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

Moratorium is up and spending points on the quartzbug "threat" is pissing away points into a wind blowing back at our faces. The only possible options that are more self destructive is just spending all our points on the obvious Slaanesh traps for the memes.
Didn't the update mention that they were becoming a serious threat? Because that would strongly imply that we do need to do something about them instead of ignoring them.
 
Moratorium is up and spending points on the quartzbug "threat" is pissing away points into a wind blowing back at our faces. The only possible options that are more self destructive is just spending all our points on the obvious Slaanesh traps for the memes.
What? All of the actions that would reduce wildlife threat also increase CUL and FTH, or even EXP, which is extremely useful considering how little CUL and FTH we have.
 
This plan is about doing a full throttle push on Naklis really building up the place so it can be sending more stuff back to be used in director space, making it more connected to it and make bigger overall with more people. Another side effect of that is a lot of the options taken generate ACD points for us something we really need more of with all the ground breaking tech in there so along with ACD generating stuff taken in CUL we will see a dramatic rise in ACD. In CUL I grab simulator for the nice ACD but also because they unlock a entirely new tech chain for us alongside grabbing orbital pionner intative since it a nice low hanging fruit that are people are very interested in and should help support our mining operation in the belt. In FTH and ACD I work toward trying to make peace with the bugs by taking lunar festival and starting toward quartzbug anatomy which should work toward making peace with them. Then dealing with out warp troubles by taking the roadguide making warp travel safer/making us safer overall against maglin influence alongside finishing up lifeforce so we finnaly know what going on with life force. I don't want to do more on living metal until the bug threat has decreased since I don't want to piss them off even more. I also have the edeavor be drydocked to be repaired since it need it and send the other ship to study black holes since that what we were trying to Endeavor it do last turn. In conclusion this plan is about a full throttle expansion on naklis in order to better utilze it/make it more connected with the rest of our space, generate a hell of a lot of ACD points, alongside a decent amount of EXP with some CUL/FTHt. It also works toward making peace with the bugs so we can live in harmony with them.

[] Plan: Expansion, Protection and Peace with Bugs
-[X] Drydock:
--[X] TKK Endeavor:
-[X] Black Hole Study Duty:
--[X]TKK Accomplishment
-[X] Geode Canyon Extraction Operation: 1/10, generates EXP, generates 1 Nuclear Material.
-[X] Specialist Electronics 10/10
-[X] Naklis Comm-Hub: 10/10
-[X] Naklis Residential Spire: 10/10, generates EXP.
-[X] Orbital Pioneer Initiative: 10/10
-[X] VR Simulators: 10/10
-[X] Wonderpark Fungineering Guild: 4/20
-[X] Lunar Festival: 10/10
-[X] Temple of the Roadguide: 10/10
-[X] What Even Is Lifeforce?: 25/25
-[X] Quartzbug Anatomy: 7/20,

if someone could post this plan when the vote starts that be greatly appreciated
 
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Didn't the update mention that they were becoming a serious threat? Because that would strongly imply that we do need to do something about them instead of ignoring them.

The quote literally was "if more done to provoke them, they could potentially get WORSE." which isn't "it will get worse unless we react". Also, the issue was literally stated by the priests, so that is either a possible chaos trap or a big hint that the solution is a FTH option instead, and not more guns.
 
The quote literally was "if more done to provoke them, they could potentially get WORSE." which isn't "it will get worse unless we react". Also, the issue was literally stated by the priests, so that is either a possible chaos trap or a big hint that the solution is a FTH option instead, and not more guns.
...That's what the Lunar Festival is for.
if someone could post this plan when the vote starts that be greatly appreciated
Sure, I can repost.

