Which is why you take steps to control it instead of just repeating it exactly as it happened before without changing anything?
Which is why I mentioned yanno, doing things like getting a place to store the life energy or to use it for something since it would be planned instead of unexpected.
There's not really anything about that situation that shows it can't be changed and refined with reasonable steps as opposed to 'we can only do it in the exact same manner we weren't expecting it to happen in'. It was 'the machine activated a ritual with the range designation not input so it went super wide'.
If we need to crack a planet, we need to crack a planet, not turn a random mountain into a kaiju attack. Just stack a few more stages onto Tsar Bomba and be done with it.
We don't have the tech for cracking a planet, we do have the tech for literally sucking the life out of everything on the planet though, as was just demonstrated.
Just gotta take that base unrefined version and work on it.
Preferably, in some other system, once we can make research stations in other systems reliably.
But as I noted, we're trek themed, so could just be a one-off without the very reasonable weaponization of it being possible. That happens a lot in Trek after all.
I would really like to start working on building a Valiant Class ship already. We've long delayed building some kind of actual defence against invasion and extinction, and I'm not encouraged to see that we're likely to continue neglecting to do so next turn and maybe even longer into the future. Please consider voting for Plan: Looking Outwards.
Yeah we haven't developed a single pure military ship yet, and it's needed just so we can get the design/develop then iterate and upgrade process going.
I think that the current Looking Outwards plan is ideal as it's developing towards getting Nuclear Engines next turn, with an easy follow up with the Artifact Scanner so we'll still be greatly boosting our Explorer ships anyway. The artifact scanner also boosts our satellites too further developing them, along with building some more this turn.
Does Exploring the Expanse collect the monitoring data? I was more thinking the "Locations of Interest found" would give us some clues and hadn't even thought of that.
Anyways, RE: Shrines, I should note that getting big noticeable effects instead of small passives from them will require developing them further or giving your civilization more time to mature and generate belief.
WyldShrines are a new type of shrine but they have, broadly speaking, the same problem as regular shrines in that their effect is incredibly diffuse.
But pretty much anything that injects more soulstuff or c'tan technology will also speed up the process: Shrine-Herds, for instance.
Lifeforce batteries are another good one, as is some of the things WyldTek Totems gate.
What about Lifeforce Healing? I noticed that one in the last update and it seems like something worth doing.
That one is less helpful for shrines, but it does gate some fun naturetek.
I have gone through each category to find option that I either the qm said will help or I think will buff shrine effects
in EXP we only have no options that will make shrine effect stronger while there are other shrine options that are very cool in this category they do not actually make shrines more effective/bigger punch/more noticeable effects
Shrine-Herds: A proposal to increase the potency of Shrines once more, some priests wanted to provide major shrines facilities to house small sacred herds that could be used to increase the flow of lifeforce to the spirits: living offerings of a sort that legally would be owned not by the Tekket, but by the spirits of the Shrines. 0/10, Shrines upgraded with Shrine-Herds, increasing EXP and Shrine Effects substantially. Costs 1 Warp.
this one is explicitly noted by the QM to be a major help and the option itself states that it will have a substantial effect on shrines as well all for the low cost of ten points def something worth taking next turn
In FTH
I have gone through each category to find option that will buff shrine effects
Occult-Talismans: Shrine-Talismans weren't only good offerings, they could also be used to strengthen certain rituals. A number of Occulteks believed that by developing specialized ritual Talismans that they could reduce the need for blood offerings by providing an alternative. 0/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.
Shrine-Rites: This was an era of Mystek ascension. Give the Shrine-Keepers access to plentiful lifeforce to study: allow them to develop their understanding of the potent energy that the God-Machines had given access to and allow them to use it to develop rituals to further increase the potency of the TekShrines. 0/25, upgrades TekShrines with Rite of Motive Offering, increasing EXP given by TekShrines by two, cost 1 warp.
Advanced TekShrines: A proposed way to further improve TekShrines was to utilize God-Tek to increase the overall efficiency of Shrines as well as increase the power they generated. A bold proposal, but one the Shrine-Keepers themselves believed would work wonders as a way to empower the spirits they served. 0/25, upgrades TekShrines with GodTek Generators, increasing EXP given by TekShrines by two, costs 1 artefact.
