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

More like we were gifted a grot.
Mork an' Grok just thinked ' meh' and just did make sure to make it not green and probably incapable to produce the Big orks of the ork cicle
 
Jesus Christ we're lucky little shits and desperately need to do cheap ass father actions, as well as shit that increases Faith. Going for a 40 point faith action was kind of a mistake.
 
So we should do the salvage cabal to start generating ART and do the two religion projects before they progress any further so the rewards don't degrade.
 
I'm thinking we go all in on increasing FTH as much as possible turn. Will put together a draft soon.
 
[] Plan Internal Security and shoring up Gaps
-[ ] Spraa'ng:
The furthest planet in your solar system, very little is known about Spraa'ng due to its absurd distance. You're unlikely to find anything interesting before requiring a return trip, but it would certainly be a good way to test your engines.
--[]TKK Accomplishment

-[ ] Drydock: With the construction of the Shipyard, the Endeavor could finally come in for repairs, maintenance, and upgrades. Upgrades ships with all existing Compartments and Components. Repairs most damage.
--[]TKK
Endeavor

-[] Orbital Defense Arrays:
8/10 ->10/10 - 1 Nuclear Material,
-[]Lunar Monasteries:
. 0/10 ->10/10, Construct Lunar Monasteries, generating FTH.
-[]Naklis Solar Satellites:
0/15 -> 7/15, generates EXP, unlocks additional SolarTek.
-[]Naklis Mega-Harvester:
0/10 ->10/10, generates 2 Living Metal.
-[]Harvest Metal:
0/20 ->10/20, generates substantial EXP, grants Harvest Metal technology.

-[]Compulsory Secondary Education:
5/10 ->10/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.
-[]Arbor Guardian: 0/15 -> 15/15, Shrines upgraded with Arbor Guardian, increasing EXP and Shrine Effects substantially. Generates 1 Warp.
-[] Secondary ShipShrines: 0/15 -> 2/15, improves the performance of all ship subsystems and components.

-[]Occult-Talismans: 0/10 ->10/10, Occulteks gain Occult-Talismans, increasing FTH and providing 1 Warp.
-[]Temple of the Roadguide:
0/10 ->6/10, establishes Roadguide Temple, a Holy Site providing ships with slightly increased resistance against malign influences.
-[]Delve into the Tomb:
0/10 ->10/10, Establish Tombdelver Order, a Society which generates Artifacts (ART).

-[ ] BOR-1292:
Unlock Beholder Class BlokBot and BlokNet for research next turn, increasing BlokBot intelligence.

-[]Quartzbug Anatomy: 0/20 ->10/20, grants 1 Biodata, a CUL resource used to domesticate, alter, and utilize alien organisms. Permits additional Quartzbug projects.
-[]DestroyerKin Physiology:
0/10 ->10/10, unlocks DestroyerKin Physiology, providing you insight into their biological makeup.
-[]You're Orange Now: 0/5 -> 5/5, information, grants 1 BioData.
 
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GodTek Emulator: A proposed idea by the Calculators was using a GodTek artifact to design an AI Emulation Drive using occult principles capable of serving as a vessel for one of their deities. This would, if it worked like the Calculators though, allow for them to receive direct communication from their gods. While they lacked the Artefact, they had opted to move forward regardless, even if the AI Emulation Drive they would produce will likely be of more questionable quality. 4/15, establishes GodTek Emulator 0 - The Path, generating CUL, 5 Network and accelerating Calculator Research. Cost 1 Artefact. If completed automatically, only gain 1 Network. If majority autocompleted, only gain 3 Network.