[]Plan Fusion Dance
-[]FLEET
--[]Drydock
---[] TKK Endeavor
--[] Black Hole Study
---[] TKK Accomplishment
-[]EXP (31/31)
--[]Living Metal Farming (6/20 + 11=> 17/20)
--[]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
--[]Naklis Comm-Hub(10/10) +1 Network +ACD
-[]CUL(21/21)
--[]Orbital Pioneer Initiative(10/10) +EXP
--[]VR Simulators(10/10) +ACD
--[]Wonderpark Fungineering Guild (3/20 + 1--> 4/20)
-[]FTH(20/20)
--[]Lunar Festival(10/10) +FTH +CUL
--[]Mystek Protective Wards(5/40 + 10 => 15/40)
-[]ACD(19/19)
--[]What Even Is Lifeforce? (13/25 + 12=> 25/25) -1 Warp
--[]Gravity Engine (7/20)
-[]ECON SUM
--[]Nuclear Material: 2 => 3
--[]Artifacts: 2
--[]Warp:1 => 0
--[]Living Metal: 0
--[]Network: 0 => 1
 
The quote literally was "if more done to provoke them, they could potentially get WORSE." which isn't "it will get worse unless we react". Also, the issue was literally stated by the priests, so that is either a possible chaos trap or a big hint that the solution is a FTH option instead, and not more guns.
But, the option in the plan you quoted is an FH option and specifically mentions it lowers the creatures's agression.
 
right ok, so bad times with Warp nonsense, but we live and learn.

Now these are the options I feel should at least be considered by better people then I at making plans, and this is just the opinion of a simple reader, no idea if the suggestions are valid to the plan making.


Living Metal Farming:


We have been working towards this one and need more living metal.

Naklis Comm-Hub:


It's our first real colony and could do with some better communication, plus more ACD

Naklis Elemental Shrines:


Probably best to try and appease the world before we start taking from it, don't want another Quartzbug situation.

Specialist Electronics Production:


New Technology, more ACD and Network, very nice to have.


VR Simulators:

More ADC and putting our first steps into maybe making some interesting tech options that our enemies have not ever even considered.


GodTek Emulator:

The Heart of The Assembly:

Now...I know our stance on the C'Tan and artificial gods, but these options have a lot of potential, plus making sure the thing they actual make is top of the line is the least we can do.

Faerie Shrine:


Mysterious, but could be a good means of furthering our Warp knowledge/power and making sure our people are better protected from the more "Mean" folks of the Warp.

Temple of the Roadguide:


Blessed be the Roadguide who will help keep our ships safe from Warp Nonsense.


Enshrined Spirits:


Making yet more Spirits for our Faction and protecting our stuff from corruption, very good.


Gremlin.EXE:


The idea of messing with the machines of our foes with these little guys is very funny to me.


Lunar MegaShrine:

Lunar Festival:


Can't say which of the two is better, but we need to calm the bugs down at least a little until we can find out what their deal is.

Rite of Natures Harmony:

I don't think the Quartzbugs are counted under this, but it would not hurt to consider it for maybe helping other efforts.


What Even Is Lifeforce?:

Making our technology better, sounds good.


Anti-Mutation Medication:


After the events with the Endeavor, I can safely say most people can see the need for this to at least be looked at.


Quartzbug Anatomy:


Might be a good idea to look at what these things even are while we try and pacify them.


ZwergBot Disassembly Protocol:


An annoying tactic that Tzeentch's Horrors use, but is effective and is a good means of holding up an enemy.

DestroyerKin Physiology:


We need to start figuring out more about the Astartes, Mechanicum and normal Humans, the faster we can start making more accurate modifications to our tech to fight them, the better.
 
Uh, the Dancer seems like some haaard Slaanesh bait. On one hand it is possible that a completed pantheon would effectively stop the Tekket from providing any sustenance for the Chaos gods. On the other hand, I don't think I can ever advocate for something that sus.
 
Uh, the Dancer seems like some haaard Slaanesh bait. On one hand it is possible that a completed pantheon would effectively stop the Tekket from providing any sustenance for the Chaos gods. On the other hand, I don't think I can ever advocate for something that sus.
Again, prayers are already being offered up. Best that we direct it constructively.

EDIT:Only reason I'm not taking it this turn is the Wards are sucking the air out of the room.
 