Lifeforce Batteries: With more advanced understanding of lifeforce came the proposal to develop a method of actually storing lifeforce. This would likely be a difficult undertaking, but it would allow for much more novel methods of using Lifeforce and allow for it to be stockpiled for use. It would also mean less overall reliance on blood sacrifice. 0/10, develop Lifeforce Batteries Artefact, generating 1 Warp and EXP.
WyldTek Totems: A number of druids wanted to study GodTek in order to create a device that would collect lifeforce and redistribute it, enriching ecosystems and allowing for even healthier, verdant enviroments, both artificial and natural. It would also help appease the spirits, of course. 0/10, grants the WyldTek Totems Artefact, promoting healthy nature and improving relations with wildlife even further, increasing the EXP bonus of WyldShrines considerably. Costs 1 Artefact.
I think we should grab the dancer before we hit the art stuff much harder, and frankly we need warp protection shrines more than more monster hunter tech right now.
Both can be good, but i will say next turn we need to go hard on the Anti-Maligned Influences that keep making our risky plans end up being worse if they fail.
Well, hopefully we didn't miss a chance to get more info on whatever was going on with the Expanse by not expanding our DSMS. If it's still around next turn to take this is what I'm looking at as a plan idea for now.
[] Plan: Negotiation with Names
-[] Explore Galactic North
--[] TKK Endeavor
-[] Spraa'ng
--[] TKK Accomplishment
-[] EXP
--[] Construct Valiant Class Ship +20 (20/40)
--[] Perpetunite Production Facility +13 (20/20) +5 NM, -1 LM
--[] Deep Space Monitors +2 (2/2) -1 Network
-[] CUL
--[] Shrine-Herds +10 (10/10)
--[] Antianima Translator Matrix +7 (10/10)
--[] Secondary ShipShrines +5 (5/15)
-[] FTH
--[] Enshrined Spirits +1 (1/10)
--[] Name of the Booug +10 (10/10)
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep +11 (25/25)
-[] ACD
--[] Revelation Class Scanner +16 (16/20)
--[] Gravity Engine +5 (15/15)
This plan is focused on grabbing/starting low hanging point options and getting started on other low hanging options with a special focus toward taking options that will make our shrines stronger which will have drastic effect for the better throughout our society due to how prominent shrines are for us. I am also taking a lot of options that get FTH gain for us increasing our ability to take options in that category which we are currently limited by points we have resulting in us not being able to take a lot of cool options. Though even though a fair amount of FTH options are taken strengthening shrines will get us more points other categories too especially EXP which will see a large increase from this plan alongside FTH.
Sending the Endeavor to found the outpost so we can start learning more about alien civilizations and hopefully it will generate some nice ACD or CUL for us. Also clue us in IC about the nature of the orcs. Then sending the Accomplishment to survey Erichtheo since the cooldown on it will have ended and want to get a full scan of all the planets in our system so this is starting on that goal. This is also safer for our ships since they don't have to enter warp longterm.
This is grabbing the low hanging fruit in this category for some good FTH gain. Taking defense arrays cause we don't have really any defence in orbit for our planet which seems like a bad idea and cause it only ten points so easy to knock out. Then grabbing shrine districts for the FTH gain alongside strengthening our machine spirits in city while synergizing with the shrines strengthening options I am taking. Then grabbing Naklis Elemental Shrines so we can appease the local spirits on Naklis so they don't attack our colony as we do further expansion in the future then starting on solar satellites so we can complete it next turn for all that substantial solar energy it will get us, also getting us some hefty EXP. Solar satellites will also unlock a whole new Tech for us and give us the power on the planet to build a new spire letting us export much more resources keeping the mineral rush going.
