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

Once we've done the Nuke turn, maybe we can do the ART turn. Lots of industry, unions, and shrine upgrades here.
It's a nice plan, one of these days I want to do this project. We've waited on the temple expedition for the longest time and finally did it… now I want to figure out the mysterious coffins and what's so special about the Tekket's moon.

Cracking Open a Coffin: The recovered coffins from the Moon were currently under heavy lock and key. The chaos sorcerer found within the first has well taught the survivors not to go opening strange sarcophagi. The Fleet wanted to research these structures and hopefully develop a means to safely remove their occupants for study. 0/25, gain way to safely open Lunar Coffins, increasing Warp.
 
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So I decided to go through all our projects, and these were all the ones I found that could improve our manufacturing:
Naklis Arms Factories: The Fleet, meanwhile, wanted to begin establishing a presence on Naklis: an arms factory, capable of producing weapons, both nuclear warheads to expand the stockpile, as well as both ship-board and infantry and vehicle scale weapons. This wouldn't directly help make Naklis defensible, but it would help make the Directorate as a whole safer. 0/30, gain Naklean Arsenal Special Infrastructure. Repeatable: cost increases by five with each completion of this action.

MegaHarvester Manufactory:
The MegaHarvester extracted massive amounts of ore and material for processing, but there existed no reason a manufacturing car couldn't be installed as well to allow the mobile city to produce its goods natively. This would provide the city more materials to expand with AND increase the amount of finished goods that could be shipped across the planet. 0/25, MegaHarvester gains Manufactory Car, increasing CUL.

Naklis Powertool Factory:
Naklis was, currently, the leader in developing rugged and useful devices for heavy industrial work. A number of engineers on the planet had proposed opening a manufacturing center specifically for producing and allowing for more widespread distribution a number of these models, like the OmniDrill add-on, or the TGLI-37 EnviroSuit, etc. 0/15, upgrades Naklis with Powertool Factory, increasing EXP.

Greater Fire Fairy Bottling:
Fire Fairies were a potent source of elemental energy: however, they were fairly difficult to acquire, as the Bottling facility only has the capacity to produce so many. If these facilities were expanded, this relative scarcity could be eliminated. 0/25, Naklis gains Greater Fire Fairy Bottling facilities, increasing FTH and Warp.

Perpetunite Cauldrons:
The Autorecyclers were impressive, but their output could be expanded further: it would require installing advanced shield technology to manage the heat, and likely considerable amounts of power, but with those Teklia should be able to match Naklis, at least when it comes to manufacturing. 0/50, gain Perpetunite Caulrons, increasing EXP by 2. Cost 1 NK.

Expanded Lunar Forges:
The Lunar Forges could only produce so much paleotech. To expand production, extensive upgrades would have to be made to the structure, expensive ones. Still, this would hopefully increase the spread of artisanal paleotechnology. 0/30, gain Expanded Lunar Forges, increasing EXP and ART

Ferrocrystal Manufacturing Complex:
Ferroglass was a largely decorative material, produced to give space habitats small windows and people indestructible glassware. Still, it was handy for a variety of purposes: by establishing a manufacturing complex, the substance could even become a viable alternative to ferroplastic for Blok casings. 0/10, increases EXP.

Anchor-City:
A proposed way to expand residence on Erichtheo: a floating, underwater city, anchored to the GloCoral. This would allow regional exploitation AND allow for increased population capacity on the planet. The population would likely be very small starting off, but it would serve as scaffolding for future expansions. 0/10, increases CUL from Anchor-City being constructed.

Erichthean PharmaFactory:
With increasing medical demands for high quality medicine, it had been proposed that the Directorate should create a pharmaceuticals mega-factory on Erichtheo capable of using the novel compounds sourced in Erichthean flora and fauna to manufacture extremely high quality medical supplies. 0/15, gain Erichthean PharmaFactory granting ACD and improving medical care.

Alkemote Bottling Facility:
The Alkemotes and Bubblefish were both spirits of Alchemy: one byproduct, one a manifestation. The former seemed to serve as a source of nourishment for the Bubblefish, and according to analysis by Mysteks, much like Lumium Eggs, the Motes could serve as a source of arcane energy for the creation of bespoke medicines and elixirs. 10/25, gain Alkemote Bottles, used by Mysteks as alchemical supplements, increasing Warp by 1.