On one hand it is possible that a completed pantheon would effectively stop the Tekket from providing any sustenance for the Chaos gods
I don't think thats how that works I am pretty sure only those with weak souls cant power up the chaos gods (aka tau or have no souls like necrons or blanks (then again a blank did fall to chaos but that involved erebus I think so not excatly normal)) cause the imperium powers all 4 yet they worship the most powerful god (because it takes all 4 of the parisites to match him sure the elven gods and c'tan were stronger in their prime but well those days are long gone)
 
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Uh, the Dancer seems like some haaard Slaanesh bait. On one hand it is possible that a completed pantheon would effectively stop the Tekket from providing any sustenance for the Chaos gods. On the other hand, I don't think I can ever advocate for something that sus.
This is a god from the teks past, and the prayers are already being done so if we don't want our artists to encounter slannesh since they don't have a god for their profession, establishing the dancer means they will worship him instead of praying aimlessly and potentially encountering slaneesh.
 
those are some good suggestions @SteelWriter77 but I'd also like to put up for consideration both

Familiars
an option we've had for a while that has only become more interesting now that we have gotten a primer on some of the farm animals we've been introduced to (leading me to believe we'll have interesting options even before we start making familiars out of things from other planets)

and

Commander Class Machina-Platforms
an entirely new option that is both low cost and liable to let us really take advantage of the Bond-Machina Tek that we've had from the start which has only continued to grow in effectiveness

also just as a random aside I'd like to eventually get the

Super BattleBall League
because it sounds like something out of Bloodbowl and would be yet another thing the Orks would love about us. though I understand that we probably won't get this until we have enemy armies to fight rather than hostile Wildlife and Warp
 
Uh, the Dancer seems like some haaard Slaanesh bait. On one hand it is possible that a completed pantheon would effectively stop the Tekket from providing any sustenance for the Chaos gods. On the other hand, I don't think I can ever advocate for something that sus.
I don't think thats how that works I am pretty sure only those with weak souls cant power up the chaos gods (aka tau or have no souls like necrons or blanks (then again a blank did fall to chaos but that involved erebus I think so not excatly normal)) cause the imperium powers all 4 yet they worship the most powerful god (because it takes all 4 of the parisites to match him sure the elven gods and c'tan were stronger in their prime but well those days are long gone)
It really depends on how the GM sees it but having a pantheon/gods to worship might prevent part of the energy from souls and emotions from reaching the Chaos Gods. If so it is still very much worth it especially if it'll give rise to beneficial Warp entities. Since after all, although Chaos claims it *is* the Warp, that is not true. There is more to the Warp than the Chaos Gods after all.

Hell, it would be all the more for the Tekket since they are lactively studying souls and life force. And in the far future they may even work out a way to deny the Chaos Gods sustenance from Tekket souls.
 
For gods sake, what part of we were literally warned that we needed to explore the galaxy or risk extinction did people not get. Like seriously, it's just so unbelievely stupid to not listen to the warning as shown here:
And as the final year ended, all across Teklia, sleepers dreamed of dark and hungry things as above them the scar in the sky they had known as the Malket configuration twitched, its azure laceration pulsing, edges expanding and retracting, writhing in a glorious death-dance in the stars as it found itself cut off from the malign influences that had borne it, finally begining to shrink, its edges folding in on itself like a surgeon stitching together a lesion, radiating pulse after pulse of corruptive warp-energy, like a sponge being squeezed of its moisture, the malign radiation tore its way through the lessening and lessening warp storm, until at last, there was stillness and shadow, causing for a brief moment the terror gripping billions of Tekket hearts to fade...

"THE WAY FORWARD IS OPEN. BOLDLY GO FORTH AND WALK IT: DO NOT HESITATE OR TARRY, FOR THE PRICE OF CAUTION WILL BE EXTINCTION."

A second broadcast, gripping all technology. Over as soon as it started. A warning from the Tomb.
We don't need things like studying blackholes since it's not crucial. It is crucial that we actually explore the rest of the galaxy since people keep putting it off all the freaking time for no real reason.
 
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Regardless, Colonisation should be our priority. We can fortify once we can assure that we won't get entirely wiped out by any of the factions effectively sneezing at a single solar system.

Obviously, Endeavour should be Drydock'd, but I'd argue that another scan on the expanse to the west should be Acomplishment's job - We need to explore regardless.

Anyway, I built a plan that basically builds on EXP gain for the future, explores a bit more, and gives us a weapon to attach to Endeavour, because right now Tekket is barely stronger then they were before the god machines helped.

