Continuing the military buildup we've been doing, this plan aims to maximize our NukeTek while also getting as many other major military upgrades as possible (since this will probably be asked about, Fusion Fireworks is here so our troops don't get radiation poisoning from MiniNukeTek). In addition, I'm also able to get an Offering to the Lanturnkeeper and Sanctum Sanctorum, both of which are cool and could help with our HazardTek rolls.
Other Military Upgrades: New Valiant Ship, Cursite Cannons, Cursite Cubes, Shell of the Storm Kraken!, Rite of Gravitic Nimbleness, ShipBrain (TKK Resistance), Thunder Rods
Other Major Things: Orbital Solar Relays, Brain of the Assembly, Offering to the Lanternkeeper (x1), Sanctum Sanctorum
I'll drydock the Resistance to install the ShipBrain and deal with the damage it built up against the Spiders (and possibly against the logic virus this turn); as for the others, I'll probably spread them between H'k stuff, Yr Albain War stuff, and other small things like Green Giant First Contact and Tortuga Observation. Won't know for sure what I'll be able to work with until we know how damaged they get from the battle though.
This is the plan I've been working on for the turn after CPUMoon; I expect a lot of things to fall through and changes will have to be made, but the general combination of Perpetunite Regeneration Matrix, Magneto-Corridor, Toroidal Particle Reactron, BATTLEZONE NUCLEAR DOME, MiniNukeTek, and Fusion Fireworks (the latter to keep our troops getting radiation poisoning from the MiniNukeTek) would up out NukeTek, while Cursite Cannons, Cursite Cubes, Rite of Gravitic Nimbleness, a ShipBrain, and a new Valiant Ship for extra military buildup. I know the Admirals (Woltaire, Aylia, and Cit) are making their own NukeTek plan, but this is my own take on it.
I'll probably do Sandscorn Industrial Hubs instead then; just means I'll need to find some other source of NK to fit in (although if we're lucky, we might get some from CPUMoon). Ideally I can also fit in the Drunkard, Sleepwalk Brew (the Lunar Monks and Mad Admiral have been working on it), and BATTLEZONE COMBAT BEER, but I've already got my points tighter then I would like.
EDIT: Went with Sandscorn Shroombogs and Orbital Solar Relays.
He already has the universal genekey. This is the one to get past the highest level of security vaults. Which is what we'll expect to find aplenty both at New Dawn and in CPUMoon ...
I don't understand how a key to bypass *physical* security checkpoints is a risk for Koptu to have going forward. It's not like he can just hack into the autofacilities! He'd have to send in his shipboard robots to storm a facility the way Vlaahk did when he hit the Forbidden Archive.
He doesn't have to storm the Archive. He just has to send a single infiltrator who uses a universe genekey to get where they should not be. And Koptu doesn't actually have a universal genekey. He can make forgeries, but if the Archive changes their locks to something Koptu doesn't know the genetic sequence to unlock he can't clone it. A universal geneky means Koptu doesn't have to have intelligence on the specific lock a door uses in order to bypass it.
He doesn't have to storm the Archive. He just has to send a single infiltrator who uses a universe genekey to get where they should not be. And Koptu doesn't actually have a universal genekey. He can make forgeries, but if the Archive changes their locks to something Koptu doesn't know the genetic sequence to unlock he can't clone it. A universal geneky means Koptu doesn't have to have intelligence on the specific lock a door uses in order to bypass it.
Unfortunately what if the logic virus knows we have gene key forgeries? I mean the logic virus was able to go into the auto vessels from time to time like the brain plaque, whos not to say the CPU moon changed it's codes as well? Just playing devils advocate here.
Unfortunately what if the logic virus knows we have gene key forgeries? I mean the logic virus was able to go into the auto vessels from time to time like the brain plaque, whos not to say the CPU moon changed it's codes as well? Just playing devils advocate here.
We don't know--though I'll note that the Autons never told us of any transmissions going towards AutoPlanet, and Koptu was never infected so they shouldn't know about the cloning lab. I don't think Vlahk was infected after the cloning lab was built, either. As far as we know the genekey cloning lab is kept secret from the rest of the Autons. I'm reasonably confident in the cloned genekeys.
I'm just also noting that our homeworld got invaded by a bunch of khornate daemons, but they then got eaten by the local insect life, reducing them to a footnote. Our ants know how to war better than them!
But yeah, I have a plan I'm making called "The Price is Rite" that both gets a bunch of Rites and Plays, including for Gods we're going to try to go towards realizing... AND gets all three of the big nuke upgrades in ACD, set up for next turn once the CPU Moon stuff is behind us.