Meeklak Q-Bit Factories:
Calling them factories was likely a misnomer, but 'quantum particle synthesis facility' was a bit too unwieldy. While already fairly cheap to replace, it would be a great help to the Directorates budget to make it even cheaper by setting up manufacturing facilities on Meeklak that could utilize its unique elecro-chemical makeup to simplify the process. 4/25, create Meeklak Q-Bit Factories, increasing ACD and NT.

Sandscorn Industrial Hubs:
The Psyocracy wanted to follow up the creation of the Gigadrill with an expanded industrial program to take advantage of the material it pulled out: these facilities would by and large be subterranean. 0/25, Sandscorn gains expanded manufacturing. Increases EXP from trade. Raise Khimer Rep by 2.
The Mazovist Script: A proposal by some of the Unionists: a series of dramatic plays dedicated to the great thinkers, politicians, and philosophers who helped inspire the Directorate, intended to call upon their spirit for inspiration in the halls of organization. 0/25, gain Mazovist Plays, allowing Mazovist Ghosts to give blessings to those who impress them, increasing ACD by 3.

Gas for Meat:
The deal for Kelp was proving very valuable: now, the Khimer were interested in another trade deal. They wanted gas: breathable gas, biogenic gas, industrial gas. They were even willing to buy poison gas for military purposes, though its applications would likely be niche. In exchange, they were willing to offer the Directorate something vegans and Hobbgrots had been advocating for decades: an ethical source of animal meat identical to the real thing, grown via specialized protein vat. They would also be willing to sell a variety of other faux-animal products: bones, organs, eggs, blood, leather, fur, etc. 0/25, gain EXP from trade. Khimer Rep +2. WARNING: Only five Khimer cargo slots are available. Taking additional trade deals past those ones will require assigning additional ships or upgrades to hauling capacity.

Nukes for Meds:
The Khimer were also willing to trade access to bespoke pharmaceuticals tailored to Tekket and Hobbgrotish physiology: this would allow for another improvement to the medical system as more effective forms of chemical treatment could be deployed to those suffering from severe medical problems. In exchange, however, they wanted more nuclear materials to furnish their growing industrial sector as well as expand their military defenses. 0/25, gain EXP from trade. Cost 1 Nuclear Material. Khimer Rep +2. WARNING: Only five Khimer cargo slots are available. Taking additional trade deals past those ones will require assigning additional ships or upgrades to hauling capacity.

Corpse Trade:
It was, perhaps, unsavory, but it helped advance Marjaks research, which in turn benefitted the Directorate. In exchange, the Archive was willing to manufacture medical equipment for both the Khimer and the Directorate. 0/25, gain EXP and ACD, +1 BioData, increases AutoFacility Influence, raise Khimer reputation by 2.

Grand Flotilla:
An extremely ambitious idea was the formation of a giant city comprised of hundreds upon thousands of individual ships. It would take monumental resources, Tekket-hours, and social commitment, but it would be an incredible display of the Tekket mastery of space, to say nothing of providing another avenue of escape should the Destroyers come. 0/50, gain Grand Flotilla, a mobile city that generates considerable CUL.

Orbital Pioneer Factory Ships:
With more power, more expansion was being seen in the Orbital Townships, which were beginning to draw in more and more resources. However, they weren't yet self-sufficient: most townships lacked the means to easily manufacture advanced components and bloks, meaning they had to rely on shipments from Teklia and Naklis for finished goods. To amend this, the Frontier Society wanted to create a series of Factory Ships that could be used as manufacturing centers for these space-villages. 0/25, upgrades Orbital Pioneer Initiative with Factory Ships, increasing EXP.

Heavy Trawlers:
Another faction in the Salvage Cabals had begun creating massive fortress ships to sail the garbage sea. These heavy trawlers served as mobile bases, trade centers, and to some extent townships. Some had proposed standardizing the design and upgrading the schematic for use in non-lunar enviroments. 0/20, 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.

Spra'ang Tekropolis:
The Tekropolis would be the first major Spra'angian metropole: handling manufacturing, bureaucracy, power generation for the planet. It would, largely, be automated: very few wanted to live on Spra'ang, meaning that a population of only a few thousand would likely find themselves living in a city sized for billions, creating a lonely city of silence. 0/15, create Tekropolis, increasing EXP.