The Heart of The Assembly:
The Assembly wanted to create a massive MagTek Altar and glut it on copious, copious amounts of life-force to create what can only be described as a ritual reactor, capable of generating its own energy from the Bond-Spirit housed inside the Heart. If it worked, they promised to allot some of the energy to meet Teklia's growing needs. Many had opted to pool their resources to create a number of Sacred Herds they were using to move forward, but without investment by the Directorate as a whole, the final product would likely be severely inferior. 5/15, establishes the Heart of the Assembly, generating EXP, 5 Nuclear Material and accelerating Assembly Research. Cost 1 Warp. If completed automatically, only gain 1 Nuclear Material. If majority autocompleted, only gain 3 nuclear material.
These should get done next turn If not this turn. Since last turn they where both at 3 progress And To get the most out of them we have to not let it get majority auto-completed. Which since they require 15 progress, I would put that as 8 autoprogress.
If we don't care for the Resources it gives, we should wait until Its almost done then just put enough investment to finish it off.
 
I'm going to post an complete version of my draft plan I mentioned before... once the moratorium is up.

EDIT: Is an orange ork... orkange?
 
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These should get done next turn If not this turn. Since last turn they where both at 3 progress And To get the most out of them we have to not let it get majority auto-completed. Which since they require 15 progress, I would put that as 8 autoprogress.
If we don't care for the Resources it gives, we should wait until Its almost done then just put enough investment to finish it off.

The Emulator is the only one we can complete this turn, we have no Warp juice for the Heart
 
The Emulator is the only one we can complete this turn, we have no Warp juice for the Heart

In cul. we have 22 points.
Ritual Livestock: Even with the Sacred Herds, many believed that more effort could be put towards reducing the amount of livestock slaughtered while expanding lifeforce harvesting with artificial selection programs designed to breed livestock with higher capacity for lifeforce. 0/20, grants Ritual Livestock tradition, increasing FTH and granting 1 Warp

Arbor Guardian: A proposed way of improving on Shrines was adopting TeknoDruidic principles by providing each Shrine with its own sacred tree: trees lived long lives, had large amounts of lifeforce and, just as saliently, if properly cared for could develop strong spirits. Also, fruit from these trees could be given as food offerings or by the Shrine-Keepers as a source of sustenance. 0/15, Shrines upgraded with Arbor Guardian, increasing EXP and Shrine Effects substantially. Generates 1 Warp.

In progress action in CUL.

Compulsory Secondary Education: It wasn't...strictly needed, since most Tekket pursued secondary education anyways. Still, by making it mandatory and spending resources to expand the Academy, you could effectively ensure 100% of your population was considered skilled. 5/10, grants the Compulsory Secondary Education, increasing ACD Points, costs 1 Network.

So I would do the Guardian, and finish the education, and still have 2 leftover Cul to use. Getting the needed warp for the heart. And depending on how the autocomplete part works, I would spend 8 Progress on both of them, to put the majority of needed progress, and just let them autocomplete. However I'm not sure which reward bracket that would land in. (Discord Confirmed as long as we invest most of the points and invest the warp we get the majority reward)

Also in Expansion there's these two options for war generation.
Herdtemples: Lifeforce was always at a premium, and one proposed method of meeting that demand had been put forward by a pan-religious agricollective who believed that they could meet that demand with orbital Herdtemples designed to rear vast amounts of livestock for use in venerable rituals. 0/15, establishes Herdtemples, providing FTH and 1 Warp.

Soil Processing Facility: Lifeforce was one of the most valuable commodities in the Directorate. This meant that, ironically, the same could be said for both Herds and suitable land to graze them on. Obviously, eco-domes offered a non-enviromentally intrusive way to grow the grazeland and crops required to rear sacred herds and shrine herds, but these required vast amounts of healthy soil. In order to fuel the expansion of Sacred Grazeland, some had proposed constructing a processing facility on Luna to convert vast amounts of minerals and algae into healthy soil that could be used to rapidly expand eco-domes and off-world grazelands. 0/25, generates CUL and 2 Warp.
 
Not if we can learn to live with them.

We need to do the anatomy. The more we know about them the easier it will be to tailor rituals for them and maybe we can tame them or become friends with them.
Definitely not taming people :confused:. More like freeing them from species wide demonic possession.
 
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