Now that Rites are more affordable, I'd be happy to go for a plan that basically goes all-in on them next turn. Honestly, there are some interesting Rites I wish we had already gotten.
I have quickly sketch up a plan for next turn that goes all in on improving our mil capabilities that significantly improves our ground and naval forces, getting a large amount of combat related rites and getting us a boatload of more ships to work with
[X] Plan: The Best Defence is a Good Offens
-[X] Expansion Projects (155/173)
--[X] Cursite Cannons (0/50 --> 50/50) -1 Nuclear
--[X] MegaMiner Hubs (0/20 --> 20/20) +1 Living Metal, +1 Nuclear
--[X] Tacchis Surface Mining (0/15 --> 15/15) +1 Nuclear
--[X] Spra'ang Minerological Survey (0/10 --> 10/10) +1 Nuclear
--[X] Orbital Solar Relays (0/25 --> 25/25) +1 Nuclear
--[X] Construct Valiant Class Ship (0/35 --> 35/35) -2 Nuclear
---[X] TKK Ollafeim's Resilience
--[] Construct Endeavor Class Ship: (0/25 --> 25/25) gain an Endeavor equipped with all unlocked Compartments and Ship upgrades as well as a variable amount of Perpetunite Nuclear Weapons depending on the size of your stockpiles.
-[X] Culture Projects (160/148)
--[X] BATTLEZONE NUCLEAR DOME (0/25 --> 25/25) --[X] Construct MothaShip Class Ship: (0/15 --> 30/15) Gain MothaShip, a T1 Hobbgrot Vessel that can be assigned to generate 1D3 progress to outpost completion and upgrades. Will increase Hobbgrot Propagation in regions with outposts.
--[X] Construct Cruiser Class: (0/25 --> 25/25) gain Cruiser Class, a diplomacy vessel that raises colonization level and gains a small bonus to reputation rewards from civilian assignments.
--[X] Heavy Trawlers: (0/20 --> 20/20) Lunar Salvage Cabals upgraded to provide access to Heavy Trawlers, amphibious heavy vehicles that generate EXP and can be used as mobile land and sea fortifications by your ground forces.
--[] Medal of Accomplishment: (0/25 --> 25/25) gain Medals of Accomplishments, improving the performance of officers and veterans the longer they serve and providing the same benefit to those who inherit the medals.
--[] Volcanus 9 Nova Mechanicus: (0/35 --> 35/35) Volcanus 9 Spy Rings gain Nova Mechanicus Enclaves, allowing increased observation of Mechanicus affairs and allowing for further operations by Nova Mechanicus operators, increasing Intel.
-[X] Faith Projects (170/158)
--[X] Brain of the Assembly (0/25 --> 25/25) -1 Art, +5 Nuclear
--[X] Rite of Gravitic Nimbleness (0/15 --> 15/15)
--[X] Thunder Rods (0/15 --> 15/15) +1 Nuclear --[X] Conjuration of the Current Witches: (0/20 --> 20/20) Curse of Darktide is upgraded with additional power of Current.
--[X] Many Biting Fish: (0/20 --> 20/20) upgrade Darktide with the power of Schools.
--[X] Rite of War: (0/10 --> 10/10) Mystek Ritual Compartment upgraded with Rite of War, very slightly increasing the damage of all weapons and in combat situations allowing one weapon system an additional increase of performance.
--[X] Blessings of the Swarm: (0/5 --> 5/5) develop Swarmblessing Rites for appeasing, exorcizing, and strengthening insect spirits.
--[X] Rite of Electric Force: (0/20 --> 20/20) increases EXP and Ship performance.
--[X] Sanctum Sanctorum: (0/25 --> 25/25) form Sanctum Sanctorum, a Mystek society, increasing FTH and proving +1 to FTH HazardTek rolls.
--[X] The Road-Docks: (0/15 --> 15/15) gain Road-Docks, allowing for the construction of FTH Ships.
-[X] Academy Projects (130/125)
--[X] MiniNukeTek (0/35 --> 35/35) -2 Nuclear
--[X] Perpetunite Regeneration Matrix (0/20 --> 20/20) -2 Nuclear
--[X] Magneto-Corridor (0/20 --> 20/20) -2 Nuclear
--[X] Toroidal Particle Reactron (0/20 --> 20/20) -2 Nuclear --[X] Academy Compartment Electrostatic Armor: (0/35 --> 35/35) Academy Compartments upgraded to electrify armor to harm borders.
--[X] Resources
--[X] Artifacts: 1 --> 0
--[X] Biodata: 2 --> 1
--[X] Intel: 0
--[X] Living Metal: 0 --> 1
--[X] Network: 5
--[X] Nuclear Material: 0
--[X] Warp: 3 ---> 4