Mongus Cloud City:
With immigration to Mongus increasing, it might be prudent to begin constructing dedicated population centers around some of the larger and more active air refineries. 0/20, increase CUL.

Meeklakian Deep Bunkers:
A city of last resort. The Deep Bunkers would be constructed deep within Meeklak upon its core, housing a maximum population capacity of thirty million. It would be home to numerous strategic resource stockpiles, alongside three Endeavor reactors to power themselves: to hide any emissions, a purchase would be made with the Khimer for a massive quantity of stealth metal to help hide all emissions. All to create a city so fortified, so hidden, and so stockpiled that if the worst came to pass the survivors might be able to survive. 0/20, create Meeklak Deep Bunkers, increasing EXP and upgrading War Against Extinction. Costs 1 of every special resource except Biodata and Intel.

PygmaliTek Workshop:
ART. It was how Muses were made! The Rite of Anima only helped so much: to produce a Muse, you needed a STRONG Spirit of Art, one grown on the adoration of hundreds of Tekket AT THE LEAST and years of care and nurturing! There were not enough Muses! Or at least so claimed the PygmaliTeks, the branch of ArtSorcerers and Art enthusiasts dedicated to the production and research of Muses and Muse related technology. The PygmaliTeks wanted to create a massive Workshop where they could forge greater works of art and develop the technology required to accelerate the development of art spirits. 0/15, increases CUL by an elevated amount.

Folk Mantras:
The Union Spirits of Folk Heroes had shown an interesting property. Spoken by a working man with strong faith in Unionist principles, the stories and legends of these figures have shown the ability to improve factory efficiency by over 18%, give Tekket the ability to work as tirelessly as any machine for days at a time, and even giving those who speak them the might of three Tekket. Perhaps with recitation and ritual, the Unions might be able to call upon the power of these stories more reliably... 0/25, gain Folk Mantras, increasing EXP.

Comradist Dispensers:
Dispensers were the name of union spirits created from the souls of machines, the tools of heavy labour. These constructs, housed typically in an organizations headquarters, were used to take the dues owed by members in lifeforce, turning them into powerful, if random, blessings for the union. Perhaps with experimentation and iteration, a means to make this process more reliable might be found. 0/25, gain Comradist Dispensers, increasing EXP.
Temple to the Mad Tinker: The youngest son of Toymaker, the mad tinker was a deviously brilliant engineer who supposedly governed both the heating system of hell, as well as the summer months, the result of him opening vents to the infernal furnace to help dry the floods of spring. A…concerning amount of Devils were interested in his worship. 0/25, create Temple to the Mad Tinker, hellgod of the infernace, increasing EXP and devilish interest in civic engineering.

Cauldrons of the Hermit:
Alkemy was also governed by the Hermit: her myths had many references to her teaching the art of transmutation, restoration, and alteration through special cauldrons. Recreating them would be difficult, but not impossible. 25/100, gain Consacratek TekCauldrons as alchemy tools, increasing EXP.

Toymakers 'Elpers:
The Toymaker might not have been a Mojo, but he had a number of Hobbgrot followers who wanted to bring the magic back to celebrations in the Directorate by expanding the Workshop further with paleotech workshops, and giving them full tilt towards producing gifts, presents, games, merriments, and treats to help make festivals fun. 0/25, gain Toymakers 'Elpers, a subset of Hobbgrot Toymaker Priests dedicated to spreading holiday cheer with weapons of mass delight, increasing CUL. Cost 1 ART.

Arcanic Cyberforge:
Something proposed by the Calculators: creating a special modified stationary scan device that could be used to scan items and use the data to construct and improve digital simulacra. 0/25, Mysteks gain Arcanic Cyberforges. Cost 1 NT.

UnionTek Novagods:
Broadly speaking there existed seven distinct types of UnionSpirits: Dispensers, MegaMachines, Mazovist Ghosts, the Old Workers, the Folk Heroes, Elemental Androids, and, finally, Donor Devils. A branch of Unionist Calculators wanted to use more GodTek to construct a variety of post-technological vessels for the greatest of these beings, in order to outfit the Union with patrons equal to the Great Ocean Vita. 0/15, gain UnionTek Novagods increasing UnionTek potency considerably, and all IndustrialTek to variable degrees. Cost 1 ART.