This is the big one which is grabbing shrine herds which will have knock off effects on everything since strengthen shrines strengthen a ton of shrine options alongside shrine stuff being taken this plan and past shrine stuff. I think this bot only cause the options say that but the qm also said that that shrine herds would be good for increasing shrine effects. Taking shrine herds will result in a flood of more points coming in due to all the shrine options being taken and previous shrines options we have already taken too which will all increase. Then I get start on secondary education to set it up for completion next turn for that ACD and getting the translator going so we can sit down and have a chat with the Booug.
Taking the WyldTek Totems since this will drastically increase the effect of wyld shrine which the qm said helped with keeping peace with the quartzbug so by drastically increasing the effects of it they will become much more effective at keeping peace with the bugs. The qm also said this regrading how to make shrines more effective "But pretty much anything that injects more soulstuff or c'tan technology will also speed up the process" this is injecting ctan technology into wyld shrine therefore increasing there effect substanial. Then this will syngerize with the shrine herds resulting in then effect of wyld shrine compunding a ton. They also said on discord there some nature stuff gated by wyldtek tomen which I want to unlock since nature stuff is cool. Totems also say that "increasing the EXP bonus of WyldShrines considerably" so we will get way more EXP to from them. I also get started on lifeforce batteries cause the qm said this is another way to increase the effect of shrine since u can store lifeforce which then can then be used on shrines. Their also the fact that have less blood sacrfices and less lifeforce being sucked out of people is a good thing. Lifeforce batteries also generate us some EXP and warp which is alwasy nice to get as well making up for the warp being spent in shrine herd keeping us in the postive. Then I finish up the shrine of keeping MT wander asleep for obvious reasons.
-[] Academy Actions
--[] Gnome Class Blok-Bots (0/15 --> 15/15) +EXP
--[] Gravity Engine (10/15 --> 15/15)
--[] Animatron Class BlokBots: (0/20 --> 3/15)
In Academy I finish up Gnome bots for the EXP and cause the idea of robots combinbing to form giant robots is super cool. Then finish up gravity engines and get started in animatron class blok bots since it a low hanging fruit that generate CUL for us while helping out Wonderpark by providing more workforce for them.
If the next updoot comes tonight I won't be able to post it for the vote due to being asleep so if someone could post this plan for the vote that be appreciated. Also the plan in the spolier below without explanations between them with instructions on what to do if there are more points gain next turned that are not allocated for in the plan and where to put them.
[] Plan: Strengthen the Foundations
-[] Fleet Actions
--[] Broken Edge Xenoobservation Outpost Construction
---[] TKK Endeavor
--[] Erichtheo
---[] TKK Accomplishment
-[] Expansion Projects
--[] Orbital Defense Arrays: (0/10 --> 10/10)
--[] ShrineDistricts (0/10 --> 10/10) +FTH
--[] Naklis Elemental Shrines (0/15 --> 15/15) +FTH
--[] Naklis Solar Satellites: (0/15 --> 1/15)
any extra EXP point gained next turn go here
-[] Culture Projects
--[] Shrine-Herds (0/10 --> 10/10) - Warp +FTH (Increases EXP and Shrine Effects substantially)
--[] Compulsory Secondary Education (0/10 --> 5/10) -1 Network +ACD
Any extra CUL points gained go here
--[] Antianima Translator Matrix (3/10 --> 10/10)
-[] Faith Projects
--[] WyldTek Totems (0/10 --> 10/10) +EXP
--[] Lifeforce Batteries: 0/10 --> 1/10 + Warp + EXP
any extrea FTH points gained go here
--[] Shrine of Keeping Mt. Wander The F!@#$ Asleep (14/25 --> 25/25)
-[] Academy Actions
--[] Gnome Class Blok-Bots (0/15 --> 15/15) +EXP
--[] Gravity Engine (10/15 --> 15/15)
--[] Animatron Class BlokBots: (0/20 --> 3/15)
any extra ACD points go here
Why the Geode Canyon Extraction Operation? People have pointed out that Naklis Elemental Shrines should probably be done before we really start getting at Naklis to avoid getting some nonsense messing with the colony, and if you just need the Nuclear Material, you could use those 10 points to finish Perpetunite Production Facility.
People have brought up this point a few times through the thread, but I think it was first mentioned here, shortly after the option for building the shrines was first unlocked.