[] Plan: Explore and Exploit
-[] Fleet
--[] Drydock
---[] TKK Endeavor
--[] Exploring The Expanse
---[] TKK Accomplishment
-[] EXPansion
--[] Deep Space Monitors: (+1) 1/2
--[] Geode Canyon Extraction Operation: (+10) 10/10 +EXP, +1 Nuclear Materials
--[] Construct Dreamer Class Ship: (+20) 20/40
-[] CULture
--[] Orbital Pioneer Initiative: (+10) 10/10 +EXP
--[] Wonderpark Fungineering Guild: (+1) 4/20
--[] Super Battleball League: (+10) 10/20
-[] FaiTH
--[] Temple of the Peerless Immortal Functionary: (+10) 10/10 +Temple of PIF, +EXP
--[] Delve into the Tomb: (+10) 10/10 +ART
-[]ACaDemy
--[] The Teeth: (+15, -1 ART) 15/15
--[] DestroyerKin Physiology: (+4) 4/10
 
We don't need things like studying blackholes since it's not crucial. It is crucial that we actually explore the rest of the galaxy since people keep putting it off all the freaking time for no real reason.
I'm gonna see about printing another Endeavor next turn--right now there's Naklis to eat and we need all the EXP we'll get if we want to colonize in a big way.

On that note, I can see about working on REVELATION instead of Gravity Engines if people prefer that, as that does directly boost our scanning capabilities and thus our ability to colonize.
 
Fleets: 2/2
Expansions: 31/31
Culture: 21/21
Faith: 20/20
Academy: 19/19

[X] Plan: Addressing Local Threats
-[X] Fleet Actions
--[X] Drydock
---[X] TKK Endeavor
--[X] Explore Galactic South
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Living Metal Farming (6/20 --> 17/20)
--[X] Naklis Comm-Hub (0/10 --> 10/10) +1 Network
--[X] Naklis Residential Spire (0/10 --> 10/10)
-[X] Culture Projects
--[X] Orbital Pioneer Initiative (0/10 --> 4/10)
--[X] Wonderpark Fungineering Guild (3/20 --> 20/20)
-[X] Faith Projects
--[X] Lunar Festival (0/10 --> 10/10)
--[X] Mystek Protective Wards (5/40 --> 15/40)
-[X] Academy Actions
--[X] What Even Is Lifeforce? (13/25 --> 25/25) -1 Warp
--[X] Anti-Mutation Medication (0/15 --> 7/15)

Art: 2
Living Metal: 0
Network: 0 --> 1
Nuclear Material: 2
Warp: 1 --> 0
 
Final plan. I went all-in on Naklis development, OPI and VR. Wonderpark I'm putting off for now to get more ACD over CUL, which I'm getting a lot from FTH anyway this turn.

Am split over spending on Wards versus the Dancer or the Roadguide. I think we're on a timer to revive the old Gods, but this turn really illustrated our need for better Warp protection. Either way, we need the Lunar Festival, and we should probably think about studying the Crystal Bugs as well so we can negotiate access to the Temple.

I'm also working towards Perpetual Engines, mostly for the scan bonus and especially in conjunction with the REVELATION class scanner which I plan to take next turn. I'm willing to set Gravity Engines aside for the moment.

EDIT:
[X]Plan Dance Of Naklis
-[X]FLEET
--[X]Drydock
---[X] TKK Endeavor
--[X] Explore Galactic South
---[X] TKK Accomplishment
-[X]EXP (31/31)
--[X]Living Metal Farming (6/20 + 1 --> 7/10)
--[X]Naklis Residential Spire (10/10) +EXP
--[X]Geode Canyon Extraction Operation(10/10) +1 Nuclear Material +EXP
--[X]Naklis Comm-Hub(10/10) +1 Network +ACD
-[X]CUL(21/21)
--[X]Orbital Pioneer Initiative(10/10) +EXP
--[X]VR Simulators(10/10) +ACD
--[X]Wonderpark Fungineering Guild (3/20 + 1 --> 4/20)
-[X]FTH(20/20)
--[X]Lunar Festival(10/10) +FTH +CUL
--[X]Temple of the Dancer (10/10) +CUL
-[X]ACD(19/19)
--[X]What Even Is Lifeforce? (13/25 + 12 --> 25/25) -1 Warp
--[X]Anti-Mutation Medication (0/15 --> 7/15)
-[X]ECON SUM
--[X]Nuclear Material: 2 => 3
--[X]Artifacts: 2
--[X]Warp:1 => 0
--[X]Living Metal: 0
--[X]Network: 0 => 1