Silvertine Androids:
Union Vita and the offspring of He Who Labours, the Silvertine Androids provided a number of useful tasks across Naklis, such as cutting back Ferrothorn encroachment, aiding in cursite removal and transportation, and even, in exchange for sufficient amounts of lifeforce, staff for individual Elementalists. However, they had the small weakness that they couldn't leave Naklis, not without growing significantly weaker. The Union thought that was unacceptable, and wanted to begin developing a means to fix this issue. 0/25, gain Unionist Silvertine Androids, increasing EXP.
Antientropic Fields: This technology is likely not of Dorgan origin. Still, if it could be studied, perhaps a more benign, less warcrime-y use could be found, such as mass food preservation or air conditioning. 0/10, Directorate gains Antientropic Cooling, increasing EXP and CUL.

Artificing Chamber:
Lifeforce Batteries were tedious, costly, and difficult to make, largely because the manufacturing methods were such that it couldn't be fully automated. To simplify it, some Academy scientists wanted to study GodTek in order to design a specialized chamber equipped with technological apparatae that could, at least, simplify the process, allowing for an increased stream of the batteries in Directorate Space. 0/25, create Academy Artifice Chamber, allowing for somewhat simplified production of high end artefacts, generating 1 Warp. Cost 1 ART.

BlokBot Optimization Principle:
The basic program behind Upgraders could be simplified in order to allow for, over time, BlokBots to automatically perform basic optimizations and improvements. This would largely benefit industry, as valuable Tekket-power that was spent on BlokBot design could instead simply be foisted off on machinery. 0/25, BlokBots over time will slowly upgrade to more powerful + versions, increasing EXP.

Bionics:
Marjak had developed some…fairly impressive bionics. They were willing to help convert some of these to fit with Tekket and Hobbgrot physiology, but they wanted in exchange help creating a sort of mechanical neuromesh to install in the autozombies. 0/25, gain Simple Bionics, increasing EXP. Raises Forbidden Archive Influence by 1.

Biogenic Gel:
This gel seemed to be the building bloks by which Devourer combat organisms were printed. The shaper-organisms located in the chambers likely used various psychocerebral methods of shaping it, however if the Biocity could develop an alternate means, the substance would likely prove fascinating to work with. 0/20, BioShip develops means to shape tyranic biogel to create bioartefacts and custom organisms, granting 1 ART and CUL. Cost 1 BioData. Requires 100 Khimer Reputation.

Paleotech Reproduction:
The Cabal and Nova Mechanica both were interested in learning how to simplify the reproduction of Paleotech. If they could streamline the more involved processes and learn how to reproduce more advanced examples, it could potentially allow more Paleotech to enter distribution. 0/25, gain improved Paleotech Reproduction, increasing EXP and ART.

Cabal Chargemetal:
A unique property of Biometal: its ability to absorb massive amounts of lifeforce and, curiously, mountain blood. Blades treated this way show traits equivalent to imperial power-technology. The Cabal wanted to experiment, find other uses for treating the substance with mountain blood. 0/25, Lunar Cabal begins using Mountain Blood to create Chargemetal, increasing EXP and Warp. Cost 1 LM.
 
I'm really curious in what kinds of goodies devotees of the Mad Tinker can make.

They seem like the kind of people to make wacky, hard to replicate but equally advanced tech relics.
There's also the Toymakers 'Elpers, creating 'weapons of mass delight'… wonder if it's possible to create something like the Nutcrackers from Lethal Company. Their holiday themed and it would be funny, enemies getting their ass kicked by toy-based weaponry.
 
There's also the Toymakers 'Elpers, creating 'weapons of mass delight'… wonder if it's possible to create something like the Nutcrackers from Lethal Company. Their holiday themed and it would be funny, enemies getting their ass kicked by toy-based weaponry.
Sounds hilarious.
It's a nice plan, one of these days I want to do this project. We've waited on the temple expedition for the longest time and finally did it… now I want to figure out the mysterious coffins and what's so special about the Tekket's moon.

Cracking Open a Coffin: The recovered coffins from the Moon were currently under heavy lock and key. The chaos sorcerer found within the first has well taught the survivors not to go opening strange sarcophagi. The Fleet wanted to research these structures and hopefully develop a means to safely remove their occupants for study. 0/25, gain way to safely open Lunar Coffins, increasing Warp.
I know Tarsustus is warded and heavily armed and observed, but at the moment I'm not quite sure we can take the risk of containing Chaos sorcerers who don't need lots of prep to cast magic.

