => 10/10) +EXP
WyldShrines: If nature spirits existed, then should they not also be venerated with shrines of their own? It was a proposal by a number of your naturalists, suggesting the establishment of TekShrines in the wilderness and parks in order to appease the various native spirits of Teklia. If it worked, if a method to appease these wyld-spirits was found, it could serve a number of potential applications in Tekket expansion. 0/10, establish Wyld-Shrines, reducing hostility from wildlife and promoting healthy wilderness, generating EXP.
I am so hyped for us to compete this cause we it gets us more EXP, make friends with nature, get us more in peace with them but also hopefully it will strengthen our nature spirits, unlock more options with nature
--[]Orbital Pioneer Initiative(2/15)
why not start on VR simulator for example instead of this to get some more ACD for us?
--[]Lunar MegaHub (11/40)
can't say I am huge fan of this option why not do the comm network for +1 network or do lunar monstraties or shrine district for the fth and in the latter case help out our machine spirits more? or start on the space art galleries for that extra CUL, know people are very wary about tek art but we are doing the dancer in this plan too. Also I mean it just gallery for pieces to small on earth it not more than that it just art gallery don't read into too much it
 
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According to the best estimates the Tekket have at the moment, the north is the direction the Imperial forces came from during their initial assault: that's reason enough to delay exploring in that direction until we have developed proper warships. Considering its composition(Astartes supported by Mechanicus and Imperial Guard assets), it's likely the initial force was part of a Crusade or other major miltary operation, so the chances of finding a continued Imperial presence in the area are worth considering.

Best case scenario, it's just typical frontier worlds that may be even willing to do some trade with the Tekket under the counter. On the worst circinstances, the Imperium got so spooked by the C'tan awakening they reagrouped and stablished a blockade. It's what they are used to doing when they find a threat too dangerous to be left alone, yet it is one they are unable to overcome with the resources at hand. In any case, when the Tekket go that way, they should be ready for the possibility of catching the attention of the Imperium. More realistically, they should have some chance of either fending them off or surviving.

Seeking the patronage of the Dancer seems like a fine measure to counteract any potential Slaaneshi corruption. The Old Faiths of Tekklia on average seem don't seem to have such a pointed connection to blood sacrifice as the other creeds(most likely because they predate the adoption of the practice), and besides, the prominent Tekketi art movements already seem to be experiencing some sort of weird, semi-spiritual metamorphosis; better to point that tendency in a healthy direction by resurrecting abandoned artistic works and other cultural practices.

Furthermore, it's becoming evident the Tekket's beliefs have some sort of echo in the warp, so restarting the worship of a Tekketi deity would be like placing a small, angry guard dog over Tekket artists. Gods don't appreciate attempts at stealing worshippers.
 
can't say I am huge fan of this option why not do the comm network for +1 network or do lunar monstraties or shrine district for the fth and in the latter case help out our machine spirits more? or start on the space art galleries for that extra CUL, know people are very wary about tek art but we are doing the dancer in this plan too. Also I mean it just gallery for pieces to small on earth it not more than that it just art gallery don't read into too much it
Comm-net's great for if we need +1 Net right this instant, but it's not very points efficient per Network.

So here was my thought process:

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. 0/20, grants 1 Living Metal

Perpetunite Production Facility: It would require dipping into your Living Metal stocks, but a fairly popular ballot was to create expanded Perpetunite manufacturing facilities on the Moon in order to meet expanding demands for nuclear materials in Directorate space: because of its position, there were little concerns about radiation like there would be for planet-side facilities. 0/20, grants 5 Nuclear Material, costs 1 Living Metal.
Taken altogether, this is a 40 EXP project for 5 NM.

Lunar MegaHub: Instead of singular individual data hubs, some suggested taking advantage of low lunar gravity to construct a titanic city sized MegaHub to both meet all current and future needs for data for the burgeoning Lunar Colony. This would be grotesquely expensive in terms of power, however. 0/40, costs 2 Nuclear Material, generates 5 Network.
80 EXP--two and two-thirds turns--for 3 NM and 5 Net. This lets us build and send out 3 Dreamers within the next century, without GodTek assistance.

The alternative in my mind would be LMF -> PPF and GodTek Emulator. 40 EXP, 15 CUL, boosts CUL and gets us 5 NM and 5 Net. Meaning we could start building Dreamers as early as the turn after such a plan, or a more mixed Deep Space Monitor and ship-building spree.

@The Bird before the update im pretty sure lifeforce is supposed to be only getting 4 points. Since it takes 14 for particle to finish not twelve.
Oh, bollocks, how did I miss that?
 
the prominent Tekketi art movements already seem to be experiencing some sort of weird, semi-spiritual metamorphosis; better to point that tendency in a healthy direction by resurrecting abandoned artistic works and other cultural practices.
yah it started and can't really be undone best point it in a good direction which the dancer will likely do

Furthermore, it's becoming evident the Tekket's beliefs have some sort of echo in the warp, so restarting the worship of a Tekketi deity would be like placing a small, angry guard dog over Tekket artists. Gods don't appreciate attempts at stealing worshippers.
I have no other comment other than I love that descriptions for gods and their it worshipers it fantastic 10/10 no notes
 
For whatever it's worth, I advocate for The Teeth and Gravity Engine options. Both to give us more firepower in space and thereby stop potential invasions from getting planet side, (I hope.) And to give new, non Warp based space options. Because the Warp sucks.
 
For whatever it's worth, I advocate for The Teeth and Gravity Engine options. Both to give us more firepower in space and thereby stop potential invasions from getting planet side, (I hope.) And to give new, non Warp based space options. Because the Warp sucks.

Oh, you think the Gravity Drive could eventually give us an alternate FTL drive? That would be cool.
 
Comm-net's great for if we need +1 Net right this instant, but it's not very points efficient per Network.

So here was my thought process:




Taken altogether, this is a 40 EXP project for 5 NM.


80 EXP--two and two-thirds turns--for 3 NM and 5 Net. This lets us build and send out 3 Dreamers within the next century, without GodTek assistance.

The alternative in my mind would be LMF -> PPF and GodTek Emulator. 40 EXP, 15 CUL, boosts CUL and gets us 5 NM and 5 Net. Meaning we could start building Dreamers as early as the turn after such a plan, or a more mixed Deep Space Monitor and ship-building spree.


Oh, bollocks, how did I miss that?
yahhh I am def not on board with doing 3 dreamer ships in the next 100 years which is 5 turns, that would have us just being doing that or getting points for which not onboard with. I am okay sending out one in 5 turns or something but three in 5 turns! nah way too much sacrfice for them when our warp protections aren't even good for those people being sent off
 
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Gravity engines are STL. They can't replace the Warp, unfortunately, but they can free our ships from the tyranny of the rocket equation and boost in system speed.
 
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