This plan is about doing a full throttle push on Naklis really building up the place so it can be sending more stuff back to be used in director space, making it more connected to it and make bigger overall with more people. Another side effect of that is a lot of the options taken generate ACD points for us something we really need more of with all the ground breaking tech in there so along with ACD generating stuff taken in CUL we will see a dramatic rise in ACD. In CUL I grab simulator for the nice ACD but also because they unlock a entirely new tech chain for us alongside grabbing orbital pionner intative since it a nice low hanging fruit that are people are very interested in and should help support our mining operation in the belt. In FTH and ACD I work toward trying to make peace with the bugs by taking lunar festival and starting toward quartzbug anatomy which should work toward making peace with them. Then dealing with out warp troubles by taking the roadguide making warp travel safer/making us safer overall against maglin influence alongside finishing up lifeforce so we finnaly know what going on with life force. I don't want to do more on living metal until the bug threat has decreased since I don't want to piss them off even more. I also have the edeavor be drydocked to be repaired since it need it and send the other ship to study black holes since that what we were trying to Endeavor it do last turn. In conclusion this plan is about a full throttle expansion on naklis in order to better utilze it/make it more connected with the rest of our space, generate a hell of a lot of ACD points, alongside a decent amount of EXP with some CUL/FTHt. It also works toward making peace with the bugs so we can live in harmony with them.

if someone could post this plan when the vote starts that be greatly appreciated


[X] Plan: Expansion, Protection and Peace with Bugs
-[X] Drydock:
--[X] TKK Endeavor:
-[X] Black Hole Study Duty:
--[X]TKK Accomplishment
-[X] Geode Canyon Extraction Operation: 1/10, generates EXP, generates 1 Nuclear Material.
-[X] Specialist Electronics 10/10
-[X] Naklis Comm-Hub: 10/10
-[X] Naklis Residential Spire: 10/10, generates EXP.
-[X] Orbital Pioneer Initiative: 10/10
-[X] VR Simulators: 10/10
-[X] Wonderpark Fungineering Guild: 4/20
-[X] Lunar Festival: 10/10
-[X] Temple of the Roadguide: 10/10
-[X] What Even Is Lifeforce?: 25/25
-[X] Quartzbug Anatomy: 7/20,

EDIT:
[X] Plan: Protective Spirit Network
[X] Plan go fast and bump points
 
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[X] Plan: Protective Spirit Network
-[X] Drydock
--[X] TKK Endeavor
-[X] Black Hole Study
--[X] TKK Accomplishment
-[X] EXP (31)
--[X] Living Metal Farming +14 (20/20) +1 LM
--[X] Naklis Comm-Hub +10 (10/10) +1 Network
--[X] Specialist Electronics Production +7 (7/10)
-[X] CUL (21)
--[X] Wonderpark Fungineering Guild +6 (9/20)
--[X] Secondary ShipShrines +15 (15/15)
-[X] FTH (20)
--[X] Enshrined Spirits +10 (10/10)
--[X] Mystek Protective Wards +10 (15/40)
-[X] ACD (19)
--[X] What Even Is Lifeforce? +12 (25/25) -1 Warp
--[X] Perpetual Engines +7 (7/20)

Nuclear Material: 2 > 2
ART: 2 > 2
Warp: 1 > 0
Living Metal: 0 > 1
Network: 0 > 1

This plan is the most Warp protection I think that we can complete this turn, while also finishing both Living Metal Farming and What Even Is Lifeforce. Lunar MegaHub is uncompleted, but we don't need any network this turn specifically with this plan, which means that we can easily finish it next turn and get more Network than with the other options. Investing into Naklis even though it's a bit less efficient because it also gets us ACD points that we could really use.

While I get the arguments for sending the Accomplishment elsewhere, I'd would rather not send it on a very long warp trip after that roll, and the black holes are right there in that quadrant.
 
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