Though after we beef up security and anti-Chaos measures bit more, I think the knowledge we could gain might be worth it
 
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Though after we beef up security and anti-Chaos measures bit more, I think the knowledge we could gain might be worth it
We kinda just did that this turn, from the bidding winners… the projects that help against chaos includes AntiChaos Warding and Theatritheurgic Warfare. We also got more security now and defense.

But we could do more with military and defense, I'm just pointing out we have been doing more prep when it comes to Chaos.
 
We kinda just did that this turn, from the bidding winners… the projects that help against chaos includes AntiChaos Warding and Theatritheurgic Warfare. We also got more security now and defense.

But we could do more with military and defense, I'm just pointing out we have been doing more prep when it comes to Chaos.
Ah, right. Thanks for reminding me.

In that case, I'm probably not against unlocking the coffins, well so long as the amount of HazardTek rolls ain't too much.
 
Ah, right. Thanks for reminding me.

In that case, I'm probably not against unlocking the coffins, well so long as the amount of HazardTek rolls ain't too much.
Well if you are worried about HazardTek rolls (FTH), this project should help to some degree.

Sanctum Sanctorum: A proposed organizing body for areligious or agnostic occulteks and mysteks, the Sanctum Sanctorum would tasked with researching the arcane as well training future mystics and dealing with supernatural problems that might arise within the Directorate. 1/25, form Sanctum Sanctorum, a Mystek society, increasing FTH and proving +1 to FTH HazardTek rolls.
 
Well if you are worried about HazardTek rolls (FTH), this project should help to some degree.

Sanctum Sanctorum: A proposed organizing body for areligious or agnostic occulteks and mysteks, the Sanctum Sanctorum would tasked with researching the arcane as well training future mystics and dealing with supernatural problems that might arise within the Directorate. 1/25, form Sanctum Sanctorum, a Mystek society, increasing FTH and proving +1 to FTH HazardTek rolls.
I wonder if we'll get a tekket wearing a red cape.

YALDABAOTH's a C'tan but he's got a lot of mystical knowledge if the Chalice being offered to spite the Old One is any judge.

Maybe he'll offer or we'll stumble upon how to make a gem that can alter time.
 
For counteracting Chaos we also have those anti-warp alloys for the Autons we could do. Development in that field is probably the first step on the long road to get Blackstone.
 
For counteracting Chaos we also have those anti-warp alloys for the Autons we could do. Development in that field is probably the first step on the long road to get Blackstone.
Bird stated that an alloy of our biometal and the Auton's anti-Warp metal isn't possible atm sadly.

But, it does offer a huge avenue in safely containing rogue psykers, hostile spirit or vita, or Chaos cultists and artifacts.

Granted there's probably a limit to how much Warp it can take, but if it's anything like Blanks or Pariahs, it'd take an Alpha psyker or thereabouts to overcome it.

Though it's possible the alloy work more closely to a null rod's ability to absorb psychic power than a Blank
 
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But, it does offer a huge avenue in safely containing rogue psykers, hostile spirit or vita, or Chaos cultists and artifacts.
Perhaps a combination of wards and Anti-Warp alloys could be a huge combo for containment.

Speaking of containment, there was a project about using prisoners as spies… which I don't recommend doing for a very long time, not until we fully rehabilitate them and have better security plans.

It's basically suicide squad, but different. Again, I wouldn't be doing this for a very long time, not until we get a good backbone on our security, and Rehabilitation.

Tartustus Parole Board: It was risky, but several of the Astartes in Tartustus had shown remarkable progress in their rehabilitation: it might be time to finally look into organizing a board designed to help determine which members of the facility had sufficiently improved to warrant their partial freedom, as spies and operatives for the Fleet in human space, chaos and imperial. 0/65, gain Tartustus Parole Board, unlocking Astartes Spies, increasing Intel by 1.
 
Perhaps a combination of wards and Anti-Warp alloys could be a huge combo for containment.

Speaking of containment, there was a project about using prisoners as spies… which I don't recommend doing for a very long time, not until we fully rehabilitate them and have better security plans.

It's basically suicide squad, but different. Again, I wouldn't be doing this for a very long time, not until we get a good backbone on our security, and Rehabilitation.

Tartustus Parole Board: It was risky, but several of the Astartes in Tartustus had shown remarkable progress in their rehabilitation: it might be time to finally look into organizing a board designed to help determine which members of the facility had sufficiently improved to warrant their partial freedom, as spies and operatives for the Fleet in human space, chaos and imperial. 0/65, gain Tartustus Parole Board, unlocking Astartes Spies, increasing Intel by 1.

Yeah Anti-Chaos wards lining a prison complex/vault for any Chaos touched prisoner or artifacts sounds pretty good.

Definitely. It seems incredibly risky, and like you said more Suicide Squad than genuine double agents.

It's not as risky as Inquistors keeping Daemonhosts, but it's the closest comparison I can think of.

We have an action to try purifying the Temple Comet's Chaos corruption, if it works, we might be able to make one suited for living beings.
 
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Not something I'm immediately interested in (if only because I want to do my NukeTek plan more), but this is the most optimal manufacturing buildup plan I could fit together. It's missing the Khimer Biosphere commitment, but other than that it's good to me.

[X] Plan: Manufacturing Buildup
-[X] Expansion Projects (171/173)
--[X] Naklis Powertool Factory (0/15 --> 15/15)
--[X] Naklis Arms Factories (0/30 --> 30/30)
--[X] Expanded Lunar Forges (0/30 --> 30/30) +1 Art
--[X] Ferrocrystal Manufacturing Complex (0/10 --> 10/10)
--[X] Anchor-City (0/10 --> 10/10)
--[X] Erichthean PharmaFactory (0/15 --> 15/15)
--[X] Alkemote Bottling Facility (10/25 --> 25/25) +1 Warp
--[X] Meeklak Q-Bit Factories (4/25 --> 25/25) +1 Network
--[X] Sandscorn Industrial Hubs (0/25 --> 25/25)
-[X] Culture Projects (140/148)
--[X] Orbital Pioneer Factory Ships (0/25 --> 25/25)
--[X] Spra'ang Tekropolis (0/15 --> 15/15)
--[X] Mongus Cloud City (0/20 --> 20/20)
--[X] Heavy Trawlers (0/20 --> 20/20)
--[X] PygmaliTek Workshop (0/15 --> 15/15)
--[X] Folk Mantras (0/20 --> 20/20)
--[X] Comradist Dispensers (0/25 --> 25/25)
-[X] Faith Projects (140/158)
--[X] Temple to the Mad Tinker (0/25 --> 25/25)
--[X] Cauldrons of the Hermit (25/100 --> 100/100)
--[X] UnionTek Novagods (0/15 --> 15/15) -1 Art
--[X] Silvertine Androids (0/25 --> 25/25)
-[X] Academy Projects (110/125)
--[X] Antientropic Fields (0/10 --> 10/10)
--[X] Artificing Chamber (0/25 --> 25/25) +1 Warp, -1 Art
--[X] BlokBot Optimization Principle (0/25 --> 25/25)
--[X] Bionics (0/25 --> 25/25)
--[X] Paleotech Reproduction (0/25 --> 25/25) +1 Art
-[X] Resource Management
--[X] Artifacts: 2
--[X] Biodata: 3
--[X] Intel: 0
--[X] Living Metal: 0
--[X] Network: 6 --> 7
--[X] Nuclear Material: 0
--[X] Warp: 7 --> 9
 
Not something I'm immediately interested in (if only because I want to do my NukeTek plan more), but this is the most optimal manufacturing buildup plan I could fit together. It's missing the Khimer Biosphere commitment, but other than that it's good to me.

[X] Plan: Manufacturing Buildup
-[X] Expansion Projects (171/173)
--[X] Naklis Powertool Factory (0/15 --> 15/15)
--[X] Naklis Arms Factories (0/30 --> 30/30)
--[X] Expanded Lunar Forges (0/30 --> 30/30) +1 Art
--[X] Ferrocrystal Manufacturing Complex (0/10 --> 10/10)
--[X] Anchor-City (0/10 --> 10/10)
--[X] Erichthean PharmaFactory (0/15 --> 15/15)
--[X] Alkemote Bottling Facility (10/25 --> 25/25) +1 Warp
--[X] Meeklak Q-Bit Factories (4/25 --> 25/25) +1 Network
--[X] Sandscorn Industrial Hubs (0/25 --> 25/25)
-[X] Culture Projects (140/148)
--[X] Orbital Pioneer Factory Ships (0/25 --> 25/25)
--[X] Spra'ang Tekropolis (0/15 --> 15/15)
--[X] Mongus Cloud City (0/20 --> 20/20)
--[X] Heavy Trawlers (0/20 --> 20/20)
--[X] PygmaliTek Workshop (0/15 --> 15/15)
--[X] Folk Mantras (0/20 --> 20/20)
--[X] Comradist Dispensers (0/25 --> 25/25)
-[X] Faith Projects (140/158)
--[X] Temple to the Mad Tinker (0/25 --> 25/25)
--[X] Cauldrons of the Hermit (25/100 --> 100/100)
--[X] UnionTek Novagods (0/15 --> 15/15) -1 Art
--[X] Silvertine Androids (0/25 --> 25/25)
-[X] Academy Projects (110/125)
--[X] Antientropic Fields (0/10 --> 10/10)
--[X] Artificing Chamber (0/25 --> 25/25) +1 Warp, -1 Art
--[X] BlokBot Optimization Principle (0/25 --> 25/25)
--[X] Bionics (0/25 --> 25/25)
--[X] Paleotech Reproduction (0/25 --> 25/25) +1 Art
-[X] Resource Management
--[X] Artifacts: 2
--[X] Biodata: 3
--[X] Intel: 0
--[X] Living Metal: 0
--[X] Network: 6 --> 7
--[X] Nuclear Material: 0
--[X] Warp: 7 --> 9
I'd remove the Xs.

It's a pretty good manufacturing plan, we get a lot of new goodies in addition to increasing production, sad there's no Temple to the Fool, but thinking on it, he doesn't fit manufacturing sadly.
 
Your evil, and I like the idea 😈

But I think that goes more on the lines with The Mad Tinker and devils making creepy stuff
🤔 first thing to come to mind is the Mad Tinker making an arcane version of a Tesseract Labyrinth.

We know those can imprison daemons.

When the Great Rift happens and Angron can infinitely respawn every 8 weeks, 8 days, and 8 hours when killed, among other daemons running about, we'll definitely need something like a Tesseract Labyrinth or more likely, a Tesseract Vault.
 
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When the Great Rift happens and Angron can infinitely respawn every 8 weeks, 8 days, and 8 hours when killed, among other daemons running about, we'll definitely need something like a Tesseract Labyrinth
We do have the option to created Devilkiller Rounds from the Huntmaster Pantheon as well, doubt it'll perma-kill Angron, but it'll surely be more harmful to anyone like him.
 
I doubt the devilkiller rounds will be able to perma-kill greater daemons or daemon princes, though they will probably hurt a lot and maybe force them back into the warp.

They will also be usefull against Chaos psykers and possesed marines. So they are a must have when the next Chaos attack comes.
 
I doubt the devilkiller rounds will be able to perma-kill greater daemons or daemon princes, though they will probably hurt a lot and maybe force them back into the warp.

They will also be usefull against Chaos psykers and possesed marines. So they are a must have when the next Chaos attack comes.
Especially true if we want to start doing:

Vaul-Mire Expeditions
Kubaito Archaeology
Kaldrath Temple-Extraction
Temple-Comet Exorcism
Yortuga Observation.

Sure, some of these tasks probably don't have chaos daemons in them but it's better to be safe than sorry.
 
Especially true if we want to start doing:

Vaul-Mire Expeditions
Kubaito Archaeology
Kaldrath Temple-Extraction
Temple-Comet Exorcism
Yortuga Observation.

Sure, some of these tasks probably don't have chaos daemons in them but it's better to be safe than sorry.

Is it possible to colonize/build a colony around the Temple Comet if we exorcise it or just the place the Kaldrath temple is on, and the other planets? There's a bit of a confusion I think.
 
Is it possible to colonize/build a colony around the Temple Comet if we exorcise it or just the place the Kaldrath temple is on, and the other planets? There's a bit of a confusion I think.
I wouldn't start colonization until we start stabilizing the other colonies we have first, a lot of them are underdeveloped and need the industry.

Having colonies is good, but without building any foundation for them, it'd be a waste